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GallumX

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About GallumX

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    United States
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    SkyrimSE, Destiny 2 (pc), WoW
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    Dark Cloud 2

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  1. You're gonna have to unpack that mod's bsa and determine it's file location. Once you have that it's as simple as just naming the file you want to replace it with the same thing and putting it in the same place as a loose file and the game should overwrite the bsa with your file. I think lol
  2. So you want to make a spell that summons 3 npcs at the same time? Have you tried adding the magic effect that summons the npc three times to a spell? Should be pretty easy in creation kit if that would work. Just find the spell that summons the familiar, duplicate it, then open it and you'll see the magic effect on the right. Try adding that same exact magic effect two more times until there are three copies. This should, or at least as far as my knowledge goes, summon three of them when you cast the spell. Worth noting however that you might want to uncheck the autocalculate box otherwise the spell might cost too much to summon.
  3. It was a script running from a visual effect or something along those lines.
  4. specifically it is leaving ghostly remains and I don't want it to
  5. Now it isn't a huge deal, but other summoned npcs don't leave anything so mine really shouldn't be either. Does anyone know what might be affecting this?
  6. https://www.nexusmods.com/fallout4/mods/33334 just gonna throw my hat in this ring, I suppose.
  7. https://www.nexusmods.com/fallout4/mods/33334 this one gives you spent fusion cores when you expend one, and also includes a recharging station.
  8. https://www.nexusmods.com/fallout4/mods/33334 this mod adds spent cores as a misc item. They're actually worthless, but it wouldn't be too difficult to change the price in the creation kit.
  9. https://www.nexusmods.com/fallout4/mods/33334 This mod (that I am affiliated with, admittedly) might help with your fusion core problem. The Armor, however, would probably take a bit more work than that mod does. Feel free to ask the mod author though, he's a nice enough guy. That mod was actually a request mod actually, so I'd say your odds are high of him agreeing to look into it.
  10. UPDATE: The powder will be smelted into soul gems and you'll be able to forge the fragments into black soul gems
  11. forgot to mention; I will be making recipes for those busted shards you find laying in places.
  12. Okay, so I'm making a mod that combines aspects from a slew of other mods, though not drawing inspiration from any in particular (if that makes sense). Basically I started out making a mod that just removed the souls from a gem, but that was proving a pain and I figured I could squeeze more features into the mod if I instead went with a crafting path. What I mean by that is that I have to basically make a ton of recipes for soul gems. The idea is you can grind soul gems, empty or full, into a soul gem powder, and that soul gem powder will be an alchemy ingredient, but can also be used at [smelter or forge idk yet] to make soul gems. The [Powdered Soulgem]'s alchemy stats are currently as follows (though I'm open to suggestions): 1 - Paralysis 2 - Restore Magicka 3 - Fortify Enchanting 4 - Fortify Magicka My current amounts for grinding up soul gems are as follows (again open to suggestions): Petty - 1 powder Lesser - 2 powder Common - 3 powder Greater - 4 powder Grand - 5 powder Black - 7 powder Pretty straightforward I know, increments of one, but if anyone has a better idea that's the kind of thing I'm looking for input on. Ingredients for each gem is respective to its powder return, so 1:1. I'm not going to touch the capture feature in the game (compatibility with inquisitive soul gems), but I will consider any other suggestions thrown my way, given I can figure out how to do it. Thanks in advance, any input is appreciated!
  13. Been using both for the past three-ish weeks and haven't had any problems at all.
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