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raulfin

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  1. Would love to see the post mission screen changed to be something more like http://imgur.com/091IhLk. The trooper that had the best in a stat could have it highlighted green and worst highlighted red. (Cross posted at XCOM 2 2K forum)
  2. I pm'd you but figured I'd post here also for others. The enchant became 15% when disenchanting the 40% item as only the base enchantment is added to your enchanting list, not the specific enchantment that was on the item. For 'Resist Frost' the enchantments are; Base (15%) - EnchArmorResistFrostBase "Resist Frost" [ENCH:0010FB8C] of Resist Frost (15%) - EnchArmorResistFrost01 "Resist Frost" [ENCH:0004950C] of Waning Frost (30%) - EnchArmorResistFrost02 "Resist Frost" [ENCH:000AD485] of Dwindling Frost (40%) - EnchArmorResistFrost03 "Resist Frost" [ENCH:000AD486] of Frost Suppression (50%) - EnchArmorResistFrost04 "Resist Frost" [ENCH:000BE02B] of Frost Abatement (60%) - EnchArmorResistFrost05 "Resist Frost" [ENCH:000BE02C] of Warmth (70%) - EnchArmorResistFrost06 "Resist Frost" [ENCH:000BE02D] As for the math, need to know all the enchanting perks you have, Enchanting skill and Soul Gem used. This is the formula used; Apparel (all non weapons): net magnitude = base magnitude * soul multiplier * skill multiplier * (1 + perk) * (1 + specific perk modifier)"Base magnitude" is the %value of the enchantment as a whole number, 15% = 15. "Perk" is the value of the bonus as a decimal, +75% = .75. Repeat the "* (1 + perk)" portion for each enchanting perk that increases enchanting strength. Ranked perks (Enchanter 1/5, Enchanter 2/5) will normally cancel previous ranks, but some mods may make them additive.* Perks that reduce the effectiveness of an enchantment (Extra Effect) are added to the end of the formula as "* (0 + perk)" so a 20% weaker perk would be "* (0.8)" "Specific perk modifier" is stuff like defender (SkyRe), in vanilla it is Fire Enchanter, Frost Enchanter, Storm Enchanter, Insightful Enchanter and Corpus Enchanter, since only 1 of those will apply to any one enchantment at a time. soul multiplier = Class Multiplier Grand x1 Greater x2/3 Common x1/3 Lesser x1/6 Petty x1/12 skill multiplier = approximately 1 + (skill/100) * (skill/100 - 0.14) / 3.4*Additive ranks: rank 1 is +10%, rank 2 is +10% but says it's +20% as it adds its 10% to rank 1s 10%. Additive perks in a multiplicative formula do not equal the sum of the parts, they equal more. 10% (r1) + 10% (r2) = 21%, 50% (r1) + 50% (r2) = 125%. The vanilla enchanting perks are not additive like this, Enchanter rank 2 disables the bonus from rank 1 and replaces it with the higher bonus, rank 3 disables rank 1 and 2, etc.
  3. If you are using SkyRe (the ReProccer) and are getting the IA patch from Quotsfans page it was made for IA6 and will want Spike, you need to get the updated patch from Xathra's SkyRe Patches page.
  4. PerMa_Master is adding them, it's the active mod.
  5. I've already read 2 other topics on the issue Here and Here, in both the issue is from using a body/face texture mod. I'm not using any body/face mods in the profile I'm using to work on these NPCs but still getting stuff like this (Image from user; ignore the shininess, the issue is the top of the head above the compass) on several NPCs. I've been through my profile and data folder and have nothing that should affect this. It seems that my Argonians heads are invisible also. Cats seem to be fine. I'm Using MO v1.3.8 with a profile set up specifically for working on the mod and patches for it, it's not a play profile. Mod list Active Mod Files: Edit: the lines in CK http://imgur.com/Dg25M5B - Man/Mer races http://imgur.com/WEjrN6l - Argonians
  6. I fall into the "I'll get it when the 'Complete Edition' is on sale" after all the updates and DLCs are out. And I'll secretly hope AFKGames will do a UFO4P.
  7. Considering that ppl are still playing/modding Morrowind, Oblivion, Fallout 3 and Fallout New Vegas, I assume almost nothing will change.
  8. There is an Alteration spell (Loot Magnet) in Apocalypse Spells that you can cast that will loot everything within a 100 range. That's the closest there is that I know of. Sorry thought I was looking at Skyrim forum.
  9. Would it be possible to implement an 'Assigned' button/box that only file admins could see? This would help mods that have multiple people working on them so they don't all try to fix the same bug and can use the new system better.
  10. Also '+' symbol (possibly others) don't appear. + will not block the text following it from appearing like & does, only the + doesn't appear.
  11. The "Open the bug report" button added to a comment after moving it to the bugs tab doesn't open the bug report if it is not on the 1st page of the bugs tab, if the bug is on the 1st page of the bugs tab it works as expected. http://www.nexusmods.com/skyrim/mods/59849 Non-working example: Post by AnonEMoose44 (#11586) was moved to bugs, that report is on bugs tab page 2 currently. Working example: Post by AshytheDeer (#11444) (currently on comments page 2) was moved to bugs, that comment and reply are on bugs tab page 1. The "Open the bug report" button doesn't appear on the forum side, so the links to the comments may be unhelpful.
  12. When creating a reply to a bug if the '&' symbol is included everything after it will not appear in the reply. Using & in the original bug report works as expected, error is only in replies. http://www.nexusmods.com/skyrim/mods/59257 Private Bug - "test2" the original comment is 1 & 1, which works, the replies are, in order, 1 & 1, 1&1, 1 and 1, of which only the later correctly appears. Can also be seen here http://www.nexusmods.com/skyrim/mods/49791 Bug - "Problem with PerMa meltdown perk" the last two replies by me started with CCOR Script & CCOResource... but only CCOR Script is displayed.
  13. http://www.nexusmods.com/skyrim/mods/59849
  14. I'm unable to change to any page in the bugs tab, the page number button and the 'select a page' options both redirect to page 1.
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