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alphafr

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Everything posted by alphafr

  1. To start you could look up the white phial in CK see if you can reverse engineer it
  2. 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 One of your mod is likely missing or have an outdated/unrecognized master file (a hard requirement one) and the mod manager default into safe mode by turning all mods off Starting the game without SKSE will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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. Took a moment to find the option to move the tail only it but it worked thank you
  9. 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
  10. Tried to run it outside MO2 if it also doesn't work? Maybe anti virus or firewall is preventing it to properly start
  11. Question being : did it reset? Because this would make resetting housing possible without restarting all over before you've build it
  12. 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
  13. 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
  14. 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
  15. 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?
  16. 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
  17. I cant figure out why on earth ice magic is overuned in a totaly absurd way, not sure if its ordinator+sunhelm (which make use of CC survival elements) interaction I can face tank without much issue high level thunder and fire spells but ice spell even on a lvl 1 enemy with no perks at all deal x10 more damage It has come to the point I have to break the game with alchemy/enchant potion loop because anything short of a flat 95% resist is just nullified by the raw damage I take until then I have to relly on companion while I just block with spellbreaker the whole time with the dwemer autocanon I build as my only offensive option Gave myself 10k hp without resist and I took 2500 from an icicle shot by a lvl 10 wizard Equiped any frost resist gear I had, mask with 50% necklace with 44%, elixir with 50%, and a ring with 50% and still get oneshot by every non concentration ice spell Doesn't help that for whatever reason nearly all mages I have faced so far where overwhelmingly cryomancers with propensity of spamming that moving blizzard spell 24/7
  18. Yeah guessed so, good thing I started on power leveling enchant and alchemy first (even tho I have no perk in weapon, my poisons are largely compensating for it), can make without using a pot or enhanted gear +70% improved smithing enchants Honeslty tho priority would be getting the ludicrous frost damage negated, I dont know if its a survival-sunhelm interaction (since sunhelm re use CC survival stuff to work) but I get x10 multiplier on any ice damage I take with my companion, spellbreaker has become mandatory even for novice ice spells as they started to deal us circa 150 dps and Ice cicles dealing at minimum 2500 damage (making sub 90% frost resist nearly totaly useless)
  19. Well thats as far as my troubleshooting knowledge go, someone with more experience about CK will need to take a look at your issue
  20. I got both but don't see the oprion to add any
  21. Can post some screenshots? Could give some insight
  22. Playing as argonian I decided to marry and take another argonian with me on adventure but noticed none of them have any perks (which is essential to make anything combat wise) at any level so they all hit like wet noodle even with their skill at 100 and keel over at the first gust of wind in their general direction on higher difficulty or with mods overhauling difficulty Going through console command is both tedious and hard to track
  23. If you have trainwreck installed mind posting its text file? It usualy contains a "probable crash stack" or something called like this trying to find the source of the crash
  24. Are you launching the creation kit FROM your mod manager?
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