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Posts
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Everything posted by AstralFire
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Look into the OnWardHit and OnHit events. As for the latter question, I don't see any reason why copying the spellbreaker's magic effect to a weapon in the CK wouldn't work.
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I'm using Steam atm and have no issues with it.
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Skyrim archery bug? crouched and on a cliff shooting
AstralFire replied to mangolais's topic in Skyrim's Skyrim LE
...My first thought is that your mouse is broken and briefly doesn't register a button being held, resulting in a misfire, while with fraps on your computer slows down enough that it fails to register some of the brief impulses from the mouse. -
Totes cool. ;D I notice there's comparatively far less support for modders working on spells than for quests. (Suspicion: Spell Package Authors are in more direct competition with one another than Quest Mod Authors, and less eager to share info.)
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You clicked 'Recover' in the little array of checkboxes in the bottom left, DIDN'T YOU. YOU DID. FESS UP. But no, seriously, uncheck that and you're cool.
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There are a number of mods that work like this already.
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how much gigs of mods do you have?
AstralFire replied to CrazyShadowDami's topic in Skyrim's Skyrim LE
Surprisingly, more than I thought. 1.77 GB. -
ENB - Enhanced Natural Beauty, a series of DirectX 3D mods that greatly improve visual quality at the cost of performance.
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Nah, that's okay. Just knowing that Bethesda DID figure out a workaround is a good enough start for now.
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I have a 360 controller layout that's got 117 downloads and 2 endorsements put up 11 days ago. It's still reading as my hot file. My main mod has 1,296 downloads and 40 endorsements put up 38 days ago. One of these is much higher than the other.
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If your mod never starts the first quest, it would be completely impossible to follow the quest chain that enables shouting. You should also look into dummying out the word walls and detaching the hidden quests that do the chanting and blurry screen effects.
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That on each swing/shot, both enchanted effects take effect at once. Currently, some of the spells in my mod aren't playing nice with weapon enchantments and I'm trying to figure out how Bethesda got around that issue to allow two weapon enchantments at once.
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Can anyone confirm for me that both effects fire correctly with a weapon that has two enchantments attached? This is very important.
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I can't think of anything, really, which is a bit of a shame given how well they set up room for interesting magey plots what with Skyrim's inherent distrust magnified by the Oblivion Crisis.
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I've seen this problem come up a few times before in the last few days with people who I assume have legal copies.
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It's an error that came out of a dual-wield centric mod, I've seen this topic come up a few times.
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Looks great, but minor nitpick: those are hakama, not kimono. Kimono are the showy embroidered silk stuff.
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[REL] The Revenge of Colette: Powers & Magic Spells Overhaul
AstralFire replied to AstralFire's topic in Skyrim's Skyrim LE
And another QoL patch went live this morning. =) Revision B - Casting spells outside of combat while in a stance will no longer increase Focus. - Stances now end (not merely run out of charges) when it's been sixty seconds since the last Focus building or spending abilities. - Stance Tomes now teach the End Stance power, which allows the player to exit the stance system completely as if they had just waited sixty seconds. - Power Shots from bows gained some wiggle room in case people misjudged whether or not their bow was fully drawn. -
Set the Mod Manager to have admin rights, maybe?
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The CK would only show what your mods are doing if you loaded all of your mods - you checked all of them?
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[REL] The Revenge of Colette: Powers & Magic Spells Overhaul
AstralFire replied to AstralFire's topic in Skyrim's Skyrim LE
Bugfix patch went up this morning. -
How Do I Get Rid Of The Blurry Screen FX On Drain Health?
AstralFire replied to Kimnokmar's topic in Skyrim's Skyrim LE
Open up the Creation Kit. Start a new mod if you don't have an existing one you would like to edit for this purpose. - Magic > Magic Effects >>> EnchAbsorbHealthFFContact Go to the lower right, click 'Properties'. Highlight 'TrapImod' Click 'clear value'. And you're done. -
None of the above! It was actually an issue caused by multithreaded events trying to work on the same variable at the same time and messing it up big time. I did a work around.
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Is there any way to force a clear of an event or function if it's been called too many times and is locking up the processing? One of my users has reported a bug where scripts don't appear to be firing and that's the only thing that I think could be a culprit. Other opinions on causes are very welcome, of course.
