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KarthGalin

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Everything posted by KarthGalin

  1. How do you motivate yourself to fix your mod setup? About this time of year I often get the urge to climb mountains, slay dragons, and sit in hot springs. Then I realize Steam (despite all efforts) updated Skyrim behind my back at some point and an unknown portion of 238 active .esps (+SKSE and so on) need updating just to kind of get back to where I was in, I think, 2014. Which was all I really wanted. What motivated you? Are there some awesome new (used very loosely) mods that will run on a slightly updated potato? Ambitious old mods that made it out of beta in spite of all probability?
  2. I'm trying to give NWN2 another go but my links are dead, I'm rusty with both 3.5 and NWN2's changes to it, and spoiled by games where mods play together more easily. I think what I could use most is a list of the really important mods/tools. Bugfixes, fixes for things that work stupid and/or are worthless in NWN2, the best/most essential tools for merging mods, etc., maybe even things that you like so much that you think they should have been in the game. I've got my own list going, but with the fragmented sources of all this stuff and how much work it might be to make things play nice I'm not very confident in said list. Any suggestions? Links are nice but not necessary unless the source is really obscure or the name's ambiguous. Module suggestions wouldn't make me cry, either, but I probably won't get around to those for a while. Edit: probably should've put this in Modtalk. Too many things on my mind. :/
  3. While I agree that some perks are in odd places, others are bloody worthless, and I think dumbing-down the stats/skills/perks system is a step backwards, Nerd Rage being under Intelligence seems to fit in my personal, real-life experience. People I have been able to witness in emergency situations react with respect to their training or lack thereof. In perfectly avoidable car accidents, folks that aren't geeky enough to know anything about the physics of automobiles freak out and hit stuff - the nerdy types find an 'out' from the situation. Likewise with other accidents and nasty situations that I've seen. Those who are intelligent/curious/nerdy, in that moment where the brain either goes into overdrive or locks up, tend towards going into overdrive. All the more so because the 'nerdy' type tends to hold back a bit most of the time. I will say that I don't think it belongs at 10 intelligence other than possibly for balance purposes in the unmodified game on higher difficulties.
  4. For those who think the frequent Fallout 4 updates are some conspiracy against our beloved script extender folks - if I'm not mistaken, all Bethesda would really need to do to stop them forever is send them a DMCA notice and/or threaten to sue. With my dear country's crazy software copyright/reverse engineering/etc. laws (thanks decade of 2000-2010!) I'm pretty sure Bethesda could legally stomp all over ianpatt, behippo, and plb. Why would Beth want to, though? The SE team is white hat all the way and effectively contributes to development of patches for current games & content for future games and DLC. If I dug into the history of Script Extender mods through Morrowind there is no telling how many major game features and improvements I'd find that were preceded by work done using the various script extenders. Bethesda simply has trouble making their very complex games that use a dated, highly modified engine, work like they want with two proprietary machines, the vast array of possible PC hardware, and the DLCs they want to release. I can't say I blame them too much - they could do better, sure, but they have to work within the many restrictions of their corporate environment.
  5. There isn't a legitimate way to revert to an older version unless you backed up your Skyrim folder in some way or another. Best to tough it out, maybe disable mods that require script dragon for now and start a new game so your old saves don't get messed up somehow due to the lack.
  6. They don't open until 11 or 12 if I remember correctly, so try waiting until 1 pm or so.
  7. Generally I go for something like this: Mage First five levels into hp, then split with a 1:1 ratio between magicka and hp. Rogue First ten levels into hp, then split with a 1:2:1 ratio between magicka hp and stamina. Warrior First ten levels into hp, then split with a 2:1 ratio between hp and stamina. I'll vary it depending on skill choices and such of course.
  8. Best way to cover ground quickly when sneaking. Roll past a patrolling guard while his back is turned, roll up behind an opponent and cut his throat during a small window of opportunity, quickly roll behind cover when someone turns your way, etc. It may also have the benefit of only making as much noise as walking, not running, but I haven't really looked into it since rolling is worthwhile either way.
