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kengiczar

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  1. So I just installed Dual Wield Parrying Reimplementation and it's fantastic. It got me to thinking though, Is there a mod that makes it so that when I am blocking I can press run or another button and start moving forward without the greatly reduced speed? I like the initial quickstop, but after it I would like to be able to keep holding block and speed up again somehow. Ideally I would like it if when I am holding dual daggers I can use the Block key to perform a quickstop when I see a 2 handed attack winding up, and then once the opponents attack is past the midway point, rush forward while still holding block, and then quickly stab them with the non blocking dagger. As much as part of me wants to think "why not just have myself not slow down when blocking with daggers period" another part of me recognizes the value in having a quick stop button that's easy to access. Especially once Tamriel Online gets rolling, if I am charging you with a 2 handed sword for an overhand-forward attack you're going to want the quickstop so that you can then power attack while holding right with your dagger to get out of the way!
  2. Either having an Alteration Spell that lets you transmute a selected item into Gold *or* having a container that you can put items into that will turn them into gold would be fantastic. Let *L* be Alteration Level with a % sign, *G* be Gold and *V* be Value. 1/2 represents the fact that we only want to get a percentage multiplier equal to half of our current Alteration Level. V x (L%x1/2)= Example: V = 1,000 L = 150% 1,000 x (150%x1/2)=1,000 x 75% 1,000 x 75%=750 For players with Community Uncapper it would be better to use something closer to 1/4, or .25, instead of 1/2, or .50 - this means that even with skill level 200 you will only get roughly 50% of an items value in gold. Of course it's up to whoever is able to do a project like this. Value = 1,000 Level = 150% 1,000 x (150%x1/4) = 1,000 x 37.4% 1,000 x 37.4% = 347 The game already determines the value of an item, so having a higher speech will help your Alteration be more proffitable. Experience would be based on the amount of money gained similar to how it's calculated for Alchemy, not Speech. Alchemy's rate of Xp gain is equal to "1 base XP per gold value created" according to the UESPWiki.
  3. After a busy day I was finally able to get some time so I installed Loot. Aside from a bunch of ITMs LOOT notified me that the sybil.esp from Sybil - Vampire Girl Follow was missing ApachiiHair.esm. I honestly thought "what I don't even remember installing this" because I haven't remembered that mod from months ago. Also it seemed weird that the game was fine with this for months. Anywho I unchecked sybil.esp in the data window of the launcher and holy crap it works. So glad I took 2 seconds to download LOOT or I would have been done with skyrim for another few years out of frustration. Thanks for your help! Post Edit: Wow I also no longer get a crash when I quit the game, which had been happening for months. Also Diverse Races and Classes popped up for the first time in my life lol. Now I can get magic resist to the cap without having to waste an enchant slot which is very nice when I want 4x +48% Bow and 4x +48 One Handed damage. 2nd Post Edit: And holy crap I thought the mod that makes all map markers show up was already running since I recently started playing again after two years and I had so many. Honestly thought I had done everything in Skyrim but N.O.P.E. So much to do now. Thankyou so much for giving me some of your time NiteBeast I have so much to do now. It feels like a whole new Skyrim.
