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Everything posted by WraithofShadow
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'Sim Settlements' simplifies some things, and complicates others. It adds other side things to mix and it has a lot of sub-mods at this point. Not quite as "hands-off" as the original post was trying to imply. Such as... you can't enter build mode in one of these "simplified" settlements, you just talk to "that one person" and they build it. You maybe answer a few questions about specifics and they build it according to their own internal template, they may have some internal flags for faction membership (such as if you're with the Minutemen they build Artillery Pieces and a small Minutemen base). Perhaps on installation you could pick if the settlement is large, small, or player controlled (stays as vanilla construction). Something like that.
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I'm the kind of player that likes settlements in principle, but not really handling them. Too much busy work distracting me from exploration, and there are too many locations so I inevitably just build up one or two without bothering with the rest. What if they were simpler? What if there was an interactive NPC (a Mayor of sorts) that built it up for you. Maybe occasionally asking advice (such as should they build a factory for ammunition or medical goods) and you could give them raw material to speed up construction, but otherwise they handle most of the details (defences, housing, guard patrols, etc). This way instead of being "in charge" of the settlements, it's more like you're just helping them along. Some settlements will remain modestly small (obviously they'd be working off a pre-made plan, but that'll probably be nicer than anything I could make anyway), others will grow pretty big (might be adjustable on installation or something), but they will grow over time without needing much direct input and you can still "claim" them for the purpose of quests and such. In theory, the maker of this mod could also make it compatible with things like 'Sim Settlements' and have the NPCs use those buildings too if its also installed. Seems like it'd be an interesting mod for those of us who don't interact much with settlement building, but don't want to throw it away and/or ignore it as much as possible.
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Ran into an odd glitch, I like joining the companions in killing the Giant at Pelagia Farm so I save just before getting close enough to trigger it. The first time I missed with my arrow and loaded it, but this time I go up to the farm and... no Giant. The companions are waiting there there, but they're just standing around. They talk and stuff but... is there a console command to trigger the fight? Maybe I should've saved further away...
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The Nexus has at least two mods that allow you to observe your own body from the 1st person view, 'The Joy of Perspective' and 'Immersive First Person View', but generally mods like those are on the complicated side and risk conflicts with other mods. I'd like to propose a lighter version of such an immersion mod. I'm sure some have noticed that when you're in 1st person view, you don't cast a shadow. No matter where or how bright the light source, it's as if you don't exist even though that shadow is clear in 3rd person view. I submit to any modder that wishes to try a new project, attempt to create a mod to give 1st person view a shadow. One that reacts to light sources and places itself appropriately, it should hopefully be less complicated than creating an entire body or mucking with the camera. Edit: No longer needed. The "Skyrim - Enhanced Camera" mod by LogicDragon accomplishes what I desired, and more, without the usual complications of the other two mods.
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I just finished a clean reinstall of Skyrim, just finished installing all my mods and go to start a new game. As soon as the loading screen clears, the camera is spinning 360 degrees and causing the wagon to crash into things. See this YouTube video that demonstrates it nicely: http://www.youtube.com/watch?v=FOe7scTjipU Even when the spinning thing doesn't happen, the characters position is off (too high and too far to the back of the wagon) and there are graphical errors (at the least Ulfric seems to be missing his gag). Does anyone know what's going on? My mod list is here: My computer and graphics card are fairly new and never had any problems on high settings before. Edit: Just a followup for anyone who experiences a similar problem. Originally I installed all those mods in one go, and at 180+ that might have been too much. My second attempt is more gradual: install a couple of mods, then play test the beginning wagon ride. So far it seems to be working.
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LE Fiery Soul Trap Upgrade + More Variety
WraithofShadow replied to WraithofShadow's topic in Skyrim's Mod Ideas
You, are awesome. :thumbsup: Thank you. -
I second this idea. The better the staff, the better the bonus (Apprentice --> Master). If you don't know the spell, you can't use the staff. Staffs that have special or unique effects, or cast spells that the player can't get, still have the usual effect but they level with the player. No need to touch staff charges too much, a focus that boosts your power should be costly.
