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Bennoloth

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Everything posted by Bennoloth

  1. http://www.nexusmods.com/skyrim/mods/30072/?
  2. Try to avoid their breath attacks by hiding behind rocks or buildings. Potions or enchantments that give fire, frost, or magic resist will also make it easier. The Lord stone gives magic resist. You can get 100% magic immunity if you min/max far enough, but at that point you might not be having fun any more. I would put away your melee weapon the entire time and use a bow or spells. Sorry but melee just leaves you vulnerable to breath weapon, bite attack (1 hit kill), etc.
  3. This may or may not be helpful, but it could be the "Holidays" mod? I don't know what that does, but if it's trying to modify the same textures that other mods are, it could cause conflicts. I would save next to an invisible bridge, then go out of the game, disable the mod you think is causing it, then go back in. Do that one-by-one until you found the culprit.
  4. Thanks, I found the bug report section and put one in, hiding the page in the meantime. I don't think it has to do with file size since it's only a few lines being edited, the file is under 1 kb. I have seen other working mods that show up as 0 kb.
  5. Hello, I just uploaded a mod called Worthwhile Torches (http://www.nexusmods.com/skyrim/mods/72417/?) On my computer when I open the .rar file, it opens... when I try to open the one that I download from the Nexus, it says it's corrupt. Any ideas?
  6. Here is the closest I think you'll get: http://www.nexusmods.com/skyrim/mods/58728/?
  7. Appreciate if anyone can change the combat music of Skyrim to this: Sacred's was much better =) Thanks.
  8. Use this command as a workaround until you find the mod: http://gaming.stackexchange.com/questions/50604/in-skyrim-the-console-command-to-set-a-follower-as-essential-is-not-working-wh I don't think that resurrection is possible by mortal magic in Elder Scrolls, so no matter what there is no way to make an immersive resurrection spell (correct me if I'm wrong).
  9. Have you run the FNIS generator? It's probably something to do with your animations or skeletons. Try disabling them one by one until your game works. It's a short mod list but you have some extremely tricky ones there. Maybe start smaller. Animations and skeletons are both crash-prone things.
  10. Hello, I am taking my first steps in modding, finally learning TES5Edit for myself. A short summary of my goal: 1. Make all torches last indefinitely [DONE] 2. Increase base damage values for torch fire spell when bashing [DONE] 3. Create an upgraded variant of torch called Dragonfire Torch [DONE] 4. Assign a different damