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Everything posted by Dubnoman
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Thank you. One of these two will do well for me.
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I've never played more than one character at a time for Skyrim, but I want to start doing that, but I was wondering about something. I will want some mods for some characters and won't want them for others. Will I just have to activate and deactivate mods periodically, or has someone created a means to simplify all this (like how there is a save game manager for different characters, for example)?
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How should I portion out health, magicka, and stamina when leveling up? Should I bring my stamina only up to 140 or 150 and then make health and magicka equal? Portion out magicka to health in a 2:3 ratio? I'd like to go with a Breton woman. I won't bother with the mage flesh perk set, because she will wear armor. I'll have her use maces. As soon as I get her to Riverwood and Whiterun, I'll get her into chain mail from a mod. I'll get her a steel mace as soon as I can, and then go for a skyforge steel mace (from a mod). I'll work her up to mithril armor (from a mod). Would it be better to go with light armor? I prefer light armor, but I'd like to play a character with heavy armor sometime. As an alternative, I could go with steel armor with steel cuffed boots and steel Nordic gauntlets and then work my way up to steel plate armor. I'd like to go with ebony maces eventually. We'll see about that, I'd then would have to put many perks into smithing. Are there any mods that make ward spells absorb more physical damage than they already do? They protect you from some damage from physical attacks, right?
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I recommend to people the conjure ethereal horse mod, where you get a conjure ethereal horse spell. It is just a great mod. I use it and if I didn't have it I would fast travel sometimes, but with this spell, I've managed to not fast travel at all ever since I got the mod. You can have a horse whenever you want. Don't want a horse? No problem, it goes away when you dismount it. It's default speed is the fastest of the speeds offered, and with the default speed, when it gallops, it goes as fast as a regular horse when sprinting, if not slightly faster, and when the ethereal horse sprints, it goes pretty darn fast and you can get around Skyrim pretty well with it. http://skyrim.nexusmods.com/mods/9534
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Sure, you spend a considerable amount of time fiddling with mods, but the payoff of being able to have all these mods to choose from on the PC version of Skyrim are so, so worth it and just elevate it way beyond what you get from the game on the consoles. No PC Gaming Master Race elitist stuff here, I play consoles and I own two from the current gen, it is just that TES games are definitely the best on PC.
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There is something that really takes away from playing thief characters, and it has a pretty simple fix. A lot of people who play thieves put perks into alchemy, upping perks such as the 5 tiered "Alchemist" perk set. Alchemy is great for thieves, as they can make deadly poisons, and they sure can use some potent self-made healing potions. With this comes the ability to make potions that have high sell values. You can easily make a lot of money from selling potions, especially when you have a lot of perks in alchemy, and this really makes things unbalanced or broken for thieves. When people play thieves in Skyrim, they want to get by by making money on thievery, or even become rich from it. What is the point of taking all the time and effort to pull off successful thievery when you can just get very rich from selling potions that you can make yourself. You could just choose to not sell those potions, but that really breaks immersion. I don't even RP, but I find it would really break immersion if I had a thief character that'd rather make money through thievery, putting so much effort into it and risking going to jail or risking their life for it rather than making a lot of money by selling potions they can so easily make. The mod I request is something which drastically lowers the sell value of player-made potions and poisons, and it should be appealing to many who want to play Thief characters, for the reasons I just detailed above. This mod would make it so that people who play as thieves would have to really rely on thievery and finding loot in dungeons and on enemies to make money, which would be more fun for a lot of us. At a low level of alchemy and with no perks in alchemy, potions can go for 100-400 gold per potion and with certain perks and a high alchemy skill they can fetch 1000 gold to 2000 gold or more. What I think would be good would be having different files (or some other way to choose the different sell values of potions) with different adjustments to the prices of player-made potions and poisons. Adjustments to the prices of player-made potions and poisons would be: 10% of the default values, 15% of the default values, and 20% of the default values. This gives those who are interested in this mod some selection. Important to note, I'd like the sell value of potions and poisons you buy from merchants or find as loot to stay completely the same.
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There are far worse things than an arrow to the knee...
Dubnoman replied to 13rimstone's topic in Skyrim's Skyrim LE
Ummmm, it's got antlers, huge great ones, soooo It's a boy, and it's butt-shot or in the 'nads http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif Okay, it totally got shot in the nads. And then died right away. It isn't too unlike that one scene from Robocop! -
There are far worse things than an arrow to the knee...