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At the very least this feature would be nice. Such as you can have only one of a specific kind of room (Kitchen, Trophy Room, etc), but you can place them into any of the three slots you want. It would seem to be a simple enough alteration, maybe branch it out later to include new addons. Like a dorm with a dozen child beds for people with multiple adoption mods.
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LE Fiery Soul Trap Upgrade + More Variety
WraithofShadow replied to WraithofShadow's topic in Skyrim's Mod Ideas
:laugh: Excellent! Don't forget to link it when you're done, and test it with some other mods (Acquisitive Soul Gems, etc). How are you handling balance issues? There has to be an advantage to just taking pure damage enchant over the soul trap version, so less overall power? -
I'm one of those players that have a love for enchanting my own gear, forging them too but that's unrelated, and thus have a need for a large amount of soul gems to fuel my skill training. As a result I end up spending most of my time using a weapon enchanted with Soul Trap as my primary monster stabber and as you can imagine, it's rather boring. I then go out of my way to obtain the 'Fiery Soul Trap' enchantment so I can at least burn things while I steal their souls, but I was rather unimpressed by it. Providing only 10 fire damage while increasing the spell power only empowers the soul trap part of the enchantment?! Shameful, and lame. :down: All that aside from the fact that when you're doing the killing yourself, in melee and without a companion, any soul trap enchant longer than 3 seconds is pretty much wasted. What I would like to propose is this: First and primarily a mod that reverses the 'Fiery Soul Trap' dynamic. Making the Soul Trap part fixed at 3 seconds, and the Fire part variable in power (also, for purely aesthetic purposes, have the enchantment animation use the Fire base if you can't use both). For balance you could make the fire damage progression lower than just a pure Fire enchantment. Secondly, expand player options by making different versions of the enchant that use different kinds of elemental damage while following the dynamic set out in the first part. A 'Frozen Soul Trap' and 'Lightning Soul Trap', Frost and Shock damage respectively. You can even include a 'Sunlit Soul Trap' for sun damage (available near the end of the Dawnguard quest line), and a 'Chaotic Soul Trap' for Chaos Damage if you have the appropriate DLC. To maintain the same theme as 'Fiery Soul Trap', the weapons you can disenchant for these new types of soul trap shouldn't be available in stores. Make them unique weapons located at the bottom of side dungeons, encourage exploration! Just don't forget to list where they can be found and the item codes for people who just want to test the mod out. :happy: Hopefully, someone better at modding than me will look into this. Also, I hope they won't forget to make it compatible with the Acquisitive Soul Gems mod and whatever popular magic mods are generally used. Thank you all for your time. :thumbsup:
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I found them in one of my runs but never could figure out from were it came. Out of my head of the mods i used but stooped using hence the disappearing of them is Monster War, and my prime suspect, http://skyrim.nexusmods.com/mods/37440/? (colorful magic) for some reason it have that vibe Couldn't be that one, I've never downloaded it. My active mod list is this: 6 Mudcrabs for Automatic Variants - M17 Mudcrabs A Quality World Map Acquisitive Soul Gems - Acquisitive Soul Gems - 2_4 Ask Follower Skills - AFS_FuturaCondesned_v1_4 Auto Unequip Ammo - Auto Unequip Ammo v5_0 Automatic Variants - AV