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bloodcall

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  1. I'm thinking... Every playable race has it's 'vampire' duplicate (I suppose so there will be no problem when (and if...) you will become a vampire while playing). So, if i would create new race, should I add a 'vampire' duplicate for it as well? Should I point it somewhere to avoid any possible problems? Thanks for advice.
  2. I've failed to found a difference except how shouts sound (male/female voice). Also sometimes NPCs say "she" instead of "he" and etc. Is something wrong with me?
  3. Hello. I've installed these two modes (with compatibility pack, as its name claims). But the damage of apocalypse spells looks very high. For example novice spell Sparks (base) does 16 damage when novice spell crackle (from apocalypse) does 129 damage that seems ridiculously high for me. Is it supposed to be that way? Thanks.
  4. Hello. The problem I'm experiencing is that spells on hands are too bright. I've always wanted to play mage character, but the problem is you have always this light before your eyes which is annoying and even more: often it is hard to see anything in some situations. Is there a mode to make it darker? Thanks for advice.
  5. Thank you for answer! So I should modify all dual-wield perks then... One more question: some unarmed mods add a special "fist" weapon (one to every hand), but they still are counted as unarmed attack. May be there is a way to make them true dual-wield (in case when both hands have this "fist" weapon") so it will be possible to attack with both hands at the same time and perks will work without any modifications within them?
  6. Hello everybody. Right to the point: is there any way to make unarmed attacks become dual-wield (I mean - be affected with dual-wield perks mostly)? The only related thing I've found - is "Unarmed equip slot" setting in CK (race properties) but changing it from "Both hands" to anything else doesn't make a difference. Any suggestions? Thank you very much!
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