Dubnoman replied to 13rimstone's topic in Skyrim's Skyrim LE
That looks like it hit the elk in the vagoo rather than the stinker (we'll assume the elk is female). -
Yeah, I found out the wonders of spell absorption the hard way, with two characters in a row. The first time trying to conjure atronachs to help against a Briarheart. I had like 70% absorption. "Hey! Where did my helper go?" Whack, whack, whack. "Hey! Why is my magicka still full?" Whack... I had absorbed my own conjuration spells. The second time was fighting Otar, I think. Had a Breton who could cast Dragonskin and get almost 100% absorption, 95% IIRC. Took several shots from Otar which maxed out my magicka. "Sweeeet!", I thought. Then I suddenly died with electrical arcs dancing all over me. Absorption is a percent chance to absorb; if you don't make the roll, the spell gets through. Otar got one through. Use it, but don't count on it unless you're certain you have 100%, preferably more. Now I always have some elemental/magic resist for the ones that get past absorption. Ward Absorb is okay at low levels, but I find that high level magic users break wards almost instantly. I just can't find much use for Restoration in Skyrim. I guess I have to admit that I have used the Circle of Protection exploit to waste an entire Forsworn fort garrison with fireballs in a furious display of arcane Revenge. Pretty fun, but definitely OP. Can I do fine with Restoration on expert level? I'd like to have a spellsword that uses restoration and destruction and not fall back on potions again like all my other characters, but if potions are that much better, I might put some perks into alchemy so that I can make some healing potions. But I'd like to try and manage with restoration spells.
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You can marry her without joining the DB if you use the right console command, right? And if you marry her that way does she say that annoying line about fixing her problem?
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I like that, what kinds of spells where you thinking about for it? You can power a lot of Destruction with Ward Absorb, as long as you have a Dragon/Preist, or other powerful mage to soak up. You shouldn't need that, and Alteration with the Scaled, as long as you don't tank, though the magic resistance perks might be handy. Definitely Breton, Imperial may have a slight skill boost in 1H, Restoration, and Destruction (a total of 15 SLs) but Breton's resistance, and daily minute of spell absorbtion would serve you longer. Also, you'll get more levels faster early on, to accellerate the build. You might want to perk Dwarven Smithing for a stompier Mace. With what you have there, the highest teir of weapons you can get is Elven. If you were doing Axes, I'd say you could make do with Skyforge, but there is no Mace for that. Actually, there is a mod I found on Steam Workshop that has Skyforge Steel Maces. I'm using it right now with a female Nord warrior. You can craft them and temper them. I was thinking of going with Skyforge Steel Maces for this character. I might put more perks into enchanting, too. I don't want it to make the game too easy, but I want perks in enchanting for things like fortify one-handed for gauntlets and putting magic effects on maces. Is there a mod that allows wards to reduce damage from melee attacks? I never played a magic user in Skyrim before, my understanding is that ward spells only reduce damage from spells coming your way. Edit: Here is a new build I made. http://skyrimcalculator.com/#149920 I want to get into enchanting for weapons. I don't want to use too much enchanting because it can really make the game easy. I think I'll just buy fortify one-handed rings and pendants from merchants. I'll use one pendant and one ring, and if late in the game I find I could use another fortify one-handed ring, I'll buy a second one.
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Also, this is the armor I'd like to use with a spellsword: http://skyrim.nexusmods.com/mods/19655#content Before obtaining it, I think I'd use some chain mail armors from some mods.
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I'm thinking of making a female spellsword that is either a Breton or Imperial. Might go with Breton. I found a mithril armor on Steam Workshop (light armor) and I think that is what I'd like to have her wear (won't have access to it right away, though, need advanced smithing). I want to find an armor/attire that would be fitting for her and also would look good. I'd like to go with maces, and then do restoration magic and destruction magic in the other hand. For destruction magic, I'm thinking lightning and fire magic. I'll put some points into alteration so that I can use spells like ebony flesh. I'll need it later in the game, as I'll have no shield and won't be able to create strong fortify smithing potions (I won't put any perks into alchemy). I'll put some perks into enchanting, but not too many, as the game can become too easy with too many perks in enchanting. A build I made with Skyrim calculator. http://skyrimcalculator.com/#149744
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Definitely look into armors made by hothtrooper44. He has some great armors. What type of character will you play? A warrior, a thief, a spellsword, etc.? That will help us to better recommend mods. I use coverwomen 3. When you go look up coverwomen, in the download section with different files, there is "Coverwomen Look 3". That is a good one. For hair, there are many hair packs to choose from. One to definitely get is ApachiiSkyHair. Also, if you are going to play a female character, there is the mod "Skeleton of a female model" which makes the posture of your female character more feminine, and if you'd like, there is a mod for feminine running. Search for "feminine running". That is only if your female hero is a real girly girl.
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We should drop this and get the thread back on track, or else the poor OP will see his thread locked over some off topic bickering.
