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Killerwolf1010

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  1. I just hope that they're the type of people to actually listen to us about changes instead of just sticking with whatever they want or I think they may lose visitors.
  2. Really, I come here for the mods, not to chat with people and obsessively know what every single person I don't really give a damn about is commenting on. I turned off all the show message options and changed my default settup and it's still wonky. It's better than earlier when I posted in that "The Feeds" are actual buttons instead of links going down the page and blocking most the content, but I still don't like the change. Before the latest files would only be one file along the entire width of the page so you had to scroll down endless to look past just a couple mods and the names and descriptions were all trashy, it does look slightly better with 3 in a row now so maybe the earlier layout was messed up. If you guys want to add on new social features, please do so without altering what was already there. I loved the way the hot files and recent files was setup on the homepage. Seems like everybody here is against the change as it is currently eh? Why keep it? When you click the homepage, you should immediately see what everybody came here to do, look at and download mods. Put the mods back in the center and add all this extra crap to the side, I don't know why you'd put the hotfiles out of the focus.
  3. Same. I refreshed my browser a couple times and I had to look around first to make sure it wasn't just me. It looks extremely trashy to me and it's difficult to locate the usual things I aim for (Even changing prefs). I loved the old system, why the heck did they change it? "My feeds" needs to go away. I really don't like the placement of those links. I click the homepage now and am just like "Buh, what is this" You guys SURE this was intentional? It makes the things I do regularly on the site like 10 times more annoying just to make features I never use very slightly easier. Nothing in changing the prefs makes things as convenient as using the site used to be.
  4. Maybe it's just something about a mod creator recommending his own mod that I find extremely silly. Or maybe it's the author of said mod thinking that anybody who doesn't like his mod is "Missing the point" of the mod that I'm having trouble with here. Clearly the only people who don't like his mod are people who can't understand it's true glory. Or you know, maybe it's just not that interesting (Yet ;))
  5. Getting off topic here so I'll simply say: I'm not looking for a an explanation from you, I offered my opinion and I don't care if you think it's wrong. If you want to "prove me wrong" make a better video or improve your mod, don't write out a paragraph to me about how you think your mod is amazing and people love it, I will avoid it like the plague. You can disagree with me but you can't tell me my opinion of your mod is wrong. It's my opinion. Me saying it looked weak in terms of content to me was not meant for the amount of spells but how interesting/refined I thought they were. I'm not downloading your mod because the video didn't show me anything that interested me enough, nor did your description of the mod entice me. If it bothers you that people will think the way I do about your mod in comparison to spell packs like Apocalypse, then you should change things about it, if it doesn't then don't, that was all I was trying to get across. If our roles here were reversed, I would have simply responded to my post with "Yep, the video sucks right now and doesn't show most the spells, I'm working on a better one so I hope you check it out when it's done!"
  6. Haha when I read this I was like "Okay, I haven't heard of that mod even though I regularly go through the downloads of each category and look out for new mods...this guy is biased because he created the mod, didn't he?" then I saw your signature e.e The name makes it seem like it's a Restoration school only overhaul lmao. It looks a bit weak in terms of content to me atm. May I recommend that you edit the video better to more quickly show the spell effects? It's a bit sloppy and the music could put people off. I found Apocalypse videos (Ones that show each individual spells, though the highlights one was alright too) were done really nicely and it's why I originally downloaded the mod over some others. Nice clean: "This is the mod name/description image, this is the mod in immediate action" type deal, rinse and repeat for each spell. Good videos demonstrating a good mod = download and use. Bad videos demonstrating a good mod = how the hell would I know it's a good mod? Really important with spell packs and things that effect combat in my opinion..