  4. Problem: When I am at the Launcher and hit Play the game goes fullscreen and shows the Skyrim symbol for a moment and then a CTD Occurs, and started today. Yesterday I noticed slight stuttering playing on Solstheim but aside from that everything was normal. Computer Information - Desktop with i7-3820 CPU @ 3.60 GHz Installed Memory (RAM): 32.0 GB 60 bit OS Graphics card Info - NVIDIA GeForce GTX670 (I have two of the same card installed.) Game path – Computer\New Volume (F:)\Steam\SteamApps\common\Skyrim Version Info— *Not sure how to get this, usual I find this in game but I can’t access the game right now. Regardless it’s the latest version updated by Steam.* Current content BuildID: 595133 Administrator Y/N – Yes! Full Control permissions on the game folder Y/N – Yes! Attempted Verify Game Cache Y/N – Yes. Results were 1 file missing and validated, and then game detects video settings, but still CTD. Is UAC on Y/N – Not sure what UAC is, help please? Deleted the INI files in the "MY Docs" MY Games folder Y/N – No. Before I do, I want to know if this will upset mods installed which could lead to more problems. "Hide known file extensions " enabled Y/N – No where can I find this? Skyrim Logs Enabled Y/N – Yes! I added four lines shown below to the Skyrim.ini file [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation = 1 When I open up log 0 it shows this: [07/17/2015 - 09:31:57PM] EditorPapyrus log opened (PC) [07/17/2015 - 09:31:57PM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/17/2015 - 09:58:23PM] Log closed When I open up log 1 it shows this: [07/16/2015 - 03:23:07PM] EditorPapyrus log opened (PC) [07/16/2015 - 03:23:07PM] Memory page: 128 (min) 512 (max) 76800 (max total) When I open up Log 2 it shows this: [07/16/2015 - 10:07:27AM] EditorPapyrus log opened (PC) [07/16/2015 - 10:07:27AM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/16/2015 - 03:23:02PM] Log closed When I open up log 4 it shows this: [07/15/2015 - 08:36:29AM] EditorPapyrus log opened (PC) [07/15/2015 - 08:36:29AM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/16/2015 - 03:21:14AM] Log closed Those are the FULL contents of the logs, I omitted nothing. The CTD just happens so fast! Contents of DLCList.txt (inside users\MyUsername\AppData\Local\Skyrim) alteration and restoration redux.esp AmazingFollowerTweaks.esp Apocalypse - The Spell Package (Workshop).esp archery overhaul.esp armorratingrevised.esp arrowsmith-dawnguard.esp Balanced_Magic.esp betterfemalesbybella.esp crafting101.esp Dawnguard.esm Destruction Damage Mod.esp dragon soul relinquishment.esp Dragonborn.esm Falskaar.esm HearthFires.esm HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp itbeatsforher.esp longer range range weapons.esp MBAxe.esp MBBow.esp MBMaster.esm MBSword.esp Nightmare.esp Path of Shadows.esp quest_andtherealmsofdaedra.esp quest_seaofghosts.esp rabbithole.esp riverwoodrepose.esp SkyUI.esp steelsunwheel.esp thefrontier.esp throwing_weapons_redux.esp Thunderfury - Johnskyrim.esp two_handed_rebalance.esp werewolvesofskyrim.esp wrath of nature.esp Wyrmstooth.esp magicperks.esp boss.esp missingapprentices.esp sybil.esp transmute.esp additionalmusiccollection.esp allmarkersvisible_en.esp betterquestobjectives.esp cco - diverse races and genders.esp character creation overhaul.esp cityshacks.esp dfa_throwing_weapons.esp item sorting by saige.esp protectorspells.esp prvti_heavyarmory_dawnguard.esp druid.esp Contents of loadorder.txt (inside users\MyUsername\AppData\Local\Skyrim) Skyrim.esm Update.esm HearthFires.esm Dawnguard.esm Contents of SteamModList.txt (inside users\MyUsername\AppData\Local\Skyrim) magicperks.esp Master Spell Magicka Perks 1 transmute.esp Transmute Gems 1 missingapprentices.esp Missing Apprentices 1 boss.esp Legendary Creatures 1 sybil.esp Sybil - Vampire Girl Follower - See Nexus for Update 1 item sorting by saige.esp Item Sorting 1 character creation overhaul.esp Character Creation Overhaul - Races - Classes - Skills 1 cco - diverse races and genders.esp Character Creation Overhaul - Diverse Races and Genders 1 dfa_throwing_weapons.esp Throwing Weapons - Death From Afar : RELOADED 1 allmarkersvisible_en.esp All Map Markers are Visible. English version 1 betterquestobjectives.esp