Jump to content

Qaerixxszhara

Supporter
  • Posts

    63
  • Joined

  • Last visited

Everything posted by Qaerixxszhara

  1. Load Order collumn says 88 so I guess Vortex has underped itself? Because even if I turn the plugin off, deploy, turn it back on and deploy again there is no error now.
  2. All I did was load up the creation kit, load the Skyrim and Dawnguard masters, remove the spell from the actor, save and close. I've done this countless times before without incident so why would it suddenly s#*! itself now?
  3. So I made a very simple .esp for myself for Skyrim Legendary Edition that removes a spell from an NPC. That's all it does. I loaded Skyrim and Dawnguard as the only master files and touched nothing else. When I enabled the plugin in Vortex and deployed my mods, Vortex gave me an error message saying it was refusing to sort my plugins because the new .esp I made was "not a valid plugin". Uhm...okay? What does that even mean and how do I fix it? The .esp does exactly what it was supposed to do so if it works as intended why is it "not valid"?
  4. So as the title says, I simply want to increase the time it takes to advanced in stages when being a vampire, so it takes several days for you to become more starved. Are there any mods that do this, preferably without doing a bunch of other stuff too? If not, would anyone be interested in making it?
  5. So after reinstalling my Skyrim Anniversary Edition and all my mods SKSE is refusing to work. When I try to use the SKSE launcher it says something about a bad ID and an incompatible DLL whose mod I can't identify. Why is this suddenly happening? I didn't change my list of mods in any way and previously it was working fine. Edit: I found the incompatible mod but now starting via the SKSE launcher just gives a CTD as soon as the main menu opens without any error message.
  6. I can't find any mod that makes Gloria actually sell what's on the table in front of her which is damned frustrating. Yes I know that there is a simple exploit to simply steal it all but this is immersion-breaking and imbalanced, would be much better if you could actually buy what's there.
  7. Are there any mods that make some of the weaker enemies of the game like Powder Gangers, Fiends etc. stronger? I find the game too easy in general but my problem is that simply touching the difficulty settings themselves make the few tough enemies in the game unbeatable (deathclaws, cazadores, yao guai, tunnelers, Ulysses etc.). It would be awesome with a mod that actually enhances the enemy AI to not melee-rush you with firearms but actually act like it wants to live, but I'll take anything that buffs common enemies.
  8. I use Vortex and its integrated BSA Redicretion feature for FNV. However it just suddenly stopped working for no apparent reason. I tried turning it off and back on again and deploying several times to no avail. Why would it suddenly entirely refuse to work? Could it be because I installed ReShade?
  9. Can someone please make a mod that removes the green trail that follows plasma projectiles? They make it impossible to see anything when shooting, especially when using sights.
  10. Are there any guides somewhere for correctly installing the Skyrim Guild mods? And can it be done with Vortex or any other mod organizer, or do you HAVE to do it manually? Also what exactly is the difference between MCO and SkySA? Because everyone seems to be using MCO these days but when looking over the installation process and endless list of requirements that then have requirements which have requirements I can't imagine what would be worth that headache.
  11. Somehow the damage of two-handed weapons has become inverted in my save and I have NO idea how or why. It seems to be related to enchants possibly since with fortify 2-handed damage enchants on, I do damage. However if taking them off, 2-handed weapons do negative damage. The weird thing is that if I reset my 2-handed skill the damage of the weapon gets closer to 0, and if I otherwise buff the weapon damage it goes further into negatives. So something seems to have gotten inverted. I have tried cleaning my save with Fallrim Tools but this did nothing. Please help, I don't want to lose this save or have it happen again since I don't even know what caused it to begin with. Another weird thing is that critical strikes seem to behave normally and do tons of damage.
  12. The Chitin armour always bothered me in that parts of the light armour look more protective and thick than the heavy variant, namely the boots and gauntlets. The boots can be fixed with a simple swap, but for the gauntlets it would be great to have the thick light bracers but with the finger protection from the heavy version, and the thinner-looking heavy bracers with the unprotected fingers of the light bracers. So in shorter terms, leave the wrists/forearms but switch the fingers of the models so one looks clearly light and the other clearly heavy. An alternate method would be taking the extra plating off the light bracers and putting them on the heavy gauntlets, but I don't know which would be easier.