  7. Skyrim Monster Mod is pretty good. The monster mod is the closest to an overhaul I have I think. It adds a bunch of new types of monsters to the game that are actually really dangerous early on and you WILL have to run for your life or risk getting paralyzed and beaten to death. I like the added danger and that I can't kill every single creature in the wild from level one, maybe you're not into that though. Adding that mod on my second playthrough has added a lot of excitement. Apocalypse Spells is great for anybody and out of all the spell mods I've tried, it's by far the most unique and interesting. The spells give you new ways to play as a mage or any kind of character with the variety of spells. They aren't just "Increase damage, add extra effects, make it look cooler" type spells, they really give you strategic options for being a caster and make you feel like a mage scholar instead of just some yahoo who can fling fireballs at people like you're throwing rocks. Best of all probably 80-90% of the spells are actually balanced. It's remarkable compared to how overpowered most spell packs are. It's also one of the only magic mods frequently updated still. Midas and another big one are outdated and seem to no longer be worked on. The tweaks I recommend, I wouldn't want to play without these anymore, some are animation tweaks as well: Some of these aren't exactly what you're looking for but have gotten me into 400+ hours of gameplay so it's about as good eh? Archers: Arrow Tweak 25% speed increase (Makes it so you can't freaking catch arrows shot at you in midair, flattens the trajectory too, maybe a bit too much but it's still alright) http://skyrim.nexusmods.com/mods/11941/?tab=2&navtag=/ajax/modimages/?user=0|:|id=11941 Arrowsmith (There are a few mods for this, you can just search "arrow" and probably find one you're looking for on Nexus) Closer Quiver and Arrows (Visual, Makes it so Quivers aren't floating a foot away from your back :P and lengthens arrows to realistic proportions, allows you to pierce completely through enemies and that is just awesome) http://skyrim.nexusmods.com/mods/5711 Casual Bow Animations (Visual animation fix, Because you don't want to look like an ape whenever you're running with a bow in 3rd person) http://skyrim.nexusmods.com/mods/1370/?tab=2&navtag=/ajax/modimages/?user=0|:|id=1370 Mage: Apocalypse Spells (Gave you some info above) http://skyrim.nexusmods.com/mods/16225/?tab=2&navtag=/ajax/modimages/?user=0|:|id=16225 BetterMagic (Magic gets stronger with perks, makes it so it's actually viable past novice difficulty) http://skyrim.nexusmods.com/mods/4374/?tab=2&navtag=/ajax/modimages/?user=0|:|id=4374 Warriors: 3rd person duel wield graphics fix and animation edit. (Visual animation fix, So you won't be spazzing around whenever you turn. For anybody who doesn't want to be a ninjatard 24/7) http://skyrim.nexusmods.com/mods/248/?tab=2&navtag=/ajax/modimages/?user=0|:|id=248 Perks/Skills: AlchemyEnhancedXP (Alchemy levels like 20% faster so it's less annoying. I go through Alchemy on about a dozen characters so this is needed :P) http://skyrim.nexusmods.com/mods/11082/?tab=2&navtag=/ajax/modimages/?user=0|:|id=11082 HeavyArmorPerks (Buffs heavy armor to be as useful as light armor basically, since light armor can become as strong as heavy and have better perks like the stamina regen, this edits around heavy armor perks to make it as viable as light armor in it's own way) http://skyrim.nexusmods.com/mods/7202/?tab=2&navtag=/ajax/modimages/?user=0|:|id=7202 Two Handed Perks change (Same as HeavyArmorPerks, just basically makes two handed weapons as viable as one handed and adds some individual flavor to them) http://skyrim.nexusmods.com/mods/11159 Visual/UI: dD Enhanced Blood Textures (Oh lord do I highly recommend this. You'll truly feel like you're stabbing people through with arrows or slicing them to bits, the graphics are simply beautiful. Wounded enemies will spurt blood as they crawl from you, very realism friendly, updates often) http://skyrim.nexusmods.com/mods/60/?tab=2&navtag=/ajax/modimages/?user=0|:|id=60 dD Realistic Ragdoll Force (Again, highly recommend if you love realism and made from the same guy above, he makes awesome mods. A stealth kill with a seated enemy will leave them remaining in their chair, a charging enemy dropped by an arrow may continue moving towards you after they die, it's just beautiful watching enemies collapse) http://skyrim.nexusmods.com/mods/601/?tab=2&navtag=/ajax/modimages/?user=0|:|id=601 Categorized Favorites Menu (Highly recommended for anybody, this is great and offers an extreme amount of customization