-
Posts
12 -
Joined
-
Last visited
Everything posted by EnigmaWolf
-
I've been trying to make this happen to: I want to Make all Nuclear Explosions only cause Radiation Damage, but since only the Player can get Radiation Sickness there is no point in doing this. :sad: I would like a System where NPCs and maybe even Creatures can get Radiation Sickness from any Radiation Source such as Radioactive Areas & Explosions, but most would be Immune such as Mirelurks, Radroaches, Bloatflies, Supermutants, and of course Ghouls. Most Humans though would die of Radiation Poisoning of high enough levels.
-
THANK YOU SO MUCH!~ ^_^ I WAS HAVING THIS SAME PROBLEM WITH MINE AND MichaelDusk's Werewolves Unleashed , HOPEFULLY OUR MOD WILL WORK NOW!~ ^_^ THANK YOU SO MUCH, I AM GOING TO SHARE THIS WITH EVERYBODY!~ ^_^ THANK YOU!!!~ LOVE, ColorsWolf and EnigmaWolf
-
That is an interesting idea until you get into magic, a whole new area that... Seeing as magic largely ignores armour mages would become very overpowered very quickly. perhaps if magic does less health damage and more to other attributes i.e shock does 20pts to magicka and 5 points per second to health etc? And it would have to be compatible with deadly dragons. One HUGE feature of a combat overhaul that I would like to see in a mod is that block blocks the majority of magic and the entirety of ice spike damage. Like in the trailer for skyrim with the dragon fight. You'd think hiding behind a metal shield would better against a dragon than hiding behind a flimsy wooden tree. Also armour should come in to play. beinng hit by an ice spike would be devastating when wearing robes but if you have a thick steel skin most of the damage would be absorbed, and when you get into daedric... that stuff should have powerful magical resistance without enchanting. I'd love to see a mod that does this and I'd love to make one. I think this is what you are looking for: Requiem - The Roleplaying Overhaul http://www.nexusmods.com/skyrim/mods/19281/?
-
I'm trying to do this as well, currently I know how to remove Animated Messages, but not just this message alone: so I could make a version that removes all animated messages for you if you want but I need to test it first to see if it does what you want.~ Personally I wouldn't play without any animated messages because they tell you important things like when that new mod you've installed is ready to be used, etc., but removing these messages would definitely up the immersion level.~ If you want the entire HUD removed you could just disable it in the in-game Settings by setting HUD Opacity to 0, but I don't know if this will disable the animated messages to.~ If it doesn't then I could just make a file that removes the HUD completely animated messages, bars, "activate this" words, etc. if you want.~
-
Need Help With A Little Project I'm Working On
EnigmaWolf replied to EnigmaWolf's topic in Skyrim's Skyrim LE
Done!~ -
What particular 'setting' lowers FPS? [How to Optimize Skyrim
EnigmaWolf replied to Vainlash's topic in Skyrim's Skyrim LE
What part of those are related to Shadows?~ I don't want to change my Skyrim.ini and SkyrimPref.ini files beyond having no more vanilla shadows as I used the SkyrimBoost file for Nvidia cards to optimize my settings.~ The file you posted is also Hearthfire and Dragonborn dependent according to SkyProc Patcher SUM and I only have Dawnguard, so I can't use your version.~ -
Need Help With A Little Project I'm Working On
EnigmaWolf replied to EnigmaWolf's topic in Skyrim's Skyrim LE
Update: still working on this myself and testing things out, seems to be working out pretty well but I don't think it works on current Werewolves, you may have to make a new Werewolf from a New Game for the affects to take hold: I'm not sure I'm still testing: I basically modified and even added new perks to Werewolf Perks Expanded, it's almost double the features it started out with.~ Yet Another Werewolf mod I have barely modified at all: just the regeneration rate.~ Werewolf Revert Form and its' additional file of Transform At Will and Unlimited Transformation Duration I have modified by adding a 10000000.00 magnitude health regeneration to all triggered Werewolf transformations basically almost making you almost invincible for the duration of the transformations.~ -
Need Help With A Little Project I'm Working On
EnigmaWolf replied to EnigmaWolf's topic in Skyrim's Skyrim LE
Can anyone help me with this problem? -
Need Help With A Little Project I'm Working On
EnigmaWolf replied to EnigmaWolf's topic in Skyrim's Skyrim LE
Am I the only modder on these forums or did I post in the wrong section? o.O -
Need Help With A Little Project I'm Working On
EnigmaWolf replied to EnigmaWolf's topic in Skyrim's Skyrim LE
I realized something, after calculating the numbers: If you have the Werewolf Perk: Full Moon Rising, between the hours of 4am-8pm you will always gain: EXACTLY 75 Extra Health EVERY TIME in BOTH WEREWOLF BEAST FORM AND OUTSIDE BEAST FORM No matter if you edit the values in the Full Moon Rising effect itself to 50, 1, or 0, IT WILL ALWAYS BE 75 EXTRA HEALTH REGARDLESS!!~ I have no idea why this is, my only good guess would be that it is hard-coded into the game or something. but that still doesn't explain why none of the extra effects I tried adding to WerewolfImmunity or 'Beast Blood' as it is known in-game have taken effect.