blender, gimp, cigs and beer are the 4 food groups

Comment History  (60 - 90 of 121)
dogtown1
dogtown1 Feb 10 2013, 12:51am says:

its the little dino arms

I wanted to do some more work on this guy anyway, I can take those little arms off and give him some arms that look more..clannfearish

+3 votes   media: Clannfear
dogtown1
dogtown1 Feb 8 2013, 3:37am says:

it does look like that huh ^_^
she's actually floating, she's rigged to the dragon priest skeleton so she floats through the air

+2 votes   media: Mina
dogtown1
dogtown1 Jan 21 2013, 10:08pm says:

its funny you said that ^_^

I got that model off the internet and its original use was for med studies, I just bloodied it up,added armor and made it look scary

+2 votes   media: undead
dogtown1
dogtown1 Jan 9 2013, 12:37am says:

theres a werebear, a weregoat, 2 werecats, and I cant remember how many werewolf types

+1 vote   media: Werewolf
dogtown1
dogtown1 Jan 9 2013, 12:33am says:

they are some ugly sucka's

I have a hairless version as well that is pretty creepy

+2 votes   media: RATS!
dogtown1
dogtown1 Jan 8 2013, 10:29pm says:

yes its updated

I changed the description on this page, but forgot to change the read me in the download

+1 vote   download: Hunter-v12
dogtown1
dogtown1 Jan 5 2013, 11:51pm says:

updated to work with v12

+2 votes   download: SkyMoMod-Pets-2
dogtown1
dogtown1 Dec 22 2012, 8:02am says:

I dont know...I make this stuff up as I go

o_0

+1 vote   media: Ice Naga
dogtown1
dogtown1 Dec 22 2012, 8:00am says:

it would need a new skeleton, I can do small scaling edits but new skeletons are tough
there is a video here you can see him in and he looks pretty good in action

+2 votes   media: Alpha Drake
dogtown1
dogtown1 Dec 22 2012, 7:54am says:

I had someone ask me to rig this guy to a deathclaw skeleton

+2 votes   media: Dragon Daedroth
dogtown1
dogtown1 Dec 22 2012, 7:47am says:

the armor is not playable....yet

+1 vote   media: Necromancer
dogtown1
dogtown1 Dec 11 2012, 4:37pm says:

11 new creatures and 2 new playable weapons along with any tweaks I add to the mod

+3 votes   download: SkyMoMod-V12
dogtown1
dogtown1 Jan 21 2013, 10:00pm replied:

you should have seen something by now, it sounds like the mod is not installed proper, or you are not updated to the latest steam patch

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 21 2013, 9:58pm replied:

no that was done on purpose, the werebear has higher HP's, but not the ferocity that a werewolf has so no knockdown for him

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 19 2013, 3:55pm replied:

theres alot, but the stuff I spend the most time in is blender, nifskope and gimp
xnview is also a very handy tool

+1 vote   member: dogtown1
dogtown1
dogtown1 Jan 19 2013, 3:52pm replied:

you set up blender the same way you would for fallout
you have to jump through some hoops in nifskope to get skyrim models into blender and then back into skyrim

Wiki.tesnexus.com

this should get you on your way

+1 vote   member: dogtown1
dogtown1
dogtown1 Jan 19 2013, 3:32am replied:

yes at lower levels you will see low level creatures
as your levels increase, so does the danger because thats when the big boys come out to play

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 18 2013, 8:47pm replied:

thank you ^_^
I hope you enjoy the creatures

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 18 2013, 8:47pm replied:

the bash patch should work fine, I'm unfamiliar with that mod so you may want to ask the author of that mod

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 18 2013, 8:42pm replied:

30 game days

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 18 2013, 8:01am replied:

the "AV package" for skymomod was done by a friend of mine Macadamstreet, I can ask and see if he plans to do a v12 AV pack

+3 votes   download: SkyMoMod-V12
dogtown1
dogtown1 Jan 15 2013, 2:31pm says:

he is a scary sucker ^_^

+1 vote   media: Hell Spawn
dogtown1
dogtown1 Jan 14 2013, 9:51pm replied:

1) some enemies are stronger, some are weaker
I totally forgot about the sea dragons death item loot, I'll fix that in the next update
2)thats a game issue, I have heard of that before, it can happen at times with any creature, I've seen a vanilla werewolf do the same thing with no mods in game
3)the weapons are not added to crafting lists or vendor lists so they pretty much have no effect on the game other than they look cool in the enemies hands, you dont have to use them and they are not worth much, again its mostly eye candy

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 13 2013, 12:07am replied:

I'm not familiar with that mod, but mods that edit creature leveled lists will conflict with this one
there are 2 things you can do, create a merge patch, or place the mod you wish to have control over what spawns lower in your load order
if the other mod is an esp, it will override the skymomod esm

+2 votes   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 12 2013, 7:42pm replied:

I did not hear about "warz"
what happened?

