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ishmaeltheforsaken

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    Skyrim and others
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    Baldur's Gate II: Shadows of Amn

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  1. That's not accurate. The author said that she will not port it. But she's made the source code available to anyone else who wants to do it.
  2. If we couldn't upload edited versions of vanilla assets, almost no mod would be possible. Bethesda have said that as long as you're uploading Skyrim stuff for Skyrim and not porting between games, it's fine.
  3. This would be really easy and maybe a fun thing for you to do yourself. Having six different categories would make it kind of obnoxious to implement, but it's your idea, so run with it. I implemented a class system for Oldrim that had the player choose their major skills like in Oblivion and capped those skills at twice their character level and capped everything else at character level. There are balance concerns: not every skill is equally quick to level (smithing is huge pain in the ass, for example). It's also really annoying to expend a skill book's bonus point without actually getting anything for it because you're at the cap. But overall, I found it to be fun to play, and it did a nice job of creating a more focused concept. The problem with the static caps that you suggest is they place a much lower limit on maximum level than can be found in vanilla. With your exact numbers, the maximum attainable level before one would have to start making a skill legendary would be 41. Furthermore, since only one skill can get to 100, one would only be able to make that single skill legendary. This would not be fun.
  4. XP is experience points. Every time you increase a skill, you gain a number of experience points equal to the skill level you've attained. This is clear in-game by the progress bar toward a level up increasing every time you increase a skill, though the exact numbers aren't displayed in-game. If you use some external utility, though, it makes sense that it might tell you more precise information than does the game itself.
  5. Yeah, if your mod only needs one .pex then it's easy to verify that the CK has got it all, but, for example, it didn't detect ANY of the meshes I needed to package. Just something to watch out for if you make anything where that'll become an issue.
  6. Sorry, I thought it would be obvious that you drag and drop files onto the box, since that's how archive.exe works in isolation XD Anyway, yeah, you add files to it by dragging and dropping them onto the box. It's actually not a good idea to let the CK fill the archive list on its own even if you DO have a real plugin with actual data, since the CK is... not great at figuring out what it actually needs. You'll always want to clear out the auto-generated list and add the files manually. If you've got a lot of files in different folders, it can be hecka annoying (my mod has over 4000 files in hundreds of folders, and the CK decided to crash in the middle of the process), but you can export the list you've made and just reimport it if you need to create the archive again.
  7. Open up the CK, click File, and click build archive (or whatever, I don't remember the exact wording).
  8. There is literally not a single mod that is as important to me as SSE's precipitation occlusion, so Special Edition is where I'm at.
  9. As far as amazing player homes that you have to earn, check out Antistar's Clockwork. It's fantastic.
  10. Then that's the end of it. No one should port a mod without the author's permission.
  11. Message boxes are the same kind of record. It's a box if the "Message Box" flag is checked. Looking through each of your mods looking for the Message that says "hi" is still your best bet.
  12. The vanilla .pex files are all in Scripts.bsa. You'll have to extract them with BAE or similar.
  13. You'd probably have better luck commenting on the file page for whatever mod adds these "Perk Books."
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