once you learn how to edit it, really needed for mage characters) http://skyrim.nexusmods.com/mods/4862 Bowlegged Jump Fix (Self explanatory animation fix, the default jump looks silly) http://skyrim.nexusmods.com/mods/7416 Glowing Ore Veins (So you can actually see your ore :P) http://skyrim.nexusmods.com/mods/193/?tab=2&navtag=/ajax/modimages/?user=0|:|id=193 Gameplay/Crafting: Lost Art of the Blacksmith (Adds missing armor/weapons to craft-ability, very lore friendly, the second mod edits blacksmithing perks so they work with all the new items for tampering and such) http://skyrim.nexusmods.com/mods/1020/?tab=2&navtag=/ajax/modimages/?user=0|:|id=1020 http://skyrim.nexusmods.com/mods/6047 Smash Locks and Doors (Pretty self explanatory, your weapon skill allows you to whack open locked doors/locks. This really should have been in the vanilla game. Great immersion wise for warrior type characters who don't want to fiddle around with girly lockpicks.) http://skyrim.nexusmods.com/mods/18126/?tab=2&navtag=/ajax/modimages/?user=0|:|id=18126 Bandolier Bags and Pouches (Adds craftable bags and pouches to hook on yourself, every game I start off by collecting the materials needed to make a pouch or two immediately, just love this mod) http://skyrim.nexusmods.com/mods/16438 Kind of Overhauls: Skyrim Monster Mod http://skyrim.nexusmods.com/mods/9694/?tab=2&navtag=/ajax/modimages/?user=0|:|id=9694 Ultimate Followers (Makes using followers not suck, uncaps limits on them, adds a bunch of options, can add/remove any items, etc, etc. I had some bugs with it but reloading saves fixes them all) http://skyrim.nexusmods.com/mods/14037/?tab=2&navtag=/ajax/modimages/?user=0|:|id=14037 Creatures of the Night: I went for simple with these since Dawnguard will be editting them. There are some nice overhauls for both, especially vampires but they changed a little too much for my taste and feel like it'll conflict with the soon to be expansion so I just added mods that tweak them a bit. Werewolf Enhancer (Simply makes werewolves useful at all levels, might be a bit overpowered but the best compromise I found for a werewolf mod) http://skyrim.nexusmods.com/mods/7523/?tab=2&navtag=/ajax/modimages/?user=0|:|id=7523 Realistic Werewolf sounds (You'll get chills when you attack or use a werewolf power, I love this) http://skyrim.nexusmods.com/mods/13779/?tab=2&navtag=/ajax/modimages/?user=0|:|id=13779 Female Werewolves (Just for realism, I swear :P Visual, They are a bit smaller than males I believe and have boobies) http://skyrim.nexusmods.com/mods/10989/?tab=2&navtag=/ajax/modimages/?user=0|:|id=10989 Vampire Upgrade (Again just some tweaks to make vampires more interesting/viable) http://skyrim.nexusmods.com/mods/5863/?tab=2&navtag=/ajax/modimages/?user=0|:|id=5863 Bottle That Blood (Allows you to bottle human or animal blood to consume later, if you fast travel around as much as I do, this is highly necessary to not make being a vampire an annoying hassle) http://skyrim.nexusmods.com/mods/13005/?tab=2&navtag=/ajax/modimages/?user=0|:|id=13005 Vamp face fix (Visual, So you aren't crispy looking) http://skyrim.nexusmods.com/mods/1148/?tab=2&navtag=/ajax/modimages/?user=0|:|id=1148 Races: I worry that none of these are being worked on frequently anymore (Latest updates are like 2 months old) but I enjoyed them for a while. They all seem in beta and I haven't seen them updated recently to fix some small problems they have (Seams and such). The children drow are pretty fun but you will need to edit the voice they use in the Creation Kit or they won't have a lot of sounds (Breathing while running and from stamina depletion, coming up for air from under the water, Eagle Eye, shouts, etc). The problems they have weren't really game breaking but I'm no longer playing any of them because they annoyed me enough. Especially sad about the Ashen race problem that I have since I love their look. Ashen - (Really love the customization options with these, work amazing with the color slider mod to add some really impressive looking characters. I had a bit of trouble with fps using this mod for some reason and although I usually have 60 fps constantly with normal races, using this race causes my game to stutter when I turn. It bothered me enough in comparison to using vanilla races that I no longer use it since it ruins the flow of combat. Not sure if it's a problem on my side or not, I didn't even notice it until I started using vanilla races again and then I couldn't unsee the problem. They probably use pretty high quality packs and there's no lower quality version.) http://skyrim.nexusmods.com/mods/8583/?tab=2&navtag=/ajax/modimages/?user=0|:|id=8583 