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FriendlyNPC

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  1. Not sure if you tried this ingame or only in the esp: - open console - click on the npc (e.g. your horse) - make sure the horse is clicked and not a bush or a smock cloud - type: getav speedmult - console will say what speedmult is on this character, usually its 100 for everyone (=100%) - type: forceav speedmult 50 - this will make your horse run at 50% of maximum speed, use really FORCEav and not SETav to make the change permanent for THIS savegame. with setav you will need to reapply it everytime you close the game. for one self you need to sheath and then unsheath your weapon/ magic to see the effect. - This will change only the speed for that individual, but you can use it as often as you want.
  2. well I dont know if the attachment is anywhere, the autor shared the scripts in a google.drive link on comment page 7 of the mod (I dont know if I am allowed to post links here, dont want any trouble)
  3. Hey guys, maybe someone of you is way smarter at modding stuff so I wanted to ask for help: I am using the mod "Bow Rapid Combo I Archer Combat Overhaul" ( .../mods/65461 ) and the mod works good (as intented). The only problem I have that I am doing very low damage! The autor said in the description "Rapid-shot damage equals the damage of an uncharged arrow, usually 1/3 of the damage of a fully loaded arrow". I looked into the .esp but found no damage calculation (atleast I dont interpret anything as damage) and I transformed all 5 scripts from pex to pcs but also seem not to find any damage stuff. Maybe someone could look into it? The mod and scripts are fairly small, it took me a few minutes to check them. If what the autor said is the actual damage -> "damage=uncharged shot", is there a way you could think of to enchance this damage without making the charged shot stronger? The biggest problem with the mod is, that those rapid shots are 1/3 of physical damage and DONT proc any enchantment, so in the result it can go into 1/5 or 1/7 damage very quick which makes this mechanic a waste in DPS. I am attaching the source scripts, the autor shared them in the comment section. Thx!
  4. Hey guys, first of all very sorry if it has been asked before or if I am asking it in the wrong section. I think about playing SSE again, but I did not play after the Anniversary Editon launched. I am totally unsure what changed or even what SKSE to install. Is there maybe a good tutorial/guide to know what to use? Or can someone maybe sum it up for me. Thank you a lot!
  5. When I draw my weapon (or if an npc draws his/her weapon) the character is very very slowly moving in place. But if you move even a little or do anything else (that cancels this anmation) you will get the normal idle animation afterwards. And the only way to repeat is to sheat the weapon and draw it again. I can prevent this on my chracter by moving a little but when NPC do this its pretty immersive breaking. I use DAR, Skysa, Nemesis, AMR and Animations for those mods (And I run Nemesis). Maybe someone of you knows about it? I would be very happy to get rid of this bug.
  6. Well I got the culprit, it was unfortunatly "Misc High Heels Sitting Height Fix" - https://www.nexusmods.com/skyrimspecialedition/mods/42063
  7. Hey guys! I play a female vampire now and use some heels. The heels always worked like intended when I equip them buy characters gets higher so the heels dont clip into the ground. But now since I am a vampire when I feed on sleeping enemies (and ONLY sleeping enemies! PS: I tested only in sleeping in bed enemies dont know about people who sleep on the ground) the heels will clip into the ground afterwards. Now comes the most strange part: when i open my menu and change any equiped item (equip a new one or requip one that is already equiped, doesnt matter if shoes or golves or even rings) the heels would unstuck from the ground and look normal again BUT only while I am still in the menu! When i close the menu to continue playing they are reverted into the bugged state again. The only thing that helps is restarting the game or unequip heels before feeding (requiping after feeding will be bug free). Can you please see if you also have this issue aswell or if I need to fix something on my end.
  8. Hey guys! I always thought how strange the lack of killmove mods is. Maybe someone of you can explain me why there are no new kill animation mods with weapons or unarmed. I just want to understand if its some kind of a problem with the engine? I mean it must be? Or else someone would have done a mod already? There are mods live "Violance - A Kill Move mod" but as I understand they are reenabling moves that already exists. There are many attack animation and even more movement animation mods but no killmoves. The only killmove I (think I) know is the "heart breaker - A killmove mod" that ads a new move. I just wish to understand what the limitation is.
  9. This! It is "Privacy Possum"! Well I am a little concerned that of all extensions the one defending the privacy is making the problem... is this security page really trustworthy with the data it collects?
  10. Since 3 or 4 days I cant log in with firefox anymore! I get this white page from Cloudflare that says: "Checking your browser before accessing nexusmods.com. This process is automatic. Your browser will redirect to your requested content shortly. Please allow up to 5 seconds…" And it refreshes and only changes the Ray ID every time it does! With Opera I have no problem at all with the same browser extensions. I would like to keep using firefox so please fix. But if not I will have to use opera I guess so if you also have the same problem just try opera instead of firefox!
  11. Hey guys! I created a mod that changes the nails and I want to utilize RACEMENU to change around the nails! Can someone tell me how to create such a mod? Or atleast show me a mod that already done that so I can reverse engineer it? Many thanks.
  12. Hey guys! I am working on converting a replacer mod to standalone for personal use and I am very happy with my progress sofar! I changed the locations of meshes and textures by creating a subfolder and everything works nice BUT I have a big problem with the Bodyslide presets of the original mod! I dont know what I have to do to make it apply to my standalone mod and not overwhrite the whole vanilla meshes! Does someone know how can I change the path of the sliders to the new subfolder location? I can stlll drag and drop them to the right location after Bodyslide use and then rebuild vanilla meshes again but its just sooo cluncky and I am someone who changes body shape nearly daily. Please somebody help me. NVM: I got it! If in the future someone else needs this too all you have to do is: editing the output data in all the .osp files in your slidersets folder. You can do it all in one go with notepad + +! Just press CTRL+H and go on the 3rd tab you can pick the line that should be replaced and the new path and also the folder that it should be applied to.
  13. Hey guys! I am working on converting a replacer mod to standalone for personal use and I am very happy with my progress sofar! I changed the locations of meshes and textures by creating a subfolder and everything works nice BUT I have a big problem with the Bodyslide presets of the original mod! I dont know what I have to do to make it apply to my standalone mod and not overwhrite the whole vanilla meshes! Does someone know how can I change the path of the sliders to the new subfolder location? I can stlll drag and drop them to the right location after Bodyslide use and then rebuild vanilla meshes again but its just sooo cluncky and I am someone who changes body shape nearly daily. Please somebody help me. NVM: I got it! If in the future someone else needs this too all you have to do is: editing the output data in all the .osp files in your slidersets folder. You can do it all in one go with notepad + +! Just press CTRL+H and go on the 3rd tab you can pick the line that should be replaced and the new path and also the folder that it should be applied to.
  14. nonono! That is not what I am talking about! I dont mind the cooldown between the shouts but the cooldown for any offensive action AFTER the shout! Try it yourself shout and then try to do flames or frostbite OR try to shout while you are channeling frostbite or flames! BTW if you realy use those 3 mods to achieve only this then I have a much better method console command "player.forceav shoutrecoverymult X". X=1 is normal cooldown while X=0.1 means cooldown reduced to 10% (10 times less cooldown) and X=0 is no cooldown.
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