+1 vote   member: dogtown1
dogtown1
dogtown1 Jan 12 2013, 5:56pm replied:

honestly, dont give the ring to your companion
sorry but thats the way the summons works, your companions arent meant to have companions..I'm kinda suprised it did anything when you gave it to your companion

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 12 2013, 12:42pm says:

@mrperson
yes, the rings are totally random
it may take awhile to find the same ring/amulet twice, but its possible

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 11 2013, 8:11pm says:

I would use this

Skyrim.nexusmods.com

this manual will teach you everything you need on how to use it

Fallout3.nexusmods.com

yes its in fallout 3 but its the same program, you can check here for more info

Forums.bethsoft.com

+1 vote   download: Skymomod-patches
dogtown1
dogtown1 Jan 11 2013, 7:40pm says:

@kvalkez
there is a lore friendly esp here that I did, its in the "skymomod patches" file, check that out
also jackstarr is working on his v12 version right now over at the nexus

@puojackz
the skymomod collectibles was an Ironman mod, you would need to ask him to do a v12 version

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 11 2013, 7:24am says:

@do_i_ob
its a long story, but I hope to be back there soon

I have more screens and comments at my facebook page now if anyone wants to visit there
^_^

Facebook.com

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 10 2013, 8:24am says:

Imageshack.us
Imageshack.us

a couple of works in progress

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 10 2013, 6:46am says:

if you have the nexus mod manager, I believe you can drop the .rar archive directly into the managers mod folder, then click on the managers "install from archive" button

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 10 2013, 1:17am says:

@oplopo
you need a program that opens rar archives, winrar can open rar,7zip,zip, and others, get it here

Winrar.softbuddy.org

then click on the download button here and save the file on your desktop
open the skymomod.rar archive you saved on your desktop using the winrar program
the read me file inside will take you through the rest on the install

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 9 2013, 11:04am says:

yeah this place is cool with the nice image area, vids, news and all sorts of cool features
^_^

speaking of the image area, I keep adding images of stuff that will be in the next update, I have some pretty cool stuff comin

+2 votes   download: SkyMoMod-V12
dogtown1
dogtown1 Jan 9 2013, 10:57am says:

to expand on the ashiqikbal question

I have seen a trend in the last year where people have come to depend on things like the "steam workshop" and "nexus mod manager" to work miracles on the mods they install, installing mods has become like an addiction and before long some people have 200 mods in their game
the fact is that there are SO MANY mods that try to improve a little bit of EVERYTHING and all they have done is created a mod that CONFLICTS with everything
if you dont know something about how mods work or how to use tesvedit to resolve conflicts and create a merge patch, you should shy away from mods that claim to fix everything

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 9 2013, 10:42am says:

@ashiqikbal
if you install the mod on an existing save, it takes 30 game days for the cells to respawn
the mod works best when installed on a new character but its not needed
also remember the mod is an esm file, so any esp mods you have that edit creature leveled lists will overide skymomod spawns

+1 vote   mod: SkyMoMod V12
dogtown1
dogtown1 Jan 8 2013, 10:32pm says:

@shiverT
thanks, check back now and then as I already have some pretty cool stuff lined up for the next update

+3 votes   download: Skymomod-patches
dogtown1
dogtown1 Jan 8 2013, 10:28pm says:

I'm glad you reminded me, I'll fix that next time

+1 vote   download: SkyMoMod-Pets-2
dogtown1
dogtown1 Jan 6 2013, 9:21pm says:

actually I do still keep in contact with DarkOne at the nexus and I may be returning there soon

it was mostly over some old textures in a mod that I had not touched in over a year and a half
plus there was a creature that I used from a model resource on the net that was in question as to if was okay to use

on returning to the nexus I would need to remove those few assets

+3 votes   article: Skyrim Monster Mod
dogtown1
dogtown1 Jan 6 2013, 6:47pm says:

yeah the shading on the texture needs some work, I may ask "Star-X" to take a shot at this texture, that guy is a miracle worker

+1 vote   media: Draugr Warrior
dogtown1
dogtown1 Dec 9 2012, 9:01pm says:

I kinda like it

^_^

+1 vote   media: 'Skyrim Monster Mod'
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