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Everything posted by Dalter
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is there a mod to remove auto leveling in the game?
Dalter replied to wsejack's topic in Skyrim's Skyrim LE
I miss that since Oblivion too. When i remember how happy i was when i first discovered the shops at the ghostfence in Morrowind with all the rare glassitems^^ ... but Morrowind on the other side was from begin designed to be so as it was. Don't know how good the feeling will be with only stopping the leveling of enemies and items. Maybe the randomness of Skyrim will not fit good with an unleveled experience without a lot of work. And this work could be to take the randomness or parts of it away, which on the other hand maybe reduce an other taste of individuality of the game... hm, hard to decide, much about the spawn-system is very boring (especially the shopsystem) but perhaps in the future i can count under the line more skyrim-play-throughs than morrowinds because there it was then from char to char a little more boring already to know where is this and that enemie and where to find this and that item... But this mod could maybe be a good begin: http://skyrim.nexusmods.com/mods/18212 saw it the last time, haven't tested it yet but i have a eye on it. Till now Skyrim Monster Mod helped me a lot with giving me a better feeling about the spawns. -
played all styles and for me all of them makes fun. Certainly no sursprising: If you like blocking take shields (high armorrating, fast, but less damage), for fast attacks dualwield (very fast, good damage, but no blocking) and for huge damage twohanders (very slow, but much damage, block possible but not as good as with shields). In general sword are a little bit faster than axes and axes a little bit faster than maces. You can specialize with perks to one of these three weaponcategories (or install this mod http://skyrim.nexusmods.com/mods/11684 but it makes you with all skills certainly overpowered) For more realistic you can simply use the difficulty setting ingame, use a overhaul mod (not tested anyone but for example http://skyrim.nexusmods.com/mods/18436), Deadly Dragons http://skyrim.nexusmods.com/mods/3829, or also a little bit harder spawns came from SkyMoMod http://skyrim.nexusmods.com/mods/9694 There are also mods that add needs like eating and sleeping (http://skyrim.nexusmods.com/mods/10639) or mods that reflect the cold of skyrim (http://skyrim.nexusmods.com/mods/11163). Very immersiv are mod that change the lightning to darker nights and dungeons so that you need torches, lightspells, lanterns like Realistic Lighting With Customization http://skyrim.nexusmods.com/mods/7654). But there is much more to find, have to try out many of them for my myself too...
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i use: 2=2 10=2 30=2 95=0 means 2 perks to lvl 95 and then 0 perks But i think it's enought to set 2=2 to get always 2 perk points. All with ";" in front is despriction or example, "2=1" without ";" is the working standard-variable so set it to "2=2". Also the line "bUsePerksPerLevelAndAbove=0" must be changed to "bUsePerksPerLevelAndAbove=1" And be sure using the right version of uncapper for your skyrimversion.
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SKSE (how to boost my Performance ?)
Dalter replied to onlyfor1downloadhere's topic in Skyrim's Skyrim LE
look on the mainpage (http://skse.silverlock.org/) .. or if you use maybe an older skyrimversion, just download some versions and read the readme. But i don't know any performance plugins for skse which work with newer skyrimversions. -
i disable sometimes the shadows (btw, with some ini-tweaks they are not so ugly) because for some strange reason this also disables the terrible overpowered bloom/hdr-effect of bright lights (why the hell must fog shining bright?!?) to disable it: http://www.thenexusforums.com/index.php?/topic/456203-cannot-disable-shadows/
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you must click with your cursor at the front of the lower shelf then you can also fill the second shelf (sure, still not enough for a good libary, but mods for that will come for sure)
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Tutorial - Adding objects in cells for Skyrim
Dalter replied to Xylozi's topic in Skyrim's Skyrim LE
Thanks for this tutorial! Kudos to you! Soon release of the CK would still be nice but with every new tutorial for Skyrimmodding it gets a little bit less urgent. -
open your SkyrimPrefs.ini in X:\Users\XXXX\Documents\My Games\Skyrim and add under [Launcher] the line: bEnableFileSelection=1
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I try to explain how i edit the duration of spells, don't know if it's a good way or not. It's only to give ideas to others. First you need Fallout installed (i guess you can use both). Maybe it possible to fake an install to use the tools without Fallout but i don't know how, can also be it's not possible. Then copy the skyrim.esm in your Fallout-Data-Folder. Open FOMM -> Tools -> TESSnip. Create a new plugin, then load the Skyrim.esm. Search there the group in what is whatever you want to try to edit (much to search), click on the group and goto "Edit" -> "Copy" and then "Paste" after clicking on your new plugin. [you could now click on skyrim-esm and close it] Then you delete all subrecords of your copied group, only the wanted not, for example "SPEL (Stoneflesh)" or "ARMO (DremoraBoots)". Save your plugin and exit the prog. Open Fo3edit (or the one for FNV) and load only(!) your new plugin. Click on "+" and you see the spell or whatever and on the right side the values you could maybe change. There's a lot of nonsense but a few values are understandable, as the duration (some spells have one value of duration, some spells more (change all)) which you can change by rightclick. Also it's maybe good to change back the name of the Spell because for some reason it's messed up to something like i%&$ or so^^ If you don't the spell is named so ingame. Then close, it asking for save (makes a backup). (dont know if following is needed, i done it so) Go again in TESSnip and load your Plugin -> "Edit" -> "Add Master" change the mask for esms and choose skyrim.esm. Save and your new values are ready for testing ingame. (After copy and activate your plugin in Skyrims Data Folder of course) --- There are not so many values to find that Fo3edit can read, but a few are there. Have not looked much around, but perhaps things like weight, pricevalues, armorratings, and for sure durations of spells. To take a look, you could first open skyrim.esm with Fo3Edit and search arround, there came much errors and the pc is hard working, ignore it, it's only for looking, after a while he is ready and you can look on several variables and search for changeable things. So, sorry for bad english and if it's not a good way. I'm totally noob with Fo3edit and TESSnip and the idea is also not from me, i've read a tip here and a tip there, for example from focker7 who changed first, so far i know, healing spells. Or from Plutoman101 who edit the Conjuration-Spells. Maybe they took other ways with the tools and for sure they are more inside as i. But i read nowhere a complete way, i only tried around with the two progs after i heard they work a little bit. So i thought, i post the whole how.
