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savagemoonlight

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  1. In response to post #24742594. #24742759, #24742849, #24742924, #24742934, #24743009, #24743059, #24743149, #24743254, #24743299, #24743359, #24743449, #24743474, #24743514, #24743524, #24743584, #24743604, #24743624, #24743724, #24743739, #24743769, #24743774, #24743884, #24743929, #24743984, #24744049, #24744139, #24744159, #24744279, #24744479, #24744519, #24744574, #24744719, #24744789, #24744794, #24744929 are all replies on the same post. Aren't you putting yourself up for even more abuses if people were to pay for your mod? Hey I want this sword to be green. I want it to sparkle. Hey you better give in to my demands cause I've freaking PAID for you mod, you're obligated to do as I ask. Truth is, self-entitled abusive arsehole will always be around and I'm sorry how they've made you so cynical but paid modding is definitely not a solution to this.
  2. Hi. In vanilla, dual casting destruction will increase the spell magnitude, whereas DC conjuration increase the duration. Which entry do i need to change if i wanna change DC conjuration to increase magnitude instead?
  3. Im trying to add a Disarm effect to all the Fire spells but it is not working as well as i want it to. The problem is that this Disarm will only proc when hitting the enemy when they are in mid swing, whereas the Disarm shouts will always work. I've dug deeper into the Shouts tab and found a NPC-only Shout called "Dragon Disarm" and the description is "Disarm opponents in mid swing". Leading me to believe that this condition was intended. What really baffles me is that the same "Disarm" magic effect will always proc when used in a Voice. But when attached to a Spell, it somehow becomes conditional. I have an idea on overcoming this problem, which is to somehow attach the "Voice" spell to the "Fire" spell, meaning both a Voice and a Spell will be casted simultaneously. Does anyone know how to do this? Btw, there are a few Disarming magic effects (sadly all of them have the same effect) - PerkBashDisarm - TrickShotDisarm - DragonVoiceDisarm - VoiceDisarm1/2/3
  4. Hi cscottydont, Thanks for your help. Thought i've already found an alternative way to go about doing it. Anyway, my completed mod is up. Have a look! :) Necromancy and Conjuration Overhaul http://skyrim.nexusmods.com/downloads/file.php?id=9094 Cheers
  5. I want to create a mod that introduce a perk which will prevent reanimated zombies from turning into ash piles. I've found out that the effect which turns zombies into ash upon death is "ReanimateSecondaryFFAimed" under Magic Effects tab. There are 2 ways to go about doing it. 1) I tried setting "HasPerk" condition to this effect but it does not work. Somehow this effect will ignore conditions. Need help in finding out why is this so. 2) Another method would be to give all dead bodies a 100% Spell Absorb with "HasPerk" condition tied to it, so that with the perk, the bodies will absorb the "ReanimateSecondaryFFAimed". Does anyone know how to modify the AV value of all dead bodies?
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