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ChessPirate

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  1. You can do this without creating any new scripts, as I have done in my "More Dangerous Enemies" Mod. You could just modify the "Twin Souls" Perk to up the number from 2 to 6, but if you are not wanting to mess with "Vanilla" stuff as much as possible... If the New Perk that allows more "Minions" is put onto a created NPC, or the Player, that does not have the "Twin Souls" Perk, then they can "Summon" up to the limit of the Perk without problem. However, if it is the Player, as in your case, and the Player does have the "Twin Souls" Perk, then the two Perks do clash. The way to fix this is to modify the Vanilla Twin Souls Perk to not fire if the newly-created Perk that allows more Minions is "owned". The Condition to do this should be put on the "Perk Entry" page of the Twin Souls Perk, on the "Perk Owner" Tab. The Function is "HasPerk". What I was trying to do in "More Dangerous Enemies", was to be able to have up to 5 Reanimated Minions fighting for me at the same time. Anyway, good luck!
  2. My fondest memories of my first Skyrim playthrough were of just adventuring in the caves, tombs, forts, and Wilderness, then doing one or more of the minor quests, or further the main quest along, then back to more adventuring. Probably the most fun for the longest time for me in any game ever. I don't recall that specifically messing anything up, but I do remember some quests getting broken somehow. I just chalked them up to Skyrim being Skyrim, where the bugs abound and sometimes make the game even more endearing because of them.
  3. I made a Mod that does that. For Skyrim LE it's http://www.nexusmods.com/skyrim/mods/39111/ For Skyrim SE, it's http://www.nexusmods.com/skyrimspecialedition/mods/9778/ The Mod also sets "Cells" to respawn every 5 in-game days, instead of the default 30 days.
  4. My Mods "All Locations Reset" for LE - http://www.nexusmods.com/skyrim/mods/39111/ - And- "All Locations Reset" for SE - http://www.nexusmods.com/skyrimspecialedition/mods/9778/ Reset Northwatch Keep as well as many others that had their "Never Resets" Flag set on.
  5. But please be aware that increasing the uGridstoLoad may make your game unstable. I used "uGridstoLoad=7" and "uExterior Cell Buffer=64" in the [General] section of "Skyrim.ini" and it resulted in some odd, glitchy behavior. In SE, adding the line "uLargeRefLODGridSize=" with the same odd numbers only formula as "uGridstoLoad=" (13, 15, 17, 19, 21, etc.). in the [General] Section of "SkyrimPrefs.ini" works beautifully. The larger the odd number, the farther the LOD is extended and the larger the fps hit(and, at least on my system, it appears that it actually reverses the LOD after "21"). I found on my system, "15" was the number I could use and still be able to record Gameplay well enough.
  6. I really enjoyed "Will Rock". It plays a lot like "Serious Sam".
  7. I and some Giants and Mammoths were fighting a Dragon, when he took off with an unexpected passenger...
  8. I have made a Mod that changes the Slow Time Shout visual to a cool-looking color saturated effect. It also "lightens" the area, making enemies easier to see. New Slow Time Shout Visual(Oldrim) - http://www.nexusmods.com/skyrim/mods/39748/ New Slow Time Shout Visual(SSE) - http://www.nexusmods.com/skyrimspecialedition/mods/9779/ If you want to play around with the settings yourself, call up my Oldrim version with the program "TES5Edit" or in Creation Kit and see what settings I changed. For the SSE version, use "SSEedit" or the SSE Creation Kit.
  9. Hi, I have just created a Mod that changes the default gameplay settings for the "Bleedout" function so that it is completely disabled. This works on both non-essential and essential NPCs. It's called "No More Sinking To A Knee On Low Health SE" and it's at http://www.nexusmods.com/skyrimspecialedition/mods/12640/ for SE and "No More Sinking To A Knee On Low Health" at http://www.nexusmods.com/skyrim/mods/87121/ for Old Skyrim.
  10. I assume you mean you are trying to create a new NPC Mod and you can't get the actor to use both melee and magic, even though you have given it otherwise working weapons and spells. I had the same problem in my "More Dangerous Enemies" Mod, and it took a lot of experimentation to come up with working combinations. Spells in leveled lists and in the Actor's Spell List are extremely ticklish about having "RightHand", "LeftHand", or neither assigned. Much experimentation may be needed to make them work. Apparently some Destructive Magic Spells and Melee-type weapons break equiping the right hand. The right combination of weapon and spells has to be found. Any dual-wielding weapon or spell that doesn't say "left hand"(and many that *do*) will break it. Anyway, good luck on your Mod!
  11. I had this problem while I was gameplay testing very early versions of my "More Dangerous Enemies" Mod. Because I didn't know any better, I would play for awhile, notice something I wanted to change, save the game, make the changes, activate the new version of the Mod, load the same save game, and keep doing this over and over. Then I tried running the game with that same save game without my Mod active and some characters now displayed that problem. I had saved info from my Mod into the save game and then used it without the Mod active. So maybe, by activating and de-activating Mods using the same save game, you have saved corruption into it. If you have any older save games hopefully before any of this happened, maybe the problem won't be in them. It's worth a try... my question then is would this behavior cause the above glitch including the bit about getting stuck inside the wagon at the start of a new game (NPC's fall off the wag and the player character clips into the wagon under the drivers seat). I doubt that the wagon thing is the same glitch. If you have any Mods active when you start a new game, that could be the cause. I found this thread: http://forums.nexusmods.com/index.php?/topic/1017080-beginning-of-game-wagon-bug/
  12. I had this problem while I was gameplay testing very early versions of my "More Dangerous Enemies" Mod. Because I didn't know any better, I would play for awhile, notice something I wanted to change, save the game, make the changes, activate the new version of the Mod, load the same save game, and keep doing this over and over. Then I tried running the game with that same save game without my Mod active and some characters now displayed that problem. I had saved info from my Mod into the save game and then used it without the Mod active. So maybe, by activating and de-activating Mods using the same save game, you have saved corruption into it. If you have any older save games hopefully before any of this happened, maybe the problem won't be in them. It's worth a try...
  13. Try "More Dangerous Enemies" http://www.nexusmods.com/skyrim/mods/42794/
  14. I believe that some of the bugs occur because of "stuff" that gets into our saved games after many hours of play, but I also think that most of the glitches actually add to the charm of the game. I have encountered the Skeletal/Invisible/Unkillable Ancient Dragon bug, the Invisible Khajiit bug, a Mammoth Dragonrider, the Falling Dragon Corpses or live Mammoths on fast-travel bug, a dead bear walking, mammoths that get shot way up into the air and then float back down, and a suicidal goat that attacked a dragon. But probably the funniest was when I was in a major battle and I got knocked over by a shout, ending up with my face near the *ahem*, womanly parts of one of those warm-water bathers. She then says "looking for something?"
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