Drow - (Really cute, the children move incredibly slow because of their size though and I had to edit it a speed enhance tweak for them as well as fix their voice clips from YoungEager to EvenToned because the lack of sounds bothered me) http://skyrim.nexusmods.com/mods/16399/?tab=2&navtag=/ajax/modimages/?user=0|:|id=16399 Teenager Races - (Love this for roleplaying, start off as a teen instead of an adult. Not much to say about this really but I like this mod a lot.) http://skyrim.nexusmods.com/mods/12021/?tab=2&navtag=/ajax/modimages/?user=0|:|id=12021 Temptress Race - (Quickly becoming popular for obvious reason, I will probably not use it though because the powers are a bit OP and having a race that just exists to be beautiful is kinda silly in my opinion, but if you're into it you may want to check them out.) http://skyrim.nexusmods.com/mods/18717/?tab=2&navtag=/ajax/modimages/?user=0|:|id=18717 Outro: Well I just pretty much went through my entire mod list of things I felt were necessary to my immersion and gameplay. There is a HUGE list of armors/weapons/character visual mods that I have and would also highly recommend but that's more a "To each their own" type deal and you can find those easily enough by searching through the most downloaded files in each category on Nexus Mods. I'm sure you've found what you want in that department (The nude department) I know I added a lot of things that you didn't specifically ask for but as I said, these mods have greatly increased the amount of time I've been playing so it's just as good for me. There really aren't that many mods out yet and you can easily find the best ones by searching through the file categories for the highest downloads. In a year or two it'll be more difficult to decide but for the most part, there's only one or two mods for any given thing to choose from atm.
  8. Thank you! Will do and post results. Well I got as far as learning to unpack it and open it with Notepad++ but it looks weird and is crammed together and has a bunch of "NUL" and random letter combinations like that...hmm. I assume Notepad++ isn't set up correctly to view the pex file. Ah, works with psc file. Your mod does pretty much exactly what I was trying to do, and is even more complex so that's good if I can figure it all out :P Ah it's so much easier to understand like this. You should make a standalone version of just the adrenaline spell/effect that doesn't rely on script dragon. Is it even being updated anymore? I had to delete a bunch of my mods for it to play 1.6 Skyrim because it hadn't updated.
  9. If it was a simple toggle spell, I'd be fine. The problem is the stamina cost. I want it drain stamina per second and forcibly cancel when you don't have enough to maintain it BUT also be able to toggle it on and off as well. I've already made a timed version that has a stamina drain/cost to use, and already seen a version of the spell that has no cost but is a toggle (Though I can't see the script used), combining it is the tricky part... Out of all the spell packs I've used, I've never seen a spell that uses both a toggle and a cost per second. Like hitting the spell again can make the stamina drain again or the stamina drain could be a constant effect but then doesn't cancel when I cancel the spell and instead doubles the stamina drain in activate effects. So I need some condition to tell it to shut up and stop draining stamina if the spell is no longer active after it's toggled off. But I don't know how to tell it to do that, I don't see a solution in conditions. I haven't really scripted before and as I said, I can't look at this script to know how it functions which is a big problem since I learn best that way. Looking at the tutorials on the wiki don't usually help me much, I get it much better seeing live examples of things I'm trying to use which I think is how most people learn the best. Seeing some default setup example doesn't help me do something specific. Edit: One thing I've managed to do is make it so the stamina drain cancels when my stamina is completely drained, so that's a step closer anyways though the spell will keep activating as soon as I can use it again if it's not toggled off. I think there's something screwy with the script because the spell is re-added whenever it's used, I think I'm stuck unless I can see what the heck it's doing :P There are multiple different versions of the toggle spell in this mod I'm trying to edit so I think it adds, changes, deletes them from your effects or magic list depending on the circumstance. Oh well x.x If anybody knows how to do this though, let me know.
  10. I'm trying to edit a lesser power spell I got from a mod to use stamina as a replacement for mana basically, and drain a certain amount per second (I've accomplished this easy enough by making a stamina drain effect on it and making a condition for the spell be that you must have the total cost of the stamina drained available to use the spell) but the spell is timed and cancels after a set period of time. I also want it to be able to toggle on and off freely to cancel the effect of the spell and the stamina drain early so I don't have to make multiple versions of the spell for different time lengths and so I can allow the spell to continue on longer as well, that's the part where I'm having trouble because for some reason I can't open other toggle scripts I've found because of some error with it to have a gander at how it works. So quick version of what I'm trying to accomplish: Toggle Power Spell (Activates with Z) that uses stamina per second as a cost instead of magicka per second, will last as long as you have stamina for the cost or until you use it again to toggle it off. Obviously it shouldn't cost any stamina to cancel the effect as well, another problem I'm having. What I've already accomplished: Power Spell (Activates with Z) that lasts a set amount of time and drains/costs stamina instead of magicka. Is it possible? I'm at a loss of where to start, or finish, rather. If all else fails, I'll just have to make like 3-5 different lengths of the spell I guess. I'm going to keep trying to figure a way to do this without scripting since it seems to be having some kind of trouble and I haven't used it yet, maybe there are conditions I can use?
  11. I don't know about you but I like keeping specific generic thralls for my Dead Thrall spell but they get lost extremely easily, like it's almost impossible to fast travel even once without losing one. I don't know why they get lost so much easier than a typical follower but it's really troublesome. I play a necromancer type character and use only thralls for protection so if I blow them to pieces with my spells, I can just revive them again. I actually finally just used a console command to teleport to one of my missing thralls after fast traveling to Whiterun and found her locked in the jail there, with a dead bandit behind her (Possibly an older thrall) :P It makes me wonder how many dead bodies I've sent to prison all over Skyrim. I've been waiting and hoping somebody would create a mod that keeps track of your thralls better so you don't have to replace them every 5 minutes but there still isn't one that I can find so I'm hoping some kind soul will help out. What I want from the mod: Main goal: Have summoned thralls follow you better when fast traveling and such, even waiting doesn't bring them to you sometimes like a lost follower. There could also be a summon spell to bring them to you maybe? Basically I want them to function like followers without chatty dialog and human personality. A way to see the status/location of your thralls via spells would be amazing as well for close and long range since they aren't going to go home if they get lost. I heard you can use sense undead to find their corpses if you lose them that way but it only works in close proximity. If there was a way to mark them so you could find their dead body after say a dragon fight, that'd be really helpful. Optional 2: Have other npcs not spam you with "Keep that spell away from me!" messages. This is just optional but it gets kind of annoying when it's all you hear around town. Maybe just have it happen less often? Optional 3: Store dead bodies to thrall later. This is again optional but I think this would be a really great addition. Maybe summon some coffins to store them in manually and you can unsummon the coffin, resummoning it when you need them then drag them out of it, or just have a spell that can "save" a corpse by banishing it that can resummon it later. Would make me feel more diabolically necromancery. Optional 4: Make their inventories work correctly, meaning you can take and remove all armor/weapons from them and they'll actually properly continue to use the best items on them like a normal follower instead of reverting back to their default items. The random loss of bodies would certainly need to be fixed for this to work well. I'm alright with this not being fixed, I think it's kind of interesting to be forced to use their default items but having the option to gear out your thrall would be cool sometimes too. It'd make using lower level thralls with graphics you may prefer more viable for fights. Optional 5: Make them stop running off to fight things I don't even see. Having them stick closer to me and only fight what I'm actually fighting would be great but that involves ai and could be tricky. What I don't want: 1: Overpowered functions. I just want Dead Thralls to work properly like followers and if possible add some Necromancer feel flare to it. I'm fine with the level restrictions and there are already a ton of mods to make the spell more OP. I love treating them like meat shields on my Necromancer and just blowing them to bits along with enemies if needbe :P Anybody interested in this or have more ideas?
