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Alunder

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  1. In this case it is complicated, I also tested this in NPC's: normal: usually designated to fortify, but in my case I usually prefer the powermod. + mod: enchantment + powermod: fortify potion In fact most of these effects are incompatible with NPCS, and also the perk application area seems to be assigned to the player only, it is better to add perks directly to the NPC, however it is still possible to add some effects to the NPCS through Magic Effect / Assoc. Item 1: Melee Damage: Melee 1H/2H Archery: Missile Resist Damage Speed: Movement Weapon Speed Unarmed Damage Fortify Resist Potions spells works Fortify Potions: Health/Magicka/Stamina Regarding magic, the resist potions help, but you can create a perk of "mod incoming spell magnitude" and add it directly to the npc. I'm doing a personal mode, so I've been studying these things, far from knowing everything about it, but it helps to strengthen some npcs differently. ------ Edit. Holy @$%! OMG I added this perk "AlchemySkillBoosts" for my follower as GaigeTheMechromancer mentioned and now the powermodav "all fortify potions" works. :laugh: I didn't think it would work that simple, I thought it was something internal. Although I don't intend to use this on all npcs, but in follower and boss it is very useful.
  2. Just one addition, be very careful with "Perk Entry Point", whatever it may be, for example, when there is no condition or keyword, it will understand that it will be used for everything related to it, so far so good, however sometimes this may be flawed. I noticed certain problems when I was adding this type of perk to an npc, in this case I just put "Mod Incoming Spell Magnitude; Multiple Value 0.10" without conditions or keywords, so far so good everything worked very well in game! But then I took the same npc and did a magic effect, script transformation and when the transformation took place he started to act weirdly like in slow motion, and also other spells didn’t link properly in him, like fortification, no connection... in fact, but then I thought, well let me take a look to see if it’s not the speed or dual flurry spell that I customized and it wasn’t, so I rechecked all my perks, scripts and only after removing a perk for one that I got the culprit "Mod Incoming Spell Magnitude; Multiply Value 0.10" so I thought, well I will remove this and put a "Spell Resist", but I reflected again and thought, and if I put a keyword to limit the perk... does not make much sense, in fact the perk is working for all spells, it only causes conflict with the transformation, although there is no apparent reason... Three keywords MagicDamageFire... Frost and Shock and bang the problem of slowness went and the fortification spells back to work, no connection, nothing with nothing, but after that I started to limit my perks and conditions a little more and avoid leaving them open.
  3. Old topic, more interesting, because I found nothing on google about it. This one I've been testing recently, I usually use unarmeddamage for npcs and creatures, which I notice is that in the case of perk crextradamage, for example the reference is intended mostly by humanoids with weapons, but not restricted to creatures, there are specific keywords in guide to swords, axes, bows etc with configurable multiple values, from the little I have tested, well apparently unarmeddamage seems to be more notable, but it can still be used in combination with spell unarmeddamage and perk crextradamage. I turned slaughterfish the most fearful creature into skyrim! :D
  4. I'm finding it hard to add knock down resistance %, stagger ok, the monsters and animals works well put knock down on power attack, but it would be a good thing if we could increase knock down resistance, for example while npc/player is blocking. If anyone has any ideas..
  5. As for the record marked as deleted it is very likely that some item or reference was intentionally deleted to follow a mod purpose itself. "Some users choose to move items or references in a hidden place of the scenario, this can be interesting on the one hand, as it prevents someone from cleaning the mod inside TESEdit or SSEEdit by reversing things that should not be reversed.". But if you accidentally deleted something from your mod, you can also choose to revert edits via SSEEdit (Special Edition) or TES5Edit (32-bit) in the Undelete and Disable References option. --- About ITM (Identical to Master) records are used on purpose by some mods or master functions; Example: sometimes it may be accidental, you save something inside the Creation Kit with the same original settings, click ok... close the box... after save the esp plugin this item can become an ITM. "This occurs more precisely after editing and reverting an edited setting to its original state.". However roughly speaking ITM is a null setting, but if the plugin is too dirty from ITM's it may end up blocking other settings from other plugins if it is loaded in the mod list after a certain mod. This is also valid with regard to cleaning masters, some people may say to the contrary, but I have never had a need to clean my masters and have a CTD or another very rarely. "But... I once tried cleaning my masters and had more bugs and CTD's than improvements...". So I only recommend these plugin editions if it is manually, these automatic cleanups won't solve the problem, it might even solve something temporary, but errors and bugs will come consecutively from all sides. "Use the Check for errors option and edit manually which will be much better.". :yes:
  6. This is really annoying, what I notice is that after installing HDT SMP Plugin, whenever you equip something that uses SMP Physics your character will perform a smooth 180º degree rotation, after unequipping such SMP equipment the rotation will not occur... I believe the idea of this smooth rotation is to prevent physics from going crazy when the character rotates, since in the vanilla version there is no rotation, there is simply a quick movement. Maybe in the future new physics will be applied to unequipped equipments, so that they can follow the same movement pattern in SMP, or we could have an option to disable this smoothed rotation to avoid mismatching body animation with unsheathed weapons.
  7. I was very setting up my game recently with FXAA filters, ENB and in this case at least for me I changed the name of the DLL in the "enblocal.ini" to d3d9.dll the same as the original FXAA installed ... for some reason when I tried give another name to the file as instructed in the original author's page this file lost its functionality then I could not apply the necessary FXAA filters. I just did it: [PROXY] EnableProxyLibrary = true InitProxyFunctions = true ProxyLibrary = d3d9.dll I solved my problem. I hope this helps someone. :thumbsup:
  8. This happened to me just now :laugh: , but in my case was that I forgot the game booster minimized in the system tray. And I thought it was some information in the .ini file of ENB. I was getting angry with that little yellow number. It is always good to check if there is no external applications controlling those values such as video cards programs.
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