Beta Automatic Variants - Bellyaches Animals AV Package Automatic Variants - InsanitySorrow AV Package Automatic Variants - Sounaipr AV Package Bandolier - Bags and Pouches - Bandolier - Bags and Pouches v1dot101 Better Dialogue Controls - Better Dialogue Controls v1_2 Bound Pickaxe Spell - Bound Pickaxe Spell Breezehome is free - Breezehome is free Calientes Female Body Mod Big Bottom Edition -CBBE- Calientes Vanilla Outfits for CBBE - Calientes Vanilla Armor -- Combined Pack v2-1-0 Calientes Vanilla Outfits for CBBE - Calientes Vanilla Armor -- Soldier Pack Classic Classes and Birthsigns - Classic Classes and Birthsigns Cloaks of Skyrim - Cloaks of Skyrim 1-2 Cloaks of Skyrim - Cloaks of Skyrim 1-2 Dawnguard Colored Map Markers Updated - for SkyUI v3.4 only Crafting 300 - Armoury of Tamriel - Armory of Tamriel 1_0_0 FULL VERSION Dark Nemesis - ENHANCED EDITION - Ebony Set - Dark Nemesis - ENHANCED EDITION STANDALONE Dragon Priest Mask Quest Markers - DragonPriestMaskQuestMarkers_v1-0 Dungeon Quest Awareness - DungeonQuestAwareness_1-0 Empowered Magic - Empowered Magic 4-5 Enchant Magicka Regen buffed - MasterMagickaRegen Enchantments Upgraded - Enchantments Upgraded V1_5 Enhanced Skyrim Followers - Aela the Huntress - ESFAela Ethereal Elven Overhaul - Ethereal Elven Overhaul Even Better Quest Objectives Fix for combat music - FixCombatMusic Fort Dawnguard Enhanced - Fort Dawnguard Enhanced Fortify Weapon Block - Fortify Block V1_0_0 Freedom of Speech - Freedom of Speech v1-2 Guard Dialogue Overhaul - Guard Dialogue Overhaul Heart of the Beast - AV Werewolf Sound and Texture Overhaul Heart of the Beast - Werewolf Sound and Texture Overhaul - Alpha werewolf sounds - VERY VICIOUS AND AGGRESSIVE Heart of the Beast - Werewolf Speed Hearthfire multiple adoptions - Hearthfire multiple Adoptions V1_2_6 High Quality 3D Map - HQ3DMap - Meshes Hi-Res Hoth - Hoth Immersive HUD - iHUD - Immersive HUD v2_3 Jarrin Root For Sale - Rarely - Jarrin Root For Sale - Rarely - v_1_1_a La Femme Lycana Female Werewolf Body - La Femme Lycana Female Werewolf Body v1_0_7 Lakeview Manor Fish Hatchery plus opt Mill - Lakeview Manor Fish Hatchery Lakeview Manor Road - Hearthfire - lakeview manor road - no altar Lanterns for Caravans - Wearable Lanterns Add-On - Lanterns for Caravans Lanterns for Guards - Wearable Lanterns Add-On - Lanterns for Guards - Optional Add-On Left Hand Rings LiFE - Lith Face Enhancement -CBBE-UNP-UNPB - LiFEv11 CBBEv32 Longer-Lasting Crafting Potions - Longer-Lasting Crafting Potions More Useful Soul Siphon Perk Outdoor lighting for the Hearthfire Heljarchen Hall v1.0 Outdoor lighting for the Hearthfire Lakeview Manor v1.0 Outdoor lighting for the Hearthfire Windstad Manor v1.1 Project Reality - Climates Of Tamriel-V3 Rayeks End - Mini Hideout - Rayeks End 05 - Single Bed Rich Merchants Run For Your Lives - Run For Your Lives Simple Skyrim Spell Scaling Solution Simultaneously Meltdown - Simultaneously Meltdown SKSE Scripts Skyforge Shields - Skyforge Shields 2-0b Skyforge Weapons - Skyforge Weapons 1-0c SkyUI Smelt all Dwemer Artifacts into Dwarven Metal Ingots - Dwarven Metal from all Dwemer Junk 2 Soulfire - Soulfire - 1_0 SoulGem Crafting - SoulGem Crafting With Perk StarX AV Package Draugr SDM StarX AV Package Falmer SDM StarX AV Package Giants SDM StarX AV Package Hagraven SDM StarX AV Package Sabrecat Snow StarX AV Package Trolls SDM StarX AV Package Wolves Stones of Barenziah Quest Markers - BarenziahQuestMarkers_v1-3 The Beast Within - Passive Werewolf Perks - BeastWithin1_2 The Beast Within - Passive Werewolf Perks - BeastWithinNightEye The Dance of Death - A Killmove Mod The Paarthurnax Dilemma - The Paarthurnax Dilemma Transmute ALL the Ore - TransmuteAlltheOre1_1 Unofficial Dawnguard Patch - Unofficial Dawnguard Patch