  12. I was forced to update to 1.6 to play just now, I couldn't find a way around it even though I had my auto update on steam off for Skyrim. Then it even told me that I couldn't back up my data while an update was in progress like a *censored*. I got the SKSE update but obviously ScriptDragon has yet to be released, is there any way to force the game back to 1.5? I can't play and it seems like ScriptDragon isn't being worked on quickly if at all. Luckily I only use ScriptDragon for a couple mods. Man I hate their official updates, like keeping mods in working order isn't trouble enough without their patches breaking them. Most the times I already have mods that fix what the official patch is trying to fix anyways :P Even if I get the game working again I'm going to have to go through and check to make sure nothing is broken, it almost always ends up with me needing to just clean start all my mods and characters from scratch, which is why my auto update is off. Why the heck did my auto update for Skyrim still happen even though I had it toggled to off? x.x
  13. I know about the bloating of saved games, but I don't know why it would get this bad. I have a few higher level guys and I have some slowdown at times with them, compared to no lag at all with newer characters. Most notably if I enter Riften (Seems to be during the day is the worst) I can run completely smooth and then if I wait in Riften and wake up to sunny, my games goes to extremely laggy, like 5 fps and will remain so until I relog. This has happened mostly to my warrior who completed the city defense main quest for Riften and I wonder if that has something to do with it. I don't have any mods that effect lighting or anything and my newer characters don't have this problem. Does anybody know what this could be? P.S: Everything lags, mouse, wait funciton, etc. No lag inside buildings. And upon further testing, no lag at all at night. This is weird, I've had trouble with this for a while and normally it'll also lag at night, I thought it was because of fires. The only thing I've changed is that I deleted a ton of my save files (I had like 1k each for 4 or so characters, deleted most so I only had the most recent 40 or so because I heard it helped somebody else) So the only problem now with lag is during the day in Riften.
  14. I noticed it mostly after the 1.3 patch, and I don't think it has to do with my mods (I do have a dozen or so going) because none of them effects lighting or anything like that. They're mostly just armor redesigns. Anyways, after a while of playing, the torches (Like the ones near the gate in Whiterun) cause lag for me if the light is hitting me anywhere, some dungeons and fires in houses do it also. Does anybody know what's causing this? Only way to fix it is to exit out and relog into the game but it'll keep happening every so often and doesn't stop until I relog. It's not just a little lag either, it goes from perfect quality to like 1-5 framerate. It makes it so I can barely even use the smith there. Weirdest part is before it happens, fires cause absolutely no drop in framerate, it's like a switch is thrown and they all just decide to junk my game at some point. It seems to be happening faster and faster now, reminds me of the old auto save lag oblivion used to cause. Seems that after that happens, even out in the wild I have problems now. Going to see if I can test my mods one by one for it.
  15. Yeah, was just thinking about how Vampires seem really weak in this game compared to werewolves. The resists seems bugged (Not sure if it's because I have that 1.2 patch or not) because I got like insta killed at 100% frost resist from a frost dragon blasting me with ice, so the only benefit seems to be the 25% sneak for my thief character. All the magic stuff is pretty useless atm as well. I'd love it if you could feed on an awake npc like you mentioned to quench yourself (A trance spell?), gets tiring to have to fast travel to town and wait till night to feed all the time. It could even maybe be a one hit kill or calm/daze them afterwards so they don't attack you. Used to be a mod like that for Oblivion that I loved. Also, where are all the perks/bonuses for being out at night? Werewolves have a power to turn them into crazy stamina rich duel wielding claw stun freaks, I'd like the equivalent of that for a vampire fighting at night in some way. Stamina/Hp buff, maybe slightly quicker attacks? Not sure how much is do-able atm. Agreed on bottles of blood, why would they take out all the hobos and bottles of blood? Makes it hell for vampires to keep under rank 4 unless they make stops constantly. Sometimes I'll be at rank 1 and need to fast travel around to different cities, end up at 4 in like 30 seconds.
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