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http://www.skyrimnexus.com/downloads/file.php?id=632 here is it, test if it works :biggrin:
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Fallout is a much too good game for not buying it!!^^ Never uploaded files to the Nexus, so if you really want a longer stoneflesh i first must figure out how it works to upload^^ I test the spell now with enchanting a few items with manafortify and it seems that it really works :laugh: (*surprised*) Maybe i could integrate the other fleshspells too, i know only oak and stone but in Fo3edit i saw also iron and ebony! (but tripled ebony may cost too much mana even for the hardest magebuild i think) Edit: ok, i think i have uploaded it^^
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I tested with FOMM and Fo3edit to change to duration of stoneflesh and it works, even the new duration stands in the spelldescription, but sadly i don't know how to manage the spellcosts, they seem to be autocalculated, and the spellcosts with trippeling the duration are now about 250 mana^^ can't even cast it with my manatiny warriorbuild. Maybe someone knows how to trick?
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Hm, really don't know how they edit the spellrange, good point. And yeah, alteration levels very slow, thats right, even with the mage-stone. Edit: found this thread what maybe explains how it's possible: http://www.thenexusforums.com/index.php?/topic/465074-what-are-folks-creating-skyrim-esp-files-with-currently/ haven't run FO3edit till now so i can't say how exactly it works
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i would love a total number of weight for every category, because since morrowind i asked me so much times how much i carry only with potions or ingredients for example.
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Because i wanted dualweapons for my next characterbuild i tried this now, and it doesn't work for me. Also i tried to equip the weapons as wanted and then set the hotkeys, but this also doesn't work :-(
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I think it's not possible to edit spells at the moment. You will need the Creation Kit and this is not released yet. In a few weeks or months it will be released, then you can do it. btw, at an alteration skilllevel of, i believe, 70 it gives a perk that increases the duration of the spells.
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I voted for morrowind, the main reasons are the exotic flair, the mass of spells, a little bit the travelsystem and because of the shops. It was a big extraexperience to discover new shops and traders, in Oblivion and Skyrim this is totally missed, all traders are the same and boring. In Morrowind i had so many eyeoutplopping moments and happynesses when i found new traders with extra much gold or items of rare materials. So i love Morrowind most, but Oblivion and Skyrim too, they are all great games.
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ok, but good to know for later (if i'm then not too sentimental and store it in house instead of making money with it^^)
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and would he give it back to me when i need it for the mq? :unsure:
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oh no, my biggest fear about this scroll :D but thanks for answer. I have to spionage at the thalmor-party and this was so sucking that i loaded a save before and for 20 levels never looked back^^ only explored skyrim. Hm, will i find more from this awesome caves when i continue the mq? This would be a good motivation to me^^
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Dungeon Master fans(1987)....let's discuss Skyrim and DM. Skyrim=D
Dalter replied to isamu99's topic in Skyrim's Skyrim LE
Yes, you are crazy :wink: you've played too less rpgs. My experience from such things is that longplayed good games, nearly like drugs^^, make a touch on your soul and when you play a new one that is good it makes a new touch plus brings the older touches to vibrate, which makes a good reminding-feeling. btw, i started a little bit later with gaming, but since eye of the beholder (1990) i played nearly every rpg what was released, so i know this feeling very well. Sometimes at good new games i have extreme flashbacks of all the good old games :happy: -
Hello I found an "Elder Scroll" in an unbelieveable great Dwemercave, is this scroll part of the Main Quest, or another Quest? It weights 20, and reading starts a mysterios animation^^ .. and :facepalm: i can't get it off my inventar! So i want to do the quest which cures me of carrying this heavy scroll. Knows someone for what quest it is? (Creation Kit please be released soon!^^)
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I play with the default limit, for me it's a TES-(and Fallout)-feeling to decide which items leave the dungeons with me and which must stay. And for hard moments it gives the potions (to enable the fasttravel). But i ask me if there exists a carry-more-spell?
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Vampire lair locations? anyone know any?
Dalter replied to SpellAndShield's topic in Skyrim's Skyrim LE
you can find a few when you do the mageguild questline (starts in winterhold) or the hircinequest with the dog (starts in falkreath) -
had no problems with that, but read somewhere from this bug and that it maybe help to read the book whitch he gave to you