Better Quest Objectives 1 additionalmusiccollection.esp Additional Music Project Part One 1 protectorspells.esp Protector Spells 1 cityshacks.esp City Shacks 1 prvti_heavyarmory_dawnguard.esp Heavy Armory - New Weapons Dawnguard Edition (Outdated) 1 throwing_weapons_redux.esp Throwing Weapons Redux 1 betterfemalesbybella.esp "Better Females by Bella" - CORE FILES 1 Apocalypse - The Spell Package (Workshop).esp Apocalypse - Magic of Skyrim 1 armorratingrevised.esp Revised Armor Rating 1 arrowsmith-dawnguard.esp Arrowsmith: Dawnguard Edition v.1a 1 longer range range weapons.esp Longer Range Vanilla Weapons 1 riverwoodrepose.esp Quest for Riverwood Repose and Mine 1 Falskaar 1 Wyrmstooth.esp Wyrmstooth 1 quest_seaofghosts.esp Quest: Sea Of Ghosts 1 quest_andtherealmsofdaedra.esp Quest: And the Realms of Daedra 1 wrath of nature.esp Wrath of Nature: The Path of the Druid 1 itbeatsforher.esp It Beats For Her 1 crafting101.esp Uncrafting, Transmutation, and Dragon Powder 1 archery overhaul.esp Hunters: A Marksmanship and Sneak Expansion 1 werewolvesofskyrim.esp Werewolves of Skyrim 1 steelsunwheel.esp Wheel Style weapons 1 alteration and restoration redux.esp Alteration & Restoration Spell Redux 1 druid.esp Druidism Skill Tree 1 dragon soul relinquishment.esp Dragon Soul Relinquishment 1 rabbithole.esp The Rabbit Hole 1 thefrontier.esp The Frontier to Cyrodiil 1 Content of plugins.txt (inside users\MyUsername\AppData\Local\Skyrim) # This file is used by Skyrim to keep track of your downloaded content. # Please do not modify this file. MBMaster.esm Dawnguard.esm HearthFires.esm Falskaar.esm SkyUI.esp HighResTexturePack01.esp HighResTexturePack02.esp HighResTexturePack03.esp betterfemalesbybella.esp throwing_weapons_redux.esp alteration and restoration redux.esp Apocalypse - The Spell Package (Workshop).esp Path of Shadows.esp longer range range weapons.esp armorratingrevised.esp riverwoodrepose.esp itbeatsforher.esp quest_andtherealmsofdaedra.esp quest_seaofghosts.esp wrath of nature.esp Wyrmstooth.esp crafting101.esp werewolvesofskyrim.esp archery overhaul.esp steelsunwheel.esp Balanced_Magic.esp MBAxe.esp MBBow.esp MBSword.esp AmazingFollowerTweaks.esp druid.esp dragon soul relinquishment.esp rabbithole.esp thefrontier.esp Nightmare.esp Thunderfury - Johnskyrim.esp two_handed_rebalance.esp arrowsmith-dawnguard.esp Destruction Damage Mod.esp Dragonborn.esm magicperks.esp boss.esp missingapprentices.esp sybil.esp transmute.esp additionalmusiccollection.esp allmarkersvisible_en.esp betterquestobjectives.esp cco - diverse races and genders.esp character creation overhaul.esp cityshacks.esp dfa_throwing_weapons.esp item sorting by saige.esp protectorspells.esp prvti_heavyarmory_dawnguard.esp Other relevant info - During the last few days I had to delete the resiliant dragons mod to get the final battle with the first Dragonborn to work. I also had to turn off respawns and increased spawns MCM options for the Nightmare mod to get past the quest and have left them off since. I also deleted the Druid.esp mod from the Launchers "Data" menu last night and game was working fine after that.
  5. JMSFadayken thank you very much for your reply. So the Globals will carry over to the next save so that the game doesn't forget all the hard gold and work dungeon exploring players have sunk into improving their characters? Perfect! My original thoughts were that I would have to do something like below if I didn't want to use scripts. Recipe SpellTomeFireball - SpellTomeFireball- SpellFireball -set up MagicEffect Recipe SpellTomeFireball2 - SpellTomeFireball2-SpellFireball2 -set up MagicEffect Recipe SpellTomeFireball3 - SpellTomeFireball3 -SpellFireball3 -set up MagicEffect etc, etc.. Recipe SpellTomeBlizzard - SpellTomeBlizzard - SpellBlizzard -set up MagicEffect Recipe SpellTomeBlizzard2 - SpellTomeBlizzard2 - SpellBlizzard -set up MagicEffect Recipe SpellTomeBlizzard3 - SpellTomeBlizzard3 - SpellBlizzard3 -set up MagicEffect Doing what you propose seems much more frugal I like it. I will give it my next push Saturday evening and hopefully have one spell ready to go by wednesday next week. My brain is so fried form this + school that I downloaded Dragonborn and will use that to let my brain decompress.
