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tarskar

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Nexus Mods Profile

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    United States
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    Skyrim (always)
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    Xenogears.
  1. The new layout wouldn't let me make any changes to any mods i had up but it did let me delete them. I pulled what few mods i had up since for whatever reason it wouldn't let me make any changes (i kept getting a "cannot find page" error). I guess when everythings ironed out one way or the other I'll repost them but if a can't make any changes to them i'm too wary to post them at all. For what little my opinions is worth on the matter i liked the older layout better not only for ease of navigation but it seemed to be much faster. It now kind of feels like that one stage in Dark Souls 1 where you have to run up that cathedral buttress while two dark knight archers are firing at you from either side. if you go on either side you fall into an alienware add and even if you manage to stay in the middle you die and have to start all over again anyways. It's just part of the development cycle for any new changes and i have no doubt it'll be back to full steam at some point but for now I'm taking a back seat on mod posting and I'm just going to wait it out.
  2. You edit a staffs damage via the magnitude tab in the enchantment. Keep in mind you'll need to create a standalone staff if you want the same enchantment but with a different value. If you just change the enchantments value you'll change it for all staffs which use that enchantment. (In reference to provided image) You'll find whatever staff enchantment you want to change then give it a unique form ID. (1)(I used flames as an example) By that i mean just find whatever spell you want to change then modify the form ID name to create a copy of that spell. I recommend placing "AAA" without quotes infront of the name so it gets bumped to the top of the enchantments list for easy finding later. (2) Once you've created a copy you'll modify the damage value by changing the "magnitude" property (3). The magnitude is the damage it does sans any perks your character has or buffs provided by armor/jewelry. You can choose to remove the auto calculate option to manually adjust the magic charge drain from the staff but i'd recommend leaving it on for balance reasons (4). Once you've created your modified enchantment you'll need to apply it to a specific staff under the enchantments tab in the weapons menu, the same as any other staff. (Sorry for small image, i had no idea there was such a tiny image limit)
  3. By default all characters are covered. You're running a mod that has nude textures and that's what you're seeing when you strip NPC of their clothing/armor. It's not the armor in specific it's the body replacer you're using. Most body replacers have optional files that cover up the naughty bits, check the mods page for whatever mod you're using and see if there's an optional file, more likely then not if it was an installer based mod the option was included in the install package.
  4. Yes. The Legendary edition of Skyrim is a completely separate game in your Steam library, there's no conflict in modding it separately from SSE. Most of those mods in that list were released for the original version first and can still be found. I'd recommend using an older version of MO for modding since it appears to have fewer issues then MO2 in terms of modding the older version of Skyrim, i use V1.3.11 and it runs just about perfect. http://www.nexusmods.com/skyrim/mods/1334/? One quick note to remember, the original version of Skyrim had small memory allocation blocks and if you plan on modding it to any great extent you'll need to make sure to install SKSE and enable the memory patch that comes included in it. Here's a video explaining what makes the patch so important.
  5. If Gunmar isn't on the Skyrim map check Solstheim. The dragonborn DLC allows his quest location to be at many locations on the island. Same with the ancient techknowledgy crossbow schematics, some will show up there by random chance.
  6. Enemies levels in Dragonborn are set exactly the same way as Skyrim proper enemies. They're set either at or slightly above yours. The main villain of the DLC will be above you a set number of levels no matter what up to a certain point. It's going to be more of a matter of what difficulty you have set rather then enemy leveling. You're going to have roughly the same difficulty experience as Skyrim with only a few exceptions with a couple of hidden bosses that are entirely optional. You can always travel back to Skyrim if you want to take a break from Solstheim at any time so you're not stuck there if you find yourself not enjoying it.
  7. 64bit implementation isn't going to matter that much considering how outdated the game engine itself is. FPS, loading times, and physics are all still anchored to each other. Fallout4 4 has proven that's about as far as the engine can go. Memory allocation wasn't an issue going on atleast two years with SkyrimLE thanks to SSME's integration into SKSE. Bethesda even had to cut out hardware anti-aliasing because the engine couldn't handle it anymore. It's not a bad engine by any means, it got Bethesda through half a dozen games successfully but it's long past it's limits at this point. 64bit was basically putting a bandage over a bullet wound, it's only covering up the problem and not actually fixing it.
