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Zerix

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  1. Aye, interested in the solution as well, since my scripts are lagging as well.
  2. HUZZAH!!.....sorry playing a nord- "Thank Talos!" Not using the Realistic Skyrim Wildlife Loot fixed my issue, shouldn't truly need it with Hunterborn regardless. BTW- my cooking menu is the largest menu I have ever seen!! Anyway, its fixed!
  3. vlaka, I'll double check the compatability patches, its possible I missed one. Since its only in my cooking menu it should help narrow it down. Tes5edit I have heard of but never used. I'm sure Gopher or another reputable source has done a video tutorial so that should not be a problem. I was going to spell out all of my mods, however I think It might be hunterborn and realistic wildlife loot, there is not compatability patch, and they both add recipes, testing it out now. Regardless thanks for the help, and the info still could come in rather usefull. Thank you.
  4. Did you ever solve your cooking menu CTD? Mine is doing it now, only I have yet to get it to open once after about 6 tries.
  5. Greetings to All, I am interested in altering the weaponsproperties to match realism as close as I can. I am also hoping that others might be able to view this thread as a resource of sorts, where the information is presented cleanly. As such, I will be numbering each of my questions, and giving the simplest way to present it I can think of.If you would be so kind as to answer in these regardsEnsuring the Question number is easily seen and listed firstidentifying which question you are anwering by number list the field or object name, in other words since I am a layman <field/objectname="XXXXXXX" where X=the name ie. "FireStrategyProperties" If the desired effect requires more than one variable change, please list all known effects and changes ie. to adjust bullet spread, you need to alter it in "Bulletspread_ironsights" , "bulletspread_crouch" etc etc. If a larger/smaller number indicates a greater/lesser effect If it is taken as a percentage (1=100% , .75=75% etc etc)If you are looking to have a similar question answered, please do not make a new post, the question has already been posted and when an answer is givin, it will be updated as suchI understand some may seem straightforward, but please for the sake of someone ignorant possibly trying to modify weapons (likely myself) please assume that a fairly in depth and direct answer may be required.I have located the correct files to alter the player weapons and NPC weapons.My next post will be a listing of things I am looking to alter. It may take me a while to compile them. I will also try to keep questions that have been answered labeled as such, so as not to have redundant posts. I will be putting up some questions I already have the answer to but others may not. I will answer them if i can.
  6. Pretty sure my weapons revert to unmodded versions once start the trials. I believe they use a a different xml that most modders have probably left untouched.
  7. I have always hated waiting a full hour. I dunno if its possible, only with scripting I suppose. Is there anyone here with the knowledge and capability of making smaller increments, perhaps dividing it into 15 minute increments? I have been waiting after performing certain tasks(crafting/eating) things that take time in real life...to mimic how long it would take in real life and to make time pass according to what the player does. It would take several hours to chop tons of wood or craft simple items. I have several mods (frostfall/Imps complex needs/camping kit of northern ranger/cloaks of skyrim-winter is coming) that add to what I feel is realism. I realize this is going to be wanted by possibly just me, or at least a small contingent of the mod users. But for me and possibly others this would be greatly appreciated. On a side not if anyone chooses to undertake this, consider talking to the creator of Sleeping and waiting dangers- Sands of time, to see if it could be compatible with his mod.
  8. If you get duke patricks heavy weapons combat, it matters very much on positioning etc. I did in fact read that entire thing. Very interesting. With Dukes mod, there are feints and backstabs (merely hitting the posterior of the character with any attack at any time), the ability to be mobile and strike quickly is very important, on the other hand, his Titan Smash he added from oblivion makes large 2 handers wielded by large characters able to clear smaller opponents off of thier feet. I killed a giant at a relatively low level by chopping his legs out from under him, then attacking him while he was down. Very fun mod. First pack of wolves I attacked solo at level 2 killed me, on adept!! They took my little elf (as the nords call me) right off my feet since I came wading in swinging. Now combat movement and pacing matter a lot. I'm not saying you should redo your analysis as it would be more complicated and drawn out now most likely. I am aknowledging the hard work and attention you gave this initial assessment. I am also reccomending one of the best combat mods I have ever played with since oblivion.
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