  9. I've seen auto-detect produce both optimistic and pessimistic results. Best to fiddle either way.
  10. Ah, so dude might had used someone's skeleton rig without permission. Will we ever know? I've been told by a moderator that it will remain locked until he does get permission. After this long, I don't expect that he will.
  11. thanks, i'll try the mod. the ugridstoload is a command that i have to add myself? Yes but please research it before you use it. If you change ugridstoload and then decide your computer can't handle the increased setting, it takes a very specific procedure to return to a lower setting. You also have to change uExterior Cell Buffer to equal (X+1)^2, X being the number you set ugridstoload to.
  12. This is caused by having abilities that absorb magic. You can find a mod called Conjuration and Summoning Fixes that solves this on the nexus, or if you wanted to try something that helps all of magic out a little bit, you could try my Spells Scale with Skill. It includes fixes (not necessarily the same fixes or methods; just the ones I was able to figure out on my own) for all of the spell bugs I know of in addition to the other stated objectives.
  13. In no particular order: 1. SkuUI - default is terrible 2. Skyrim Community Uncapper - I don't want to grind Basket Weaving so my wizard can keep leveling up. 3. Realistic Lightning with Customization - Spooky dark dungeons, nights that make you carry a torch or just plain think about staying home. 4. Weapon and Armor Fixes - So many items are just completely messed up in vanilla. 5. Spells Scale with Skill - my own poor little WIP magic scaling fix. Still in its infancy; I've yet to go through and mess with individual spells.
  14. 2.1 -Fixed bugs that caused some magic items and abilities to be erroneously affected by skill and enchantments. Hopefully this is my last release before I can move on to individual spells, but I'm not placing any bets. I currently cannot test anything in Skyrim due to a deceased CPU heatsink fan, but I'll probably be fiddling with things anyway while I wait for the replacement to come in. Yay for heatsinks big enough to provide passive cooling. At idle.
  15. Realistic Lightning, SkyUI, the future version of my Spells Scale with Skill mod, the basic version of Weapon and Armor Fixes, a Faster Arrows mod, Craftable Arrows... and that about all I can think of off the top of my head. There are some other categories that need fixes, but no good mods for them yet in my opinion. (Please note I'm not implying my mod is good yet; it's a WIP and just the basis for what needs to be done.)
  16. Spells Scale with Skill is the foundation of future work balancing and improving the vanilla Skyrim spells. You can find it here. ------------------------ Overview ------------------------ The goals of the mod are as follows: *Improve the ability of vanilla spells to scale with players at they level and remain useful. *Make all vanilla spells useful at all levels where game mechanics allow. *Allow Enchanting to affect spell magnitude to scale spell usefulness into Expert and Master difficulties. *Maintain the usefulness and balance of the magicka resource into high levels. *Correct bugs in vanilla spells. Currently, Spells Scale with Skill causes the magnitude of all spells to be multiplied by 1+Skill level/200 and spell durations to be multiplied by 1+skill level/100. Fortify Alteration, Conjuration, Destruction, Illusion, and Restoration enchantments increase spell magnitude in stead of decreasing spell costs. --------------------- Changelog --------------------- 2.0 -Fortify Alteration, Conjuration, Destruction, Illusion, and Restoration enchantments now increase spell magnitude instead of spell casting cost. -Changed the way Restoration is prevented from increasing the magnitude of enchantments and abilities. -Fixed bug that prevented summoning spells from working all the time in combination with spell absorbtion. -Cloak, Rune, and Wall spells now all display damage and are affected by Destruction perks correctly. 1.2 -Spell magnitude is now increased by 1+Skill/200. -Restoration skill no longer affects the magnitude of enchantments and abilities of the Restoration school. -Aspect of Terror fire damage bug fixed. -Cloak spell damage display bug fixed. 1.1.1 -Perk is now correctly applied by the quest's script. 1.1 -Spellscaling perk now applied via a one-time quest on loading a saved game or creating a character. 