  6. So I want to implement a mod you can upgrade spells by reading the same Tome as a spell you already know. Event OnActivate SpellTomeFirbeball AddSpell - Actor Fireball if { akActionRef == PlayerREF PlayerREF.AddSpell(MySpell) Debug.Notification("You learned Fireball!") } Else { if PlayerREF.HasSpell Fireball RemoveItem SpellTomeFireball OnItemRemoved SpellTomeFireball SetNthEffectMagnitude (Int, Float) Fireball //ISetNthEffectMagnitude on Fireball to adjust it's values here. } This is still leaving out a lot of things I know. I'm barely just starting at this whole scripting/coding thing. Now the web page for SetNthEffectMagnitude says that the game doesn't remember changes due to SetNthEffectMagnitude from one load to the next. It recommends a Maintenance Function, I've just copy/pasted theirs below but it honestely just brings up more questions. Could somebody point out to me where the above code, once finished, should match up with the code below? I found where to put scripts on objects in the creation kit. ScriptName YourQuestScript extends Quest Float fVersion Event OnInit() Maintenance() ; OnPlayerLoadGame will not fire the first time EndEvent Function Maintenance() If fVersion < 1.01 ; <--- Edit this value when updating fVersion = 1.01 ; and this Debug.Notification("Now running YourModName version: " + fVersion) ; Update Code EndIf ; Other maintenance code that only needs to run once per save load EndFunction ;****************************************************** ScriptName YourPlayerAliasScript extends ReferenceAlias YourQuestScript Property QuestScript Auto Event OnPlayerLoadGame() QuestScript.Maintenance() EndEventDoes not require Skyrim v1.6+: Has to poll, but will work reliably and can be fit in with existing, reiterating code.ScriptName YourQuestScript extends Quest Float fVersion Actor Property ActorFromYourMod Auto Event OnInit() RegisterForUpdate(10) EndEvent Event OnUpdate() If bGetGameLoaded(ActorFromYourMod, "BrainCondition") If fVersion < 1.01 fVersion = 1.01 Debug.Notification("Now running YourModName version: " + fVersion) ; Update Code EndIf ; Maintenance code Else ; Other, reiterating code if needed EndIf EndEvent Bool Function bGetGameLoaded(Actor akActor, String asActorValue = "") If akActor.GetActorValue(asActorValue) akActor.SetActorValue(asActorValue, 0) Return True ; Will have reverted to 100 upon save load since BrainCondition is obsolete and not stored in saves Else Return False EndIf EndFunction I presume the portion of the Excerpt above the line of Asterisks is how *not* to do it here. Correct me if I'm wrong please.
  7. There's so many different games, it's great to see you featred there congrats.
  8. I would love, love to play with this in Skyrim. In all of Warframe Scindo and Galantine are just the most classic and cool looking weapons. As far as comparison to the Warframe version I think the center blade is a little thin. I first noticed this when comparing the curviture of the sides and think that widening to match the original more will help you to be able to put the curve on both sides of that longest portion. Also at the very bottom where the butt of the weapon is is a little to narrow compared to the original. Lastly the two prongs on either side of the guard need to make a bit more of an obtuse angle. As they are now they are nearly aprrallel with the blade. They should be a little wider. These accents will make the sword seem heavier and help it really live up to that great "whoosh" sound effect used in Warframe. Even if you leave the sword as is though It still looks great and this is the first time I've seen something on Nexus that makes me want to model. Great job!
