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Posts
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Everything posted by Kyuukei
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If possible, I'd like a blank .hkx file, i.e. an animation file that does absolutely nothing. I'm checking to see if it can prevent a specific form of animation-cancelling, but don't know how to use Blender or anything. Thanks!
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I'd love to see a mod (SKSE plugin?) that sets the player character to always walk when their weapon is drawn. With all the mods like Additional Attack, MCO, and whatnot, I think that could be a really intriguing way to balance the game out, and it could be great for self-imposed challenges besides. I got the idea because I'm a Gunlance main in Monster Hunter, and you're essentially set to walking speed with your weapon drawn, since the range is excellent and it's otherwise very powerful. For now I'll just use a Bound Weapon with an arbitrarily high carryweight, but I leave this idea here for the scripting wizards to consider! It could emphasize using dodge mods and evasive attacks (via Additional Attack and such) more, and keep kiting from being such an easy option for cheesing enemies.
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Okay hear me out, There's a LOT of Werebeasts in the lore. Werewolves, Werebears, Wereboars, Werecrocodiles, Weresharks??? But a WereCOW based on the cow from Kung Pow would be AWESOME. LET'S DO IT
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For some reason, a very specific snow and/or mountain rock texture is missing from my game, and I haven't been able to fix it. I've tried verifying game integrity on Steam, I've tried installing various texture mods (most recently Skyland AIO), and so on, but nothing has actually fixed this. Maybe it's actually a resource from some modpack that's no longer in my install for some reason? Shown here is the problem at work in Northpoint - I'm frankly baffled at this point and any help/insight would be MUCH appreciated. PICS
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I'd like a mod where the spell changing animations are removed, or at least replaced with a blank file or some such (I don't know how animation mods work exactly, hence the request). By "spell changing" I mean, say, the animation that plays when you change your left hand spell from Frostbite to Flames, your right hand spell from Sparks to Lightning Bolt, etc. I've been testing a bit and I think changing your equipped spells can cancel stagger animations to an extent, which is lame, so I'd be very grateful if someone whipped up a mod that removes the animation :)
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These are two of the best hotkey mods I've ever seen, but unfortunately they don't work together at the moment. Extended Hotkey System is a very well-implemented and unobtrusive mod that simply allows you to create more vanilla-style hotkeys; there's basically no limit to how many you can make, as long as you have enough keys to use them. The biggest advantage it has over mods such as AH Hotkeys, though, is that it has no script lag. Cast Blessed doesn't add any new hotkeys of its own, but instead alters the way vanilla hotkeys handle spells. When you select a hotkeyed spell, rather than equipping it in your hand, it consumes the MP and 'stores' the spell, releasing it when you attack with a weapon, fists, etc. It can't store concentration spells but it otherwise works marvelously, and like AH hotkeys, it has no script lag. I'd absolutely love to use both of these mods in tandem, but installing them both makes it so none of the hotkeys EHS interacts with - including the vanilla ones - can actually store spells. I'd be immensely grateful if somebody made a patch that allows these two mods to get along; from what I understand of how hotkeys work, it seems like this should be possible, but I lack the technical expertise to do it myself. I'd be more than happy to help with the testing phase of things, however. Thanks for hearing me out, either way :)
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Ran DynDOLOD on my heavily modded SSE setup and it mostly worked, but for some inexplicable reason there is a giant-ass tree LOD on Solstheim. I've confirmed that there is not, in fact, a giant-ass tree attatched to the LOD, as upon getting close enough, the LOD simply vanishes with no attendant tree to be found. My question is, how would I go about finding and disabling that specific LOD model, and what tool(s) will I need to do so? I tried targeting it with the console for deleting and that didn't work, and given the lack of an errant gigantic tree on my Solstheim, I'm a bit baffled. Here is my load order. While I do run some mods that affect Solstheim's landscape (Dark Eden Forests, Enhanced Landscapes, and Skyrim Flora Overhaul, off the top of my head), as none of them have apparently spawned a tree the size of Mt. Everest, I am not sure how to proceed from here. Thanks for any help :smile:
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I don't like that you can sheathe a weapon during an attack to cancel it; I believe attacking should feel more committed than that. Can anybody whip up a mod that makes it so you can't use the Unequip button while an attack animation is occurring?
