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TheCivillian

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  1. So I discovered Morogoth35's Death Counter (https://www.nexusmods.com/skyrimspecialedition/mods/16593) and have attempted to create a mod based around this, as similiar to the aforemention 'Death Has Consequences', death is tracked externally and is not effected by the player loading an earlier save. Here's my initial attempt: https://www.nexusmods.com/skyrimspecialedition/mods/37838 I'm sure lots of people request cool mods here, hoping that someone else will magic up their dreams and spare them from the [often] tedious and challenging realities of mod making. This is something my SE playthrough is sorely missing, so don't mind a little graft to make it a reality, but my modding ability is fairly elementary, so really hoping for some advice :-D!
  2. Found here: https://www.nexusmods.com/skyrim/mods/11137 So, I've been building a load order since switching to Special Edition and one thing I just can't find is a suitable death overhaul mod. Tried all that I know of Respawn, Death Alternative, Dead Is Dead, Ashes, Mirewalker, Death Is Highly Overrated etc. Many are impressively made, but I find that given the option of accepting heavy penalties for dying or reloading an earlier save (even with Hardcore Save) it's usually a no-brainer to just reload and swear to do better next time. 'Death Has Consequences' for LE was a Script Dragon plugin that could be configured with an .ini file and would track total deaths and then apply the relevant ammount of penalties to all of that characters saves. That way if you mess up and die, even a reload of an earlier file can't save you from the consequences of your failure - if you die, you get weaker PERIOD! I've converted several mods to SE but as a Script Dragon plugin this is beyond me. Anyone got any advice on how to go about bringing that same magic to Special Edition? Sure some will say 'use willpower, don't reload when you die, use Repawn', but humour me, DHC was a great mod that really made you think long and hard about getting into sticky situations knowing that to die meant regressing the equivalent of a level or more. Interested to know what people think. Cheers.
  3. Thanks! Didn't work when I first tired, so guess I was doing something wrong. Working now :D.
  4. Hi, I'd like to add an enchantment to a weapon that will drain the player's stamina/health/magicka when equipped, but I just cannot figure out how. Creation Kit only seems to let me apply "Fire And Forget" magic effects that will damage the target, but I want to make a powerful weapon with pros and cons. Maybe even add a level check in order to overcome these detrimental effects. Any help on how to do this? About 3 years ago I got pretty competent with G.E.C.K for Fallout 3 and was able to cover alot of ground by using enchantments that would add invisible perks to the player. Have much less experience with Skyrim Creation Kit, but surely what I'm trying to do can't be that hard, right??? Would be real grateful of some pointers.
  5. Hey Was really hoping to find a mod that prevents you from saving during combat, Mass Effect style, but there doesn't seem to be one in existence. When I played Fallout3 I used THIS MOD and felt that it worked great. Made combat much more challenging, not being able to save after each lucky blow when facing a superior enemy. Sometimes you just had to swallow your pride and run! I know that some people will say "well you could just NOT save after each attack", but some of us just can't help it when the option's there! Did my best to copy the script from the Fallout3 mod over to Skyrim, but with my very limited scripting knowledge I was unsuccessful. If anyone fancies doing a conversion, I'd be very grateful and I'm sure others would be too! Many thanks!
  6. Yeah I thought about that too. Boosting limb health, would work just as well. Can't see a way of doing it without some form of scripting though.
  7. Hi, first time poster. I'm in the process of re-tweaking Fallout 3 to my taste to find to be the best balance between realism/enjoyment/"survival feeling", without changing the original game too drastically. Would it be possible to attach a script to an object, for example a helmet, that reduces the amount of head damage received by the wearer when equipped? My logic is this. If you take a Brotherhood Of Steel Knight, remove all his armor and shoot him in the head, he should die like a common settler. Put Power Armor on him, but without a helmet, shoot him in the head and he should die just as easily. See where I'm going? From what I can make out the AR on an armor effects the entire body (or just upper/lower), so wearing body armor with a very high AR will apply the same protection to your head even without a helmet, which bugs me. Any advice? If someone could point me in the direction of a basic starting script for a helmet, I could probably take it from there. Not done much scripting but am willing to learn :-P. Many thanks.
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