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tg08096

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    Valheim

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  1. 0-44 Vanilla Game before Mistlands update 1111-1126 Firefly Spawners - MM and Spawn That, by Firefly 1111-1126 Other Creature Spawning, by DENS92zk 2600-2608 Monsternomicon by Belasias 2700-2712 Monsternomicon by Belasias 2800-2804 Monsternomicon by Belasias 2900-2910 Monsternomicon by Belasias 3001-3008 Another Spawn That Config Files for MonsterMash, by Blumaye 4000-4002 Spawn That Config Files for MonsterLabZ, by MrSerji 4001-4071 Another Spawn That Config Files for MonsterLabZ, by Blumaye 4001-4081 Spawn for MonsterLabZ, by VitalikByrevich 4000-4022 Other Creature Spawning, by DENS92zk 4991-4999 SpiderSpawners, by FixItFelix 6901-6904 Don't Starvheim Spawn That Configuration, by Cortidd and Associates 9000-9006 Souls of the Land - Enemy Pack, by Salpati 20000-20016 Fantasy Creatures, by Horem (Thunderstore) 21000-21023 DoOrDieMonsters, by Horem (Thunderstore) ?????-????? Do Or Die NPC, by Horem (Thunderstore) 25000-25024 Farmyard Animals, by Horem (according to description) 25000-25024 FYA CFGs, by Asetia (Thunderstore) [also 2500 (mistake?), and included spawn_that.world_spawners_advanced.cfg should not be used afaict] 26000-26004 Fee Fi Fo Fum, by Horem (according to description) ?????-????? Minotaurs, by Horem 27100-27107 Deds Army, by Horem ?????-????? Slimes R Us, by Horem ?????-????? Googly Eyes, by Horem ?????-????? Skittering Madness, by Horem 85001-85012 Another Spawn That Config Files for Friendlies Reloaded Companions, by Blumaye I feel like we need an ongoing list of WorldSpawner IDs for everyone to be able to reference to avoid unwanted overwrites of existing spawner configs from all sources. It's somewhat manageable now but you can already see from the woefully incomplete list above of what already exists that conflicts are already happening, whether intentional or not. If a list already (or not yet) exists somewhere please reply with a link so I and anyone else still on Nexus can be informed. Reply with errors, omissions, corrections, etc and I will update the OG post in about 10 months. Check replies for additions. It is possible that at some point in the future this will no longer be necessary and if that happens I'll just update the post indicating that.
  2. This one? https://valheim.thunderstore.io/package/KGvalheim/MagicOverhaul/ on thunderstore
  3. The only way I personally was able to get it to work was to install both the mod you linked as well as https://www.nexusmods.com/valheim/mods/1516. Only worked when I had both, don't understand why
  4. Nevermind, Creature Level and Loot Control has an option for this
  5. The download with mod manager link stopped working with vortex for me a while back and I never cared enough to troubleshoot. I do a manual download. I click "Mods" on the left menu list in vortex, then drag and drop the file at the bottom where it says "Drop Files." Then you have to click Install and then Enable. It's definitely a convoluted mess, but once you get used to using the only 3 or 4 objects in the interface you will ever need to interact with, the rest kinda just becomes background that you don't even realize is there. Seriously, I had to do a triple take after reading your post. I actually like it more than NMM, and I was a holdout for a while too. The drag and drop is really what makes it for me. Switching game profiles is super easy too, just click the picture. And once you figure out the launch game button is that little circle with the triangle in the picture, well now I have mentioned all of the 3 or 4 objects I ever need to interact with. Now that I think about it, I think there was a third, really annoying panel in the right at one time that I got rid of in settings. Nope, just checked - it's all the nonsense you see if you scroll down. I haven't scrolled down in so long I forgot about all the nonsense down there.
  6. I'm mostly a bow user and only single player. I've gotten pretty good at killing everything by using the name/health bar as a reference point for aiming my shots. Most of the time I can't see the enemies because they blend so well into their environments. But all I have to do is aim, look around, find that name and health bar pop up, and shoot. It felt pretty boss for a while but now it just feels like cheating. I'd love to remove it completely. I would keep it for bosses though. I haven't seen any mods that do this yet, please reply with a link if I'm wrong or if someone wants to make it that would be awesome too
  7. I don't think I need to flesh out this idea but just the vanilla spawners are a great start. Another great feature would be a two-part spawner where an activator could be placed, for example, outside a room or down the hall and when activated would spawn the mob without the player knowing the creature hadn't been there the whole time. The only activator I have seen so far on the nexus is PressurePlate for Doors
  8. A placeable boat-style ladder - for climbing structures Ideally the ladder would consist of two parts - the ladder, and the placeable "destination point," perhaps connected by tags similar to portals. Place the ladder, place the destination point, tag each. Click the ladder, character moves to destination point. Size variants. This would facilitate "climbing" watchtowers and connecting points on structures. Variants could include "teleporters" to go from one point to another without a load screen, levers for simple "elevators," etc. Endless possibilities. Last night I combed through every mod on the nexus, haven't seen this yet. <3
  9. Don't know if this is the issue you are referring to, but when I click install with Vortex, Vortex opens but nothing happens. What I have been doing is manually downloading mods. Then I drag and drop the mod into Vortex, and it installs properly.