  13. Seems like it has the same problem I found with the vanilla system to begin with, where all you really get are bigger numbers instead of new abilities that augment how you play. The reason I initially chose Vokrii was because of stuff like the 2-H execute or the spell arrows for example, stuff that gives me new options for my playstyle but without overdoing it like Ordinator.
  14. Are there any perk expansion mods that do not rely on RNG? So no "attacks have a chance to..." and the like? Ordinator and Vokrii are both cool but I am starting to hate how random my losses/victories are depending on whether I get those good crits and on-hit procs or not, feels almost Morrowind-esque how much RNG and not my actions factors into the outcome of a fight. I tried Adamant but its treatment of dual casting and sprint attacks was too big a trade-off.
  15. So the situation is, I have a very old workshop mod that has been abandoned by the author which adds a fantastic-looking poison cloak spell with really bad functionality and bugs. I have recently found another mod here on the Nexus which adds a very dull-looking but perfectly functional poison cloak. So can I somehow take the graphic from the first mod and put it into the second one, and if so, how?
  16. I have grown fond of playing with mods that speed up Skyrim's sluggish combat by increasing everyone's swing speed. However they all seem to do this by increasing the speed of the weapons, and this apparently doesn't affect draugr. I suspect this is due to them using unique animations. But given that draugr are basically 70% of the game's enemies, I'd love to have something that makes them attack faster (and preferably more often/aggressively too). Have I overlooked a mod that does this? Alternatively, are there any good mods that replace this kinda boring enemy type?
  17. That doesn't explain why even simple stat changes break the mods. Just altering the damage is enough, even if I make an identical change in both mods' and the compatibility patch esp. Would I need a separate plugin to alter the stats and then a compatibility patch between it and both WMX and EVE?
  18. I'm not asking for an EVE+WMX compatibility patch, I'm aware there is one and I'm using it. What I'm asking is why it stops working if I change the stats of a weapon using the GECK.
  19. Does anyone know what one would need to do to change the stats of a weapon and still retain the effects of WMX and EVE? I've tried making a separate plugin, editing either or both of the mod's files as well as the compatibility patch, but no matter what I do I get all sorts of bugs or at least one mod's effects getting removed from the weapon. Also, would it be possible to revert a model from its EVE version to the normal WMX version without removing the other effects of EVE such as the projectiles (specifically I like the non-EVE plasma rifle better)?
  20. Would LOVE a plasma rifle with a scope, be it a separate weapon or an added modification option. If made a separate it should also have the magnetic accelerator on. Ideally the mod would include making the rifle symmetrical ie. putting those cylinders from on the right side on the left as well, plus making those lights on the mag. acc. green as well. If someone makes this, please make it compatible with the Plasma Rifles Awesomefied mod. As for the specific scope to use, I was thinking the one from the Plasma Defender. Mounted either on the raised section after the first big side-port, or in the following lowered section where the first of the smaller ports sits on the side and just raised a bit. Alternatively the scope from the 9mm pistol could work too.
  21. Is there a mod that effectively stops NPC's running into yours and each other's faces with ranged weapons? I am sick of NPC's that actively run into melee range of their target with a rifle and then just stand there spraying, it looks incredibly dumb and it breaks my immersion in half. I have tried Combat Enhancer and Modified Combat Values which claim to fix this, but it still happens regularly.
  22. Can someone please replace Piper's default weapon with a pipe revolver?
  23. Can someone please create a plain brown version of the US Army General Outfit, where the green parts (coat, pants, boots) have a brown colour similar to the shirt under the coat, and where the coat has all the stars and bling removed?
  24. Could someone please make a tri-beam laser rifle firing green lasers like the AER14 or Sprtel-Wood? Just giving it the existing green laser and projectiles=3 doesn't seem to be the same, and the tri-beam laser rifle does have a unique projectile in the GECK. So I would be very grateful if someone could make a tri-beam laser rifle which works the same as the normal, but shoots green lasers and only accepts the hi-cap terminal and HD capacitor mods.
×
×
  • Create New...