Unofficial Dragonborn Patch - Unofficial Dragonborn Patch Unofficial Hearthfire Patch Unofficial High Resolution Patch - Unofficial High Resolution Patch Unofficial Skyrim Patch - Unofficial Skyrim Patch W.A.T.E.R Dragonborn W.A.T.E.R. - Water And Terrain Enhancement Redux Wearable Lanterns - Wearable Lanterns 2_2a Werewolf Perks Expanded - Dawnguard - Werewolf Perks Expanded 1_6 Wet and Cold - Ashes - Wet and Cold - Ashes v1_04 Wet and Cold - Wet and Cold v1_20 Cleaned When Vampires Attack - When Vampires Attack Winter Is Coming - Cloaks - WIC Cloaks NMM 2_3 Along with 3 I had, but have since removed: Character Creation Overhaul - Races - Birthsigns - Classes - Skills - Specializations - Attributes - Character Creation Overhaul 1_3_2 Vilja in Skyrim - ViljaInSkyrimVer1_5B Khajiit Child Maisha - Khajiit Child Maisha Additional Version
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I found something odd in the basement of Anise's Cabin. Five broken sword hilts on the enchantment table that, aside from being very vivid colors, also each had unique dual effect enchantments. They were disenchantable, but the effect isn't as advertised (one of them is suppose to do cold damage + soul trap, but there's no trap effect). I figured it just had to be moved in the load order, since there's no mention of these enchantments in the wiki I thought it had to be from a mod, but I can't for the life of me find which mod. I've tried everything up to general google searches, not a danged thing. Hopefully someone here's heard of them. The enchantment names are as follows: Amethyst Flame of the Soul Emerald Flame of the North Golden Flame of the East Ruby Flame of the South Sapphire Flame of the West
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Well, my character is reaching the higher levels (35+) and that means it's time to use the high tier heavy armours. Pity that I hate how vanilla Dragon and Daedric armours look. I mean... the former looks like it was pieced together by a tribal primitive while the latter is melted and weird (yes I know Daedra make mind warping things with strange aesthetics, doesn't mean I want to wear them). So, while I could keep my souped up Ebony armour, I've decided to turn to mods to find an armour to suite my late game (at least until 'Crafting 300 - Armoury of Tamriel' updates to include armour as well as weapons) and not make my eyes bleed. Ideally these armours should be at least near or above Deadric armour level of protection, otherwise why would I change what I've already got? Right now my top three considerations are such: 'Dragonbone Ebonsteel armour' - While it's still got the ugly dragon bones in there, now they at least look like they were made by a professional. 'Divine Aegis HD Re-Mastered' - Only a re-skin of the Ebony Armour, but it's a good looking re-skin. 'Solstheim armour' - Also a re-skin, but it's the only one of these three I've actually tried before (way back when) so I know what to expect. Which do you think is better? Though if you could point me to better options I'd appreciate it, I'm really not looking forward to digging thorough nexus's Armour category. :ohdear: Edit: Wait, think I've found a good one. 'Dark Nemesis Armor - Ebony Reincarnation', an awesome re-skin of Ebony armor and almost as strong as Daedric... sweet.
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Hey there everyone, I've been looking for a mod that adjusts the order of the crafting lists, putting things you can make at the top while the greyed out things you can't are at the bottom. I don't want the things I can't make to dissapear because I want to occasionally see what I'll need to get to make it, but with all the mods that add new things to craft scrolling down a long list every time is irritating.