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mackinz92

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Everything posted by mackinz92

  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:
  15. I'd like to see CBBE/UMP support because I use both of MONSTERRaider's texture mods. I don't like how he has no "no breasts" options, but the moment I saw Keerava in the Bee and Barb with that mod installed, I decided I would never remove it. Quick Question: Will this mod feature support for, or a replacement of Digitigrade Beast Races Full DLC Edition and its modified boots? I tried to skim the last few pages for information, but there are 195 pages now and a lot of unrelated banter from the beginning till now. EDIT: Also throwing my support behind a Unique Beast Race children version. Virtually all of the beast race children added by mods so far need to be improved!
  16. There have been a few mods that have added Khajiit children in Skyrim (Ma'isha, Ma'Rahka, and Vimune) but none of them can wear gifted children's clothing like DLC children. Ma'isha has a version that can wear said clothing, but there are problems with it (the neck has issues as seen in an image on that page). Skyrim and Hearthfire have been out long enough that I think it's appropriate that there are actual children in Skyrim mods and not just tiny adults with high-pitched voices.
  17. Did you install any mods relating to mining in any way?
  18. I actually encountered a similar bug today when I loaded up my save to continue the Forsworn Conspiracy in Markarth. I went to gather information from the Treasury House and, after questioning Thornar, Betrid fell to her knees and no one in the house would die until a Markarth Guard from outside came to try and arrest me. Funnily enough, not only were they immune to death, they did not attack at all... And I've ran Run For Your Lives for months without this issue ever cropping up. I even was able to kill the people in the Treasury House just fine last night.
  19. Is this in progress? It seems like it will be a fantastic new addition to magic in Skyrim. And, combined with other magic mods... you'll have a hard time choosing what spells of what school to use.
  20. Can confirm. Switched bEnableTrace and bLoadDebugInformation to equal 0 and there was no further lag spikes. Thanks, sir.
  21. Here's a 300 line excerpt from the aforementioned log: I uploaded the 92.9 MB log file to Google Drive so I can share it easier.
  22. I just stepped out so I can't post the logs (there was a lot of weird stuff, like calling for duck and chicken factions) but I use Nexus Mod Manager and run LOOT to find a relatively appropriate position for new mods.
  23. I recently tried out Master of Disguise by adding on top of all the rest of the mods I've installed. Shortly after sorting it into a good place with LOOT, I loaded up Skyrim and started noticing moments when the game would freeze. I suspected it was one of the mods I installed on a binge, and, after uninstalling Master of Disguise, the lag spikes disappeared. As it turns out, the scripts the mod runs were bugging out and creating excessively large log files in My Games\Skyrim\Logs\Script. I saved one from a short visit to Winterhold, because it is 95000 KB in size with over 97 million (yes, that's 10 to the 6th power) lines of text. Obviously, this should not be happening. I uninstalled it at that moment. Then I contacted the mod maker, albeit a bit indirectly, by posting on the mods page. His response was to check for incompatibilities and CPU-intensive mods, and that it was probably my fault. To quote: Now, I'm not going to disagree that it might be my fault, so I'd like to get my mods checked for compatibility issues because Master of Disguise is a mod that is pretty perfect for my character. According to the mod page, the mod is Further down, he lists the kinds of mods that are incompatible: I don't believe I have any of these kinds of mods installed (possibly, though). This is where I need help. Here is my load order. Here is my list of Nexus mods: I also have a few Steam Workshop mods installed, but they are fairly small and pretty irrelevant. Please let me know if you need more information, notice issues, etc. I'll be happy to do whatever you need to help me figure out why this mod freaked out.
  24. I believe I haven't installed any mods specifically for quests since one that improved quest text, but I know that at least one has added new quest items (I.e. of Skyrim and its leaf option item). When I get home, I'll post my mod list/load order with relevant links as needed. And I did do a check on Nexus by searching descriptions for "imperial sword" but I found none which matched mods I have installed. Edit: Here is a list of new mods I had installed around the time that the Imperial Swords became Quest Items. This is not all of the mods I have installed on that date, as I did quite a bit of updating of older versions of mods I had, but I do not think those would pose an issue. Regardless, here's a list of updates I made: I can and will provide more information as necessary, if asked. Edit 2: Issue solved. It was an error with Jaxonz Utilities and was solved by marking Imperial Swords as a "favorite" item and then removing that marking.
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