  9. Alright so I've been digging around the creation kit and found that each piece of gear that can be improved has a Temper Object located under Constructable Objects in the Creation Kit. Each of those Temper or Fortify Objects is named with the following schema: Temper_ItemClass_MaterialType_ItemType And furthermore each of those objects has a "WorkbenchKeyword" such as "CraftingSmithingArmorTable", whcih is of course an Editor ID for the Furniture Object CraftingBlacksmithArmorWorkbench. Pretty easy to figure out what's going on there but I want to take it to the next level. Is it possible to improve weapons substituting the CraftingSmithingArmorTable Furniture for that weapon by giving that weapon the keyword ID "WICraftingSmithingTempering"? Here's the actual Item: ID- DemonSword Skill - One-handed Equip Type - RightHand Name - Demon Sword Enchanting - NONE Enchantment - 0 Value - 0 Template - None Flags - Playable, Player Only, Can't Drop With a long list of keywords: WeaponMaterialIron WeaponMaterialSteel WeaponMaterialOrcish WeaponMaterialDwarven WeaponMaterialGlass WeaponMaterialEbony WeaponMaterialDragonbone WeaponTypeSword WICraftingSmithingTempering And to go along with it new Constructable Object: ID - TemperWeaponDemonSword Created Object:DemonSword Created Object Count:1 Workbench Keyword: DemonSword Required Item List for TemperWeaponDemonSword - IronSword, SteelSword, ElvenSword, GlassSword, DwarvenSword, OrcishSword, EbonySword, DragonboneSword Match Conditions: Little shakey on this but the sword would not require any perks and it would be upgradeable even if it were enchanted and you didn't have ArcaneBlacksmith so I figure this would be empty? So if I just leave out that Workbench Keyword there will not be a workbench to prompt the weapon improvement process in-game. It would be nice if the dialogue to eat swords came up every time you equip the sword, that would be easy. Atlhough I am not sure if there is a difference between "Interacting" with an item (Such as the Workbenches) and "Equipping" an item (such as the sword) as far as triggering the ConstructableObject TemperDemonSword. Edits: Forget my last comment I figured out it's much easier to just duplicate a Daedric Sword and change it's values than create a new one from scratch.
  10. Aye that's the guide I've been using. The reason that it appears as two lines is because of the word wrap feature in notepad++. I appreciate your time though and am still reviewing the page to double check everything.
  11. When trying to compile this: ScriptName MyFirstScript extends Quest {This is my first script. It prints the message "Hello, World!" to the screen once.} Event OnInit() Debug.Notification("Hello, World!") EndEvent Through notepad++'s "Run" at the top, selecting the ScriptCompiler.bat file which looks like this: "F:\Steam\SteamApps\common\Skyrim\Papyrus Compiler\ScriptCompiler.bat" %1 -f="TESV_Papyrus_Flags.flg" -i= "F:\Steam\SteamApps\common\Skyrim\Data\Scripts\Source" -o="F:\Steam\SteamApps\common\Skyrim\Data\Scripts" pause The command prompt shows up and is endlessly outputting the following the following: C:Program Files (x86)\Notepad++>"F:\Steam\SteamApps\common\Skyrim\Papyrus Compiler\ScriptCompiler.bat -f -f="TESV_Papyrus_Flags.flg" -i= The attached files show my installation and file paths, what is actually in the ScriptCompiler.bat file and the results of trying to "Run" in Notepad++ This all happened when I got stuck using this guide: http://www.cipscis.com/skyrim/tutorials/beginners.aspx I've been searching the net for five hours while going back and forth between multiple forum posts, youtube videos and the wiki guide. I've verified the integrity of both Skyrim and the Creation kit making sure to make the .bat file point to the right direction afterwards. Any advice is appreciated. I don't think I'm willing to uninstal Skyrim but I might just have to redownload the creation kit which makes me a tad sad. I did read one thing that said something about the %1 in the .bat file actually treating TESV_Papyrus_Flags.flg as what it's trying to compile or somesuch however that bit is left exactly how it is on the CreationKit.com website..most every where else people suggested checking paths or unpacking the TESV_Papyrus_Flags.flg file which is currently in the Data\Scripts\Source folder.