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No skyforge steel mace makes me sad
Dubnoman replied to quadruplesword's topic in Skyrim's Skyrim LE
I found a mod that has skyforge steel maces that you can create at the forge and then temper them to become deadlier. It is on Steam Workshop. It is called "Skyforge Weapons" by Turbonegerboll. It isn't on the Nexus. -
Please, give me the name of the mod that makes you put the shield on your back, because I WANT!!!!!!! :ohdear: Search for "DSpSoB". That should bring up the mod. DSpSoB stands for Dual Sheath plus Shields on Back.
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I'm thinking of playing a spellsword. I was considering playing an Imperial, but would a Breton make a better spellsword? I was considering using heavy armor, but the general consensus is you just don't need to if you put the right perks into alteration and use armor boosting spells? I have another question. A spellsword should use one-handed weapons, but from what I gather, a battlemage can use a 2H weapon (preferably a sword or axe)?
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I found a way to make multiple weapons show up
Dubnoman replied to Omeletter's topic in Skyrim's Skyrim LE
to undo everything just delete the line bDisableGearedUp=0 from the .ini file AFAIK. One thing i'm having a problem with however is that when switching from a bow to 1handed sword it keeps holding the bow in the left hand even though its magic equipped to the left hand. one workaround i've found is not to have the bow favorited (only favorited weapons show up) and just equip the bow when i need it through the menu. maybe its just me, who knows. I also have other clipping problems similar to what you mentioned. Which is better, altering the .ini file, or using the Armed to the Teeth mod? It looks like you have to be careful with the AttT mod. Also, I have the mod Dual Sheath plus Shield on Back. I'd have to disable that for the AttT mod, huh? -
My Nord Warrior Vanessa. So that I don't go around carrying too many weapons (I know, not like I don't go around with a bunch of loot and potions, haha, but anyways...), I use a conjure bow spell when I need a bow and arrows. I use a mod that allows a conjure bow spell that can be used even at level 15 of conjuration, and I use a mod that allows you to conjure a hunting bow instead of a daedric bow because that is much more fitting for my character.
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I found a way to make multiple weapons show up
Dubnoman replied to Omeletter's topic in Skyrim's Skyrim LE
I'd like to try this. I notice when I have my skyforge steel war axe on its hilt on my character, the rear end of the axe blade clips into my characters arm. I'm using no mods for the character skeletons. Is there any way to fix this clipping? Clipping occurs with the skyforge steel mace (from a mod) when it is on its hilt, too, but it isn't as bad. I'd like to try this alteration of the .ini file. If I don't like the results, is the way of undoing this just as simple as deleting what you add to it? -
If you try to open CK and it says "The game is currently unavailable, try again later", what do you do to fix that? I'm sure this is a common issue for noobs with an easy fix. I never used the CK yet. I downloaded it last night and I went to open it up to check it out just now and got that message.
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I recently installed the Dual Sheath plus Shield on Back mod, which helps add immersion. When a shield is not in use, it is put on the players back. I started going around with my shield on my characters back and with a skyforge steel war axe on their hip. I usually go in first person mode, but sometimes go to third person mode, especially around towns and villages, I switch to third person mode more often there. So then I noticed that when I have a skyforge steel war axe in its hilt and stand still, my characters arm moves back and forth a bit (normal) and sometimes the rear end of the axe blade clips into her arm. I don't know if that is how it is in the vanilla version of the game. Is it normal for clipping like this to happen with weapons shown on a character? It is a bit of a bother, but if this is normal and there is nothing we can do about it, then so be it. I notice that maces clip less, and one handed swords clip less.
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Thank you for the instructions. I might do it sometime for some steel daggers for a thief character I want to play. As for maces, it turns out that on Steam Workshop, there is a mod for Skyforge Steel Maces that works and can be tempered. That modder should put it on the Nexus.
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I'll mess around with that. I just downloaded CK tonight. I won't mess around with it until tomorrow. I have another question and didn't want to start another thread for this. Is it pretty easy to take a single weapon and alter its base damage and allow it to also benefit from smithing and enchanted apparel and fortify damage potions? There is no skyforge steel maces in the game and the one mod for that doesn't work with 1.6 and hasn't been updated since early March, so I was wondering if it is rather easy to take steel maces and then give it the base damage of elven maces and allow it to benefit from smithing, enchanted apparel, and potions. I don't care if I alter all steel maces in the game in the process. I figure this would be easier than trying to create my own skyforge steel maces. But I don't know if that is the case. Would it be easier to change existing steel maces, or create a new weapon (skyforge steel maces)? I'm just want to tinker with the CK with the helmets/hoods and steel maces for my own playing. If I end up taking the time to make skyforge steel maces, I'll probably share it with the community.
