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mackinz92

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  1. All you'll need: http://www.nexusmods.com/skyrim/mods/36913/?
  2. A large jugged human with burns and a lizard head perched on top? No, a radiant rainbow of color, reflecting in the dim light of the Bee and Barb. I don't care for the breasts as the color is the only reason I chose the "chameleon" 2k textures.
  3. Compatibility should be finished soon. All it is is a little texture work. Now that I have digital art gear, it's pretty easy to get the foot textures all made. Yaaaay, so Keerava will still look like this! :D http://images.akamai.steamusercontent.com/ugc/532893089791671361/3E7E762D9705B15F631ACD9D1C6508736049B2BC/ (It's SFW)
  4. I have a tortoise. Lizards are cool, but tortoises are awesome. Back to UBR, though... is CBBE texture compatibility in progress? :o
  5. If it's not too much trouble, could you add some kind of compatibility for these CBBE/UMP re-textures: http://www.nexusmods.com/skyrim/mods/62574/? http://www.nexusmods.com/skyrim/mods/62193/? I really don't care for the private parts. I just want the body textures to be compatible. :)
  6. Given that stealth mages are underpowered as is, and Zap isn't effective after the first hit, I disagree with mindw0rk2 about the effectiveness of Zap.
  7. Chesko retired because the mod community could not be civil in its disagreement with the "paid mods" system. It is entirely the fault of the community that Chesko retired.
  8. I'm giving it a week to blow over. I'm not releasing UBR (as a long anticipated mod) when there is a large chance that people will steal it and post it on the Nexus to make money off of it. If this never blows over, I'm going to have to find a way to ensure it doesn't get thrown up on Steam. Except that, in all likelihood, will not happen and you have a 200 page forum thread to use as evidence for takedown claims if some asshole actually tries to do so. Given that some mods have been taken down for relying on content like Fores New Idles in Skyrim, you'll be perfectly capable of filing reports as need be.
  9. Honestly? I think it was a badly implemented decision, but also that the community outcry in response to it was unnecessarily overblown and hostile. I am all for mod-makers asking for (preferably optional) compensation but I don't think any mod maker should consider using the monetization on the Steam Workshop until Valve reevaluates things and changes some of the stupider things about it.
  10. I've spent all day today, trying to get Patchus Maximus to successfully patch my Perkus Maximus so I can continue my playthough. Whenever I run the patcher, however, it takes a long time to do all the necessary things and then, right when it reads "Exporting PatchusMaximus.esp" on the patcher, an error message pops up. This is not an error covered by the Perkus Maximus mod page. It's not a "null pointer" indicating a mod problem, it's just "(null)". http://i.imgur.com/cCldatN.png I've waited for the patcher four times now, while trying all sorts of misc fixes that I've seen on the web. Do this, do that, blocklist that, etc., etc., etc. None have worked thus far, and it's getting extremely annoying because the weekend is drawing to a close. I need help here. Here is my load order/plug-in list: http://modwat.ch/mackinz#/modlist It's rather long, but I believe I've checked all the files installed and they should be compatible with PerMa, with a compatibility patch for some. My BlockList is basically the same as what comes with the installation, but with two added plug-ins (for The Eyes of Beauty): I am about to switch out The Dance of Death for VioLens, because of a cached forum thread on the STEP Project Forums (cached because the website seems to be down entirely...) but, other than that, I am out of ideas. What am I missing, here? I have everything correctly installed, as far as I can tell... Knowing my luck, it will be something painfully obvious... Please help me. I want to play Skyrim with all these great mods. :(
  11. These seem much more like Alteration-type spells than Destruction. Also, I'm glad that Grimoire will be the go-to Magi-sassin spell collection.
  12. Well, they are very simple in execution. In my opinion, a stealth mage would rely on silent magic that is deadly when the user is unseen, and probably distractions as necessary. In execution, I believe this type of build would rely more on Conjuration spells than not. Basically, four simple spells. Three of them tie into the elemental magic of Destruction (silent elemental projectile magic), and act as throwing knives. A ranged backstab, akin to a mixture of archery and daggers. Maybe they can have elemental bonus effects, too? For example, the fire version could incite panic in a victim or the electric one could paralyze the victim temporarily. And, of course, it would have a Sneaking damage multiplier. The fourth is "Conjure Stone". All it does is create a stone that makes a lot of noise when it impacts the environment. But that can be used to bewilder enemies while sneaking, much like arrows do when an enemy is not alert to your presence. Other spells for sneaking also come to mind. A spell which would bolster Invisibility so it does not break on "using" something would be interesting. A spell for conjuring an unbreakable Lockpick. A spell for silent movement and movement speed boosts. Basically, spells to help bolster a sneaky mage playstyle. Combined with the other "sneak" skills in the mod already (which I trust you won't get rid of in the update), it would help make sneaky mages a rewarding and useful choice for a playthrough.
  13. Glad to hear it! While waiting for your reply, I thought of a few spell concepts if you'd like hear them. They're centered around stealth mage-type gameplay.
  14. This should be an appropriate place to ask. I decided I would try out MO instead of NMM again. I tried it before, but now I'm running into the same issue that made me switch back to NMM. You see, I installed a lot of mods with NMM. I tried switching, but the layout of MO is so confusing to me in comparison to the interface of NMM. I think I need a tutorial for how to isntall mods to Mod Organizer... I imported all of the mod files to MO by using the "NMM Import" option, but now I can't, for example, find the three files required for the Unofficial High Res Patch to work in MO. Basically, I need a "switching from Nexus Mod Manager to Mod Organizer" tutorial. Please and thank you. :smile:
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