1.0: -Initial Release -Spell magnitude and durations multiplied by 1+Skill/100. ------------------- Installation ------------------- I recommend using the Nexus Mod Manager or another mod manager of your choice to install Spells Scale with Skill. Mod managers let users easily install and completely uninstall mods. WARNING! BEFORE INSTALLING THIS MOD, REMOVE ALL EQUIPMENT THAT GRANTS FORTIFY ALTERATION, CONJURATION, DESTRUCTION, ILLUSION, AND RESTORATION AND ALLOW THE EFFECTS OF ANY POTIONS THAT FORTIFY THOSE SKILLS TO RUN OUT, THEN MAKE A NEW SAVE. After following the above caution with saved games, simply extract Spells Scale With Skill into your /Skyrim/Data folder and activate the mod via your mod manager or Skyrim Launcher. ----------------- Uninstallation ---------------- WARNING! BEFORE UNINSTALLING THIS MOD, REMOVE ALL EQUIPMENT THAT GRANTS FORTIFY ALTERATION, CONJURATION, DESTRUCTION, ILLUSION, AND RESTORATION AND ALLOW THE EFFECTS OF ANY POTIONS THAT FORTIFY THOSE SKILLS TO RUN OUT, THEN MAKE A NEW SAVE. After following the above caution with saved games, remove the contents of Spells Scale with Skill from your /Skyrim/Data folder manually or with the mod manager of your choice. ------------------------------------ Credits & Acknowledgements ------------------------------------ Thanks to Sloth of Doom for his Destruction Magic Skill Damage Scaling mod showing me the way to get started on this! Thanks to all the people on the Nexus chat and forums for helping me and giving me encouragement! ----------------------- Permissions ----------------------- You are not allowed to upload this file to other sites unless given permission by me to do so. You are not allowed to convert this file to work on other games. You must get permission from me before you are allowed to modify my files for bug fixes and improvements. You must get permission from me before you are allowed to use any of the assets in this file.
  17. Ice Storm is also the easiest way to kill those annoying Slaughterfish, I should add. :whistling:
  18. Use all three. Fire is great for dealing magicka-efficient direct damage against targets that aren't going to try to avoid the attack. Ice is excellent for slowing down melee attackers, fleeing opponents, any opponent that tries to dodge a lot (if you can hit them in the first place), and, with Ice Storm, you can aim a spell to just pass by an enemy's cover and he'll get hit by the spell without you needing Line of Sight. Lightning is great for damaging tough enemies; there aren't many resistant to it and it hits almost instantly so dodging doesn't help much, plus it drains those nasty enemy mages of their magicka. Chain Lightning is nice for hitting two opponents that are too widely-spaced for a Fireball to get them both.
  19. I always spend hours poking into things when the problem is not at all related to what I'm looking at... Thanks both of you! If somehow packaging the script doesn't work, I'll be back to demonstrate my ignorance once more.
  20. My mod Spells Scale with Skill now has a one-time quest that theoretically adds the related perk after loading a save game. For me, this works just fine. Other users have reported problems with the mod. One person tested it and the perk is still functional if added via the console but was not added properly by the quest. I'm not certain how to fix this or what I've done wrong as I cannot replicate the problem on my own machine. Load order doesn't seem to cause problems or change anything for me. Does anyone have an idea about what I may have done wrong?
  21. You can go back, it just requires a very specific process to return to a lower setting.
  22. I've fixed my problem. Turns out I had conflicting mods. Actually I'm not sure if it was conflicting mods or just one mod that was messing with my system. Maybe you have the same problem. Good luck! :) Thanks! I think I'll need it. :/
  23. Experiencing the same problem with a very different PC. Nothing I've done has solved it yet. The one clue I have is that I restarted my PC for the first time in a few days before this problem started occurring. I think something might have updated but I can't for the life of me recall what.
  24. Okay, so I've spent all morning poking my nose into all sorts of scripts and objects to figure this out and it is probably right under my nose, but how the devil does skill hook into the casting cost of spells? If someone else knows without having to do this much digging, it would save me a ton of time. If you could even point me in the right direction for finding this myself I would figuratively kiss your feet. :psyduck:
  25. Steam = AOL for Skyrim players. Lots of people who don't know how to use mods will enjoy the ease of use, while people who already know how to use mods will be frustrated by features that make it easy to use. That's all I have to say about this topic.
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