  12. I just realized this is in the wrong forum....I meant to put this under "Skyrim Mod Talk". To be clear this is something I am planning on doing myself. Weapons (and Armor) improved by Skill level, Enchantments and Improvements at the Grinding Stone (or Workbench). Magic (Meaning Spells) improved by "Balanced Magic by mysty" and "Destruction Damage Enchantment by Bebop_Monkey_X" but not by improvements. New Solution: Create a mod that changes how many times you can consume a spell tomb. If you already know the spell now instead of the game saying "You already have learned this spell" the game will say "Do you wish to consume this tomb and improve <Spell Name>?" and you will say either Yes or No. Eventually you would get a message saying "This spell cannot be improved any further" otherwise you will get a message saying "Knowledge of <Spell Name> increased" and either the base damage of a spell, a spells range, base damage of conjured item, damage/armor/resist of summoned minions, or the level of enemy which the spell could affect will now be higher. The upside is I think this will be a much easier way to implement spell "Improvement" compared to having to edit a cell and put in new objects. This whole system would run sort of "behind the scenes" and take advantage of how court Wizards restock their tomb supply. Additionally the game already resets loot so trawling through witch or vampire infested caves would be more worth-while for the aspiring spell sword, battlemage or my personnal favorite, the Dreadnaught. In this way you can improve your spells the same way you would gather materials to improve your swords. So I'm pretty excited thinking about this. I think there could still be a better way, this is just the result of me thinking about it the last few days in between Psychology and Unix courses. Please let me know what you think. The chief attribute I am aiming for with a mod to implement some sort of "Improvement" system is to keep the game-play simple and from a player standpoint I think this does that. I am considering using this: Skyrim Script Editor Pro by LuJoSoft http://www.nexusmods.com/skyrim/mods/60575/? Does anyone have any suggestions for something I "should" be using instead of it? It seems to have quite an exhaustive amount of features reading the description.
  13. Better than Skyrim. This is better than Skyrim. This is what storytelling should be. From the trailor my hopes are set quite high. I am looking forward to this with with steadfast and immense anticipation.
  14. After some quick playtesting in Silverdrift Lair aginst bandits and Draugur I find that 4x +48% Destruction Damage works very well against them with the spell Fireball. The wierd thing is I usually can kill tougher bandit type mobs faster than most Druagur with swords but with the firespell I'm using the opposite is true. Anyway my point is the +Destruction Damage enchantment is great and even with Balanced Magic I wouldn't play Legendary without it. Luckily you don't need a +Conjuration Damage mod beause summoned minions aren't affect by difficulty the way players are. All in all a third way to scale destruction might not be needed but I haven't faced anything tough yet so I can't say for sure.
  15. Hello everybody. I am having a great time playing even at level 82 in Legendary mode as either an Archer, 2 Handed user or Dual Wielder. My damage using Destruction however is completely awful. This may be because my destruction is only level 67 and I only have up to the Adept Mastery perk. I use the following as my current list of "core" mods: Skyrim -Community- Uncapper (Left as is by default) High Level Enemies by Dalquist (The version where everything scales) Balanced Magic by mysty (Was great but something seems to be missing for Legendary mode since you can't enchant robes with +Fire Damage or +Magic Damage) Revised Armor Rating -BETA- by Double_Fury (Awesome) Apocalypse - Magic of Skyrim by Enai Siaion (Awesome) Balanced Magic I know will provide an additional buff once I get the Expert and Master Destruction perks but it still feels rather weak. I found "Destruction Damage Enchantment by Bebop_Monkey_X" which I can't wait to try. It along with Balanced Magic will give me access to +Destruction damage and make destruction damage depend on my skill level just like I have with Melee. Unfortunately Mages still don't benifit like Melee toons through the Sharpening/Grinding Stone and Workbench. So bassically Weapons benifit from Smithing, Enchanting and Skill. Magic benifits from Skill (With Balanced Magic) and Enchanting (With Destructoin Damage Enchantment) but is there any way to incorporate something to make magic benifit in a third way similar to a workbench or sharpening stone? Just using a higher level spell is virtually the same as upgrading from Steel to Orcish and that's not what I'm looking for. If you know of a mod that implements a 3rd way to increase magic damage please let me know. I'm not asking for one to be made here, I figured there probably already is one. If there isn't I will try and make it on my own.
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