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I made a new character, and I'm looking for some sort of evil/ominous armor that appears to be integrated into her skin - kinda like the leg pieces shown here. An integrated tail (i.e. part of the armor mesh itself) would be ideal, since the positioning of the tail mod I'm currently using is a little off. Does anyone know of some appropriate gearsets? Note that I am using CBBE at the moment but am fine with vanilla or other body types if the armor looks right. Any suggestions will be most appreciated :)
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Does anybody happen to know what hair mod is being used in this screenshot? EDIT: Found it myself, it is in KS Hairdos.
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Medusa armour (without the helmet): https://www.nexusmods.com/skyrim/mods/31229 The screenshot is a bit washed out, but that might be the ENB or the weather. Thanks bruv, that is indeed it. Also yeah, pretty sure that video was showcasing one of the bajillion ENBs out there. Have a kudos thing :)
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Does anybody happen to know what the armor shown at is?
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Thanks, bruv. Your directions were very easy to follow and work exactly as described. Have a kudos point thing :)
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Does anybody know where this eyepatch comes from?
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Does anybody happen to know which mod this dress is from?
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Does anybody know what mod the dress (NOT the cloak) in this screenshot is from?
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I am currently testing out Unique Magicka Sabers, but every time I hit an enemy with it, I get a prompt in the upper left corner of the screen saying (paraphrased) "X enemy is too powerful for this enchantment". As somebody with OCD, this is super annoying, so I tried fixing it in CK but couldn't work out what settings to change exactly - from what I found out, this happens because it has an on-hit effect that does zero damage, but I couldn't work out how to change its damage from the Magic Effects subsection. Does anybody know exactly what settings to alter to add some type damage to this weapon's effect, or failing that, some alternative way to make it stop displaying that message? I would be very grateful for any assistance, this is HELLA ANNOYING #ocdproblems
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Hello Mod Detectives. I'm looking for a mod that fixes this atrocious hand mesh problem when you are wearing certain gear. I'm pretty sure that one exists, but I forget the name of it. Thank you in advance for any help :smile:
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Would someone mind pastebinning copies of SkyrimEditor.ini and SkyrimEditorprefs.ini, that are set to run with all official DLC? I think I did something that messed mine up at some point (since I can't open CK at all right now), and since I have no idea what that is, my first instinct is to take the "nuke it from orbit" approach. Assistance will be much appreciated :pinch:
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Oh, oh well. Thanks for the information :)
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Hey, I'm trying to copy the bear 'cape' thing, specifically, from the Stormcloak Officer Armor, to add to another armor's mesh, but every armorset I've found that has the cape, has its mesh tied to a large chunk of the entire armorset, which makes it tricky. Can anyone either tell me how to mess with individual parts of a very large Block (for another example, say there's a small chain from the Ebony Armor's default mesh somewhere on something and you want to remove that, but clicking it also hilights some pauldrons elsewhere that you want to keep), or otherwise give me a .nif to download with just the Stormcloak 'cape' that I can copy around and do whatever with? ... I CAN copy things from one mesh, then open another file and add the copied thing to it, right? It seems like it would be really stupid if I couldn't but I don't know too much about NifSkope yet -_- Thank you for any assistance.
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http://www.nexusmods.com/skyrim/mods/3621/? Has an option for what you requested, in addition to a ton of other great stuff. Enjoy :cool:
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Hey Mod Detectives. I'm looking for a small spell mod that added a few nature-themed spells. The one I specifically remember was a Wall (i.e. Wall of Flames, Frost, etc) type-spell that generated miniature trees. If I remember right, they look like smaller versions of the restored Gildergreen tree in Whiterun and I THINK they did poison damage by proximity. The spells MIGHT have been obtained in the Eldergleam Sanctuary but I'm not sure; all I remember is the Wall of Trees spell described above. Also, it specifically ISN'T the Nature Spell Pack.
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Ah, cool, that works perfectly. Thank you very much! Kudos :cool:
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http://imgur.com/a/7595c I am having a problem with the above-pictured circlet, wherein it is inexplicably hovering past my forehead a bit and this totally bugs me. I'd like to reposition it in NifSkope but I lack the necessary knowledge to do so (I've only ever used it to remove certain things from meshes), so while I think I've properly extracted the mesh from the bsa, I can't work out where to go from there. Any help would be much appreciated.