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Jordanecus

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  1. Hey, hope anyone having the same issues as me finds this. Feel free to pass it along anywhere else. So when ever i tried to upload to bethesda.not (specifically xbox) it would freeze and the creation kit would become unresponsive. Here is how i fixed it; 1.So first off, my mod was using masters from the un-official skyrim patch that i wasn't aware of (check and clean masters with this excellent guide https://www.youtube.com/watch?v=DyxDZT49CfM) This got uploading to work for PC and PS4. 2.I followed steps 5-10 from this guide https://www.nexusmods.com/skyrimspecialedition/mods/27189. And while that didn't immediately fix the problem, the next thing did so i cant say weather or not this helped. So i included it. 3. Finally i knew that the reason the creation kit was freezing was because of trying to load up meshes and textures that were not packaged in the very particular, picky way that it likes. So i went through my Skyrim Special Edition folder and deleted the Meshes and Textures folders in the SSR folder and in the Data and Backup folder and it FINALLY WORKED!!! (this was keeping me from finishing my project for almost exactly one month) So i hope if anyone has the same issues as me, they find this and it serves them well. As for me, i am pretty sick of Bethesda right now, so im taking a looooooooooong break form modding skyrim. We'll see if i ever return to try and improved it any more (lord knows there is always something to improve with this game). I guess we will see how Elder Scrolls 6 comes out, but i have zero faith.... GOOD LUCK MY FRIENDS!
  2. *update* Ok, i mostly got it figured out. So i dont think i need help anymore. The only things i couldn't figure out was making the archery perk increase fire rate not damage. Because it requires scripting. And i decided to leave restoration alone, becuase i think the vampire tree has a perk that increases blood magic effectiveness, which is pretty much like negative restoration. Oh, and it turned out combining the illusion perks was harder than it sounded, so i left it alone.
  3. So i have been working on and off on a mod that makes slight changes to the vanilla perk tree. Keeping them very close to original game, but having a better multi class feel, and other improvements as well. But i cant get the mod to work right, so im wondering if someone else would do it real quick? All it had to do is change the perks that have a 1/5 improvement "tree", so that instead, when you spend your perk point on it, you gain damage/ resistance based on skill level. 1 level= 1% eventually adding up to the 100% bonus you get when you finally get all five perks. another thing i changed, but i would leave completely up to someone if they do want to make this mod, is getting rid of the light armor/ heavy armor split for smithing. So instead it just goes novice, advance, expert, and then glass covered glass, ebony, and stahlrim armor. Dragon bone still includes dragon scale, and deadric is still stand alone (i put it after arcane smith, seemed most appropriate) But i think thats it! i cant get the stupid "unlock the perk and the skill level translates to improvement" to work. So if anyone could do this, it would be greatly appreciated! ALSO, does anyone know of a good forum, or chat room for modders? Of all types, and all games. I just want to become a part of a community like that and interact more often. Thanks much for anything! If i can just mention a few things that i would have liked to have added, but the mechanics of Skyrim were too wonky to actually figure out so i got road blocked: Make archery "overdraw" skill increase reload and fire speed subsequently making "quick shot" need replacing. most likely with something that increases damage 30% instead of fire rate/ speech base perk also increases shout effectiveness/ duration. (shouting gives small amount of speechcraft xp) change elemental enchantment unlocks to 20, 30, 40. respectively Enchanting: "soulsqeezer" provides double magics for recharge (making lesser soul gems still useful) As far as the magic skill trees go, i havent given them much thought. So what ever works. heres some ideas: Illusion needs a buff, maybe a perk that allows illusion spells to work on all level of creatures at master rank, and then put quite casting lower on the skill tree so its more viable to get. Or actually, since illusion isnt really a primarily used skill (correct me if i'm wrong) condense it down a bit. combine "hypnotic gaze" "aspect of terror" and "rage" into one perk. as well as "animage" and "kindred mage" i personally think it would be cool to add a passive perk as well, that gives you an aura of fear in the illlusion tree, that only works on enemies, or only kicks on during combat. Conjuration: needs to incrementally increase how many creatures you can conjure, a master can maybe have 4 or 5. And more buffs to conjured weapons (ignore armor/ spell resistance, always swing silently/ cast silently) Destruction: Impact should be a given, rune master should have levels to it, and allow you to place up to 3 runes. Restoration: add necromancy perks, that maybe make restoration spells hurt the living, and heal undead. And maybe add another perk that enhances ward strength/ cost. And increases buff strength. Alteration: already pretty stacked, just not the easiest to level. Definitely need to make having a mage armor effect active increase skill if it doesn't already. Okay! thanks for reading! let me know what you think, if you know i can fix my issue with the armor scaling without purchasing the perk, maybe i can do this mod my self. Or if you would like to just do the base part of making the scaling to 100% perk changes, that would be cool too!