  8. That's probably because the Dwemer recorded information in lexicons, not books. Probably very few lexicons have survived (there is only one found in game) and they can only be read using receptacles which are hidden deep within Falmer-infested dungeons. There's also the fact that, after the Dwemer disappeared, their homeland was inhabited by... Dunmer, the descendants of the Dwemer's ancient enemy, and Nords, the anti-intellectual meatheads. Meanwhile the Dwemer cities themselves are inhabited by Falmer, who I'm sure hate the Dwemer more than anything. I'd say that's a pretty good historical basis for most Dwemer knowledge to have been destroyed either intentionally or through neglect/mishandling. That, and they shared knowledge via some sort of spirit link most likely facilitated by Lorkan's heart. Proof of which came to light when they all vanished at the same time. Several wiki's elude to that link also granting them the ability to communicate telepathically meaning the Lexicon were more or less an insurance policy and books being obsolete to their purposes. Yagrum Bagarn, if you listen to what he says and perhaps equally important what he doesn't say hints to the fact the link (the Calling as he puts it) they all shared was similar to a standalone network. He notes that there was a divide in the direction certain factions of the Dwemer ruling class wanted to take their species. This hints that the pool of knowledge they all shared wasn't split equally among all of the populace, my guess being that it would (or perhaps should) also impart a more or less homogeneous direction they wanted their civilization to go if that was the case. That raises some interesting possibilities. The dwemer were never really confirmed dead so much as missing. If they were just pulled to some alternate plain of Mundus there's a somewhat plausible chance their link may still be intact and by extension all of their pooled knowledge. If Lorkan's heart was responsible (even in part) for their abilities there's a chance some of that may have been passed to the red mountain when Lorkan's heart was destroyed within it. That would explain the ashspawn, the Dwemer were master of breathing life into inanimate objects. It could be that the ashspawn are rudimentary automatons created when the Dwemer race vanished..... Or even that they are infact Dwemer themselves, forced by the divines by a cruel twist of irony to become lifeless automatons themselves as punishment for creating machines and spurning the gods. And if that's the case it again raises the possibility someone crafty enough may find a way to tap into the Calling.
  9. There's an option in RDO's MCM menu that allows you to reduce NPC greeting distance.
  10. http://store.steampowered.com/app/72850/ Original Skyrim is still up (for now anyways) If you plan on modding your game heavily get the original version as it has full SKSE support which opens up a significant amount of unique mods for use. SSE will most likely not script extender support for a while yet. Most of the team responsible for making it have moved on and stopped modding all together leaving a single person who is currently devoting their time to Fallout 4. If you plan on playing Skyrim more or less as/is without adding many new quest or UI mods then SSE may work better. Most texture upgrade mods don't require any sort of script extensions and the sightly improved memory allocation management of SSE make it better out of the box if you're just looking at texture mods. At this point the original version has hit its peak and will most likely decline in new mods being added whereas SSE (atleast in theory) should be gaining more over time. There's no hardware anti-aliasing option for SSE though, if you want it you'll be forced to use some sort of third party post processing injector to fix, kind of a deal breaker for me but many people don't seem to mind.
  11. Being an ancient vampire but still locked in a child body means that if it came down to a hand-hand fight she'd have to rely almost entirely on magic and sneak attacks to work or run away. Even if she was around at the time of the attack she'd more or less be forced to turn herself invisible and either wait it out or hopefully pick off the occasional unaware imperial soldier. Bethesda had to make her MIA during the fight because she is still technically counted as a child-race NPC. I would have loved to see her in action though, maybe turn into a pint sized vampire lord and start moping up the legion with vampire drain and a few destruction spells.
  12. Name: Nira Stonehearth Race: Breton Age: 180+ Skills: Conjuration, Smithing, Enchanting, Heavy Armor âCharacteristics: Reckless adventurer, enjoys researching forbidden magic. Weapons of choice: Magnus staff and summoned minions. Nira abandoned a cozy life as a noble in the Rourken clan bloodline nearly two centuries ago to research the lynch mummification techniques used by the Nords to preserve their dead. After a while she realized it could be used to extend the life of the still living. What knowledge she couldn't find on her own she bargained with Hermaeus Mora to learn. He saw in her exceptional talents in the fields of conjuration and necromancy and gives her nearly unhindered freedom to research and experiment with her magic, even occasionally giving her small snippets of forbidden knowledge to help her along. In exchange she offers all of her research to him and eternal service in Apocrypha upon her death. Knowing she'll have full access to his libraries at that point she tends to be a bit careless in fighting but her abilities as a Battlemage have seen her victorious in every challenge so far. Her being half lynch at this point means she will live an unnaturally long life but Hermaeus seems to be pleased with that fact because as long as she explores all nooks and crannies to add to her knowledge she does the same for him.
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