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I know I should know this so I googled the crap out of it and all the explanations seem to assume I already understand certain info. I get the concept of making a list to track resources I just do not get how it effects me in TESVEDIT. If I want to (in this case,) duplicate all of the existing keywords, spells, etc from Elemental Destruction Magic to make it include Dark Holy and the left out MAGIC portion of poison from the vanilla game, do I NEED to update Elemental Destruction Magics FID List or should I just ignore it. I have done this task in the past ignoring it and it seemingly worked fine. Unfortunately I have no idea what it might have been doing unseen. So practically speaking, does the game even look at a mods FID list or is it simply a means for you to console things/track things etc? If not why are some items/etc seemingly identical get included in some mods while others are ignored in the SAME mod? Thank you in advance please help!
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Can anyone tell me if the entries in heal/magic/stamina regen on the racial tab if set below the 1% value (.0075 for instance,) are disabled or just effectively. Currently with these values sleeping for a week had no effect. with 1/10 higher values sleeping for a day has a visible effect on the health bar which implies to me that a 1/10 value would require 10 days to be noticable on the same level. But it's not playing out that way. It is suprisingly hard to make npc's regen things super slow in this game! So if I want it that low would it be possible to achieve the same results through the healrate multipliers in game settings, or would they simply be multiplying ZERO? Adding/removing multipliers from a base .01 or higher doesn't work so far as the levels are high enough that the first in game bonus from anything shoots the healrate so far out of sync with it's base that it no longer really even appears slow whatsoever. I really need to get these values down to a level where healing would take a week+ even with a single (food or w/e,) multiplier. Any help would be greatly appreciated. List of factors I am aware of. Game settings, race tab, foods, misc mgef from spells gear racials etc. If there is anything I am missing here I would be grateful to be told about it! Thank you!
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I moved the stamina max back to default start values and changed hp per level option to 1 for pc and 2 auto every level for npc. I know this isn't right yet I can see that a few mod authors changed this npc value to 7.5 to bring it into line with pc's normal 10 so im considering using decimal value for npc as well. pc 3 npc 1.5 for example. More gradual leveling hopefully. with less pronounced improvements for either stat. Stamina also needs to be brought in line with, roughly 10 seconds of full sprint at level 1 and hopefuly no more than 30 at level 100sh. Most adults can sprint for 25 yards without falling over in a heap imo. All standard and custom races converted now to .25 base regen values ("1" for stamina,). Still indecisive on maxes.
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mod position, Skyrim update dawnguard hearthfires dragonborn ussep other masters this mod I have a mod for myself which edits every race and every npc. I am moving every race's starting 1:hp/mp/2:sp, carry, reg/s hp/mp/sp, unarmed. Base of 25/25/100, 1+2+50, .25/.25/1, 4. +2 for stat choices at levels. +1 CW per level. (I think) + 4 hp/lev for NPC. non-PC being edited similarly. game settings being edited similarly. Goal being to lower the base life enough to stop regen bonuses from compounding until bonuses become negligible. pc/npc healing at a more lifelike pace gathering power similarly. Running 20 paces not exhausting me. Exhaustion lasting more than the time it takes to grab a drink of soda. etc. I wondered if anyone cared to comment on any pitfalls I might have missed further into the project or whether anyone might have already done this type of re-balance for their own game. What adjustments they might have found necessary later. I'm speaking mostly on the game balancing out or flopping over somewhere else like that. If this is possible even long run would it be a helpful resource? I do know the mod is incompatible with a host of others if you don't edit in places. I actually already did most of that work first (I hope,) since it was pointless to attempt without that done first. (Carried them forward. I believe is the term used for what I did with this.) think that sums it up. of possible note, I use, animaltweaks smilodon sacrosanct apoc magic ele destruct mag ordinator imperious HLE IMMPatrol not in that order Hoping to replace most of animal tweaks and HLE with this project. Awesome mods, no reflection on them.
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I was trying to make my hero do a sort of supermanish ground slam after jumping as an adaption of the available vampire jumping mods. I worked out how to make the hero jump higher to my desired level, how to mitigate the damage taken and from how far, all using the game settings under fjump and am currently using the following however imperfect it may be my understanding is not 100% on each entry, seems to be working though. > fJumpFallHeightExponent = 1.1500 fJumpFallHeightMin = 2400.00 -EDIT: 1200.00 fJumpFallVelocityMin = 350.00 fJumpHeightMin = 152.00 fJumpFallHeightMult = .0400 -EDIT: 0.0600 Intention is to jump roughly 2x the height and fall roughly 4-5x the height safely, and thereafter take damage at a slower scale than vanilla damage/distance scaling. I checked out what topics I could finding mostly content on creating a slowfall spell using Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok", 1.35 At https://forums.nexusmods.com/index.php?/topic/1854025-slowing-a-fall-is-it-possible/ However was unable to figure out how to actually trigger the script. Or at least not the correct means of doing so. I saw a number of methods while browsing existing scripts only nothing which implied to me the effect of On game init Set this float var () EDIT: I placed the script.psc event on init () SetIniFloat ("fInAirFallingCharGravityMult:Havok", 2.35) end eventAlso tried event on init () utility.SetIniFloat "fInAirFallingCharGravityMult:Havok", 5end event into a simple quest with run on game start flag no stages no conditions run once and it did nothing. So here I am. I know I am not going to be getting any sort of slam effect out of this. but if I could just get some help puzzling out the speed of fall I would be super happy with that. I do have HDT in my game. I assume that is needed. I had also wondered if it might be possible to simply change this variable in the HDT ini within plugins. Thanks for any help!
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voice replacer directories
Deleted12765963User replied to Deleted12765963User's topic in Skyrim's Skyrim LE
Sidestepped first problem by writing the files directly to the skyrim directory without using MO. IDK why I didn't think of this before now. Possibly this will fix the second problem as well but I am unsure. Will leave thread as it is until I can tell for sure after which will ask for closure. -
I made a large selection of .fuz from the games various localizations (polish,japenese,chinese,english,russian,italian,spanish) to replace the in game voices. I placed them in a directory labeled as such data/sound/voice/skyrim.esm,dawnguard.esm,heartfire.esm,dragonborn.esm/actorlabeledfolders/.fuz files finally. I proceeded to zip the entire package and then loaded it into MO calling the exterior "data" folder my data directory manualy. After activating mod directly below alternate start and refreshing data I checked the mod and it shows roughly 1300 overwrites of itself coming from various bethesda .esm's. I assume this occurs due to it being purely loose files without an .esm however it was NOT showing itself as overwriting ANYTHING. Despte the remaining 9k .fuz files which were not being overwrote. I popped open the app and checked it manualy by tracking down various npc's I didn't see being overwrote and was nto able to find a single npc's language changed from english. More or less the mod appears to be loading but is having no effect on a fresh save with only three mods installed. skse,alternate start, my mod. I have done this in the past and did not have this problem that i remember but I was more up to speed on modding back then. short of going back and gettign as up to speed as I was then which would require a massive expenditure of days and days of learning I think I really need some outside help. How can I fix these two problems best? I need The mod to do somehting in game. The mod to not be overwrote due to it being loose files. any help is greatly appreciated, thank you.