  4. *update part 2 So it seems that the parameter [Hasperk *armsman 00=* the value needs to be 1.0 or else you wont have to have the perk for the effect to kick in. I am currently still struggling with this though, because i dont want to mess with scripting i guess. For a couple of perks it works as intended, but namely for heavy armor, my armor rating scales based on my skill with or without the perk.... Just annoying that i cant get it to work right....
  5. Unless you want it 100% authentic, you could pretty easily do a Skyrim version of the dungeon. Might take you a couple of months if you are completely new to CK, but it would be a good project!
  6. That's what I was thinking. Making items you pick off of dead bodies stolen would be neat. But I don't know the mechanics, it wouldn't make sense for them to be stolen really if it was off a bandit. But anything else I could see, merchants are going to wonder where you got all the stormcloak and imperial gear...
  7. That's what I was thinking. Making items you pick off of dead bodies stolen would be neat. But I don't know the mechanics, it wouldn't make sense for them to be stolen really if it was off a bandit. But anything else I could see, merchants are going to wonder where you got all the stormcloak and imperial gear...
  8. Hey, thanks for stopping and checking out this thread, it means alot to me! (Skip this if you wan to get to the mod request) So alot of people have been wanting a mod that changes essential NPS to protected NPS so that you can kill anyone, but important people won't die in a random attack. I've tried a couple of methods, the PYP method of making a quest that changes thier status. But I think since those characters are already essential it doesn't work.. I've tried changing them all manually, but that conflicts with other mods. Which brings me to the next experiment, I need to create a new Boolean value for the SKSE in file to make the essential function the same as protected. But I don't know how the papyrus coding works, so if someone could make this mod or point my in a good direction to make it myself you would be a godsend! Thanks so SO much for your time and consideration. Have a great day :)
  9. Hey, thanks for responding! Im currently trying to make it so the mod would refund perk points you had spent in any of the trees my mod alters (so you are not screwed if you had a few points in those first perks) Also need to find resources on how uninstalling a mod like this would work... thank you again for the response!
  10. *UPDATE Hey i think i got it figured out! Here is what i did: I opened up the perk tree for One Handed under Character> Actor Value> One Handed> and then clicking Perk Tree. From there i right clicked to edit "Armsman" perk. Here you can see Perk Entries, so i edited the existing one and added one more doing the following: Right click and click edit, then i added a new condition [HasPerk "Armsman 00" == 0.0] (to be honest im not sure what the value does...) i set Run on to [Player] then hit OK. After that on the right under Entry Point [Mod Attack Damage] Function [Multiply 1 + Actor Value Mult] Value *=1 + [OneHandedMod] * .8 (Obviously you would select the skill you want to change, but you want the skill MOD and not just the skill. Then add in the multiplier .8 = .8% so once a player is at 100 skill level they will do 80% more damage) Creating a new one is pretty much the same process, i just added one more condition that gives the palyer a 20% damage boost once they take the perk as well. So i put [Multiply Actor Value Mult] so that is just multiplies by the given percentage and doesn't take skill level into consideration. Thank you, this would have taken alot more time to figure out without your input! TairaNoritsune Now i just have to figure out how to make the mod refund any skill points if you already had "armsman" 01-05......
  11. Hello fellow modders! I post here today hoping that some brilliant soul out there can help me with something i cant seem to find any information on, and therefor adding to the archives of this already impressive and useful forum! So the problem: I am trying to make it so that certain skills, or most skills even, will get stronger based on your level in that skill. Instead of having to spend 5 perk points to gain maximum efficiency (its kind of frustrating) i know that this is already sort of a mechanic in the game, i just cant find the setting to change how much it does! None of my search results came up with anything, hence the post, so it would be awesome if someone would be bad ass enough to enlighten us noobs on this subject :) any and all information is welcome, thank you for your time in reading this, you are a wonderful beautiful person. I am still somewhat inexperienced in the modding realm, so i rely on this forum quite a lot. I wish i could better express how much i appreciate the people here who are willing and able to answer questions! I love this community, and Skyrim (after a few mods of course) thank you all so much for being so awesome!
  12. Hmmm, i dont know. i think poison traps are considered a poison? i havent tried the potions with them, nor have i looked at what kind of damage it does. Cure poisons aren't stopping the effects for you?
  13. So, if i want to make all general merchants have cure poison potoins and torches available it will conflict with ANY mod that makes a change to thier inventory? :/ i guess if i distribute my mod i will just ask people to tell me what mods i need to make patches for, try to get permission, and add it in...?
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