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alphafr

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Everything posted by alphafr

  1. Looking into creating my own little town on a dedicated empty map section added by a mod Currently using Tundra defense though curious how RTS for skyrim is Main gripe with TD is the water well that act as town center is immovable and require to uninstall the mod to move it at all and some core building can't be removed to place them at a new spot only moved nearby unless you fancy risk breaking the entire placement system -Can it safely be added/removed like TD? -How does the building placement work? -What building type are available? -How it is in general?
  2. First you need a mod manager Then the mandatory mods, those are the bare minumum -the Unofficial Skyrim Special Edition Patch (USSEP) -the Skyrim Script Extender (SKSE) -SSE Engine Fixes -Address Library for SKSE plugins For animation stuff like Nemesis + Open Animation Replacer (usualy refered as OAR) are basicaly must have, those don't add animation they're only frameworks a lot of animation mods depends on to function ENB is mandatory with any graphic overhaul but the preset is up to you, if you don't want ENB there is an alternative : community shader pack or something like that The biggest questions is : What do you want to turn skyrim into, how good is your PC, how much graphic or immersion mod do you seek, what aspect of the game you wanna overhaul?
  3. LoTD is just a grand collection museum whith a few extra (you can unlock airship for fast travel, shown in the OoTD trailer) a bunch of artefact/unique weapon and armor and some neat quests as you fill it up It does need a fresh start to work (and I HIGHLY recommend you also download the Curator companion if you install it, it show an icon on the item if you have it in a museum transport chest or you inventory, already displayed or not yet carried/found saving a ridiculous amount of time checking if you already had that item or not) OoTD seems to be story and player choice driven (like Beyond Reach I guess) and act as epilogue to the main game unlike Vicn's mod where 80% is kill everything and 20% lore exploration (doesn't make them bad as its well done)
  4. Mod to look foward to from the creator of the Legacy of the Dragonborn museum
  5. issue with elemental blast is it overshadow about 90% of the offensive spells in game due to its tri elemental damage getting buffed by all 3 elemental path in the destruction perk tree, the few it didn't for me was from the Apocalypse mod where the tornado, black hole, teleporting lightning sphere couldn't be outmatched due to their added utility function It also removed the challenge from quite some fights due to the slow/stam drain/mag drain and extra damage, even mroe so with Ordinator where lightning deals extra damage the lower the target mag is and ice the lower the target stam is, causing easy instances of 150+ damage per single hand cast
  6. Well all I can say is to verify mods are up to date and for the correct version of Skyrim you have then
  7. Pretty sure the horror theme combined with blurry vision and stupidly high damage aura they have along very predictable patrol route with hiding spot was enough hints it was a stealth section
  8. MaximumCarnage_DISTR.ini nothing I could read in it with only stuff like this: ;MC_Gore Chaurus Spell = 0x12CBF9~MaximumCarnage.esp|NONE|0x131EB,0xA5601|NONE|NONE|NONE|100 MCM only has "enable gore for" options, nothing related to corpse duration
  9. To start you could look up the white phial in CK see if you can reverse engineer it
  10. You mean all plugins are turned off after starting the game via SKSE? One of your mod is likely missing or have an outdated/unrecognized master file (a hard requirement one) and the mod manager default into safe mode by turning all mods off Starting the game without SKSE will actually not load any of your mods so whatever issue arise it won't have an impact because of that so it wont trigger safe mode
  11. Darkend end if you like bloodborn like mod (base enemies are like lvl 75 tho), however, no quest or markers its up to you to explore and uncover the fallen Island story and the fate of all its inhabitants There are some high value mod poised to be released in 2025 like Apotheosis, similar to Unslaad but voiced and todl to be DLC sized, seems to be sending you to the end of times at the dawn of the new Kalpa and throughout the realms of Oblivion Not sure tho if its an extension to Skyrim like Vigilant, Glenmoril and Unslaad (those mods are to be played in that specific order btw or you miss the context) or its a "you start and finish the game within it" type of mod
  12. Every body that just showed the medium spell damage (visible burns or poison) turn into goo/ash piles when I come back later to it Goo piles, gore piles, ash piles from either fire or lightning spells and the ice pile from frost spell NEVER despawn even after 3 in game months With comment disabled on the mod page and not finding anything I have to ask if someone here knows a solution to it
  13. I ran multiple time the installation and LoD generation process as per the tutorial linked in the Seasons of Skyrim mod page but even after setting the game month to winter and waiting a full day inside a building its still not changing anything Doing all test on a new game yield no success either What am I missing here? I have the mods such as seasonal landscape, simplicity of snow and all are the latest version available
  14. Race check is double due to vampire being treated as a race on its own for each race, I still get either nothing as I can't add the spell (says its added but never show up in the menu) or a perma speed boost regardless of swimming state
  15. Attempting a small edit granting argonians a swim speed boost, but I only manage to give a general speed boost instead Problem : swimming in target condition only mean I can't add it until I am swimming as an argonian and its bonus affect normal move speed too rather than having its effect apply only when I swim Dispel effects with keywords doesn't contain anything related to player state I can use
  16. Took a moment to find the option to move the tail only it but it worked thank you
  17. Racemenu allow to edit the tail anchor position but since equipable tails are items it doesn't affect it Im using Biggerer argonian tails for both the fancy physics and decent proportion with the rest of the body but it slightly clip through the stomach when crouched and im trying to fix it
  18. Tried to run it outside MO2 if it also doesn't work? Maybe anti virus or firewall is preventing it to properly start
  19. Question being : did it reset? Because this would make resetting housing possible without restarting all over before you've build it
  20. disable and mark for delete are essentially identical, one is just delayed in a way you dont see it getting removed Both act on the item instance, not the "spawner" or whatever reset the interior
  21. Install Trainwreck, when you crash read through the txt file it opens, culprit could be shown under the "probable crash stack" section Getting you mod disabled at launch is usually a missing requirements of some sort putting your game in "safe mode" by disabling all plugins, had it myself dunno what exactly caused it tho maybe MO2 /!\ icon can tell you something
  22. What you found is right, here is some clarification just in case Setlevel A B C D A= % difference of level between you and the NPC (1000 = 100% = same lvl as you) B = flat level difference between you and the NPC C= min level they start with D= max level cap so put 999 for D and you essentially uncap them
  23. You got trainwreck installed, does it open a txt file after the crash? Because it has a small section in it where it put a few stack trace that it deemed to be the probable crash source, not always helpful but it did helped me a few time MO2 give you any warning on the /!\ icon? Regarding missing master file?
  24. Try this : open console select your follower and write setlevel 1000 0 1 150 For more detail - 1000 is your companion current lvl relative to yours in % (at 1000 it will be equal to you) - 0 is the flat value lvl difference between you and the follower (if you want them to be always above, below or at your level) - 1 is the min level they start with - 150 will be the level cap Took that from an old thread i used myself to keep my spouse companion usable in combat still
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