  10. An expansion of craftable arrows balanced to vanilla stats and crafting materials: Core Wood Arrow | Workbench Level 2 | 8 Core Wood | Pierce 27 | Knockback 10 Flinthead Fire Arrow | Workbench Level 2 | 8 Wood | 2 Flint | 8 Resin | 2 Feather | Pierce 14 | Fire 27 | Knockback 10 Bronzehead Fire Arrow | Forge Level 1 | 8 Wood | 1 Bronze | 2 Feather | 8 Resin | Pierce 16 | Fire 32 | Knockback 10 Ancient Wood Arrow | Workbench Level 3 | 8 Ancient Wood | Pierce 32 | Knockback 10 Ironhead Fire Arrow | Forge Level 2 | 8 Wood | 1 Iron | 8 Resin | 2 Feather | Pierce 21 | Fire 42 | Knockback 10 Obsidian Fire Arrow | Workbench Level 3 | 8 Wood | 4 Obsidian | 2 Feather | 8 Resin | Pierce 26 | Fire 52 | Knockback 10 I have not progressed in the game further than this point which is why my wishlist stops there. I cannot commit the time at this moment to learn coding to make this project a reality. I am hoping a like-minded individual is willing to invest the time to make this. I will have likely have the time in December 2021 If no one picks this up by then. I will edit this post if and when that becomes the case. Thanks for reading!
  11. Cells reset after 72 hours. The enemies and the chests reset, but when I check the map, the location has already been explored (and I'm horrible with direction - I get lost all the time). I rely on that map to know where I've been and where I haven't. I would like it if the local map of the dungeon cells could reset when the dungeon cells reset. I would make it myself but I don't see any reference to maps in the construction set. Could anyone point me in the right direction or know of anything like this?
  12. All colored map marker mods seem to be colored based on whether the location is a town, cave, tower, etc., but none of them seem to have different colors for map markers that represent Bandit inhabited areas, Warlock inhabited areas, Necromancer inhabited areas, etc. Why? I would like a map marker color mod that has a different color for each of the types of locations (preferably requiring nothing more than Skyrim.esm and Update.esm, i.e, not SKSE). For illustration, here is an excerpt from a page on UESP that covers the location types: Skyrim's dungeons are all categorized according to their occupants, and fall into one of these categories: Animal Den (9 out of 13 whose minimum level is given on their wiki page are minimum level 2)Bandit Camp (20 out of 21 are minimum level 6)Dragon LairDragon Priest Lair (6 out of 6 are minimum level 24)Draugr Crypt (18 out of 20 are minimum level 6)Dwarven Automaton Site (6 out of 7 are minimum level 16)Falmer Hive (16 out of 17 are minimum level 18)Forsworn Camp (6 out of 6 are minimum level 14)Giant Camp (Sleeping Tree Camp is minimum level 2, Guldun Rock is minimum level 24)Hagraven Nest (5 out of 5 are minimum level 14)Spriggan Grove (Shrouded Grove is minimum level :cool:Vampire Lair (7 out of 7 are minimum level 6)Warlock Lair (10 out of 16 are minimum level :cool:Werewolf Lair (Rimerock Burrow is minimum level 6) Some of these may be obvious and not necessary per modder's discretion. I would not change undiscovered locations, and I have no preference on non-encounter locations (towns, etc.). I know it's a long shot, but if someone is willing to do this, I would be happy to compile a list of locations by type to make it easier, PM me if this is the case. Thank you
  13. Where would they be? In caves or near daedric shrines? Are they on patrol like the thalmor? are there cursed items like cursed gems sitting on daedric shrines that summon a dremora when the player picks them up?
  14. What you're basically looking for if I'm not mistaken is an "Export/Import Character" mod that allows you to save the level, stats, perks, inventory, and character generation parts of the player character into a file, then reload a past save (or even start a new game), and then "Import" that character into your save or new game. That doesn't sound like it should be too hard to do. You know, by swim.
  15. You have to be more specific. Does the weapon get stronger in terms of physical damage only? Is it enchantable? Do any enchantments on the weapon get stronger as the weapon levels, or only the physical damage? Does the weapon get stronger as your skill in one handed or two handed skill advances, or does it get stronger as your level increases? If there are enchantments AND they get stronger, do they get stronger as the respective magic skill gets stronger, as your enchant skill gets stronger, or as your one handed skill, two handed skill, or level increase? Can they still be improved with smithing, or are they special weapons that can't be tempered with smithing? If you clarify these points then you might have a better shot at something useful
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