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alphafr

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Everything posted by alphafr

  1. 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
  2. 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)
  3. Well thats as far as my troubleshooting knowledge go, someone with more experience about CK will need to take a look at your issue
  4. I got both but don't see the oprion to add any
  5. Can post some screenshots? Could give some insight
  6. 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
  7. 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
  8. Are you launching the creation kit FROM your mod manager?
  9. Granted all changes done are unique items/effects do I still start over to export them?
  10. Pretty sure home regen the clutter over time if their were moved at all, you'll need a mod to disable it but from what I read it quite hit or miss for them to function
  11. Try installing Trainwreck, when you crash read the first sections for the probable cause when it open the crashlog (it like 20-30 lines)
  12. Do you have LOOT? That little thing is nigh mandatory to auto sort your load order Then its reading mod compatibility when downloading and disabling elements of mods that affect the same system MO2 already warn you of potential issues with the /!\ button on the top right, if you see a number on it better check it out
  13. After googling for some time I found I can use the silver enchantement conditionals to only affect undead target type not a multiplier but I can add flat damage to undead only so its the same Also changed the visual enchantment fire effect on target to sunfire from dawnguard while at it, more fittign and less visual clutter from the flammes Tho I cant manage to find where to change the on kill AOE damage EDIT: checking the script attached I found its damage come from a unique spell Now I got the echantment it to where I wanted it but I don't know how to export only the modified elements as a mod
  14. So im trying a simple enchant edit to boost Dawnbreaker to "Excells in its job" category by changing its enchantment to force its "On kill" explosion all the time (thats done) and changing the enchantement damage to 20 Sun damage with triple damage vs undead Problem is I cant find anywhere the magic effect damage type,output and multiplier in the effect data screen within the CK Ok so magnitude would be the damage value after trial and error, but I can't find how to add a multiplier vs undead only Looking DLC1EnchSunDamageUndead that state triple damage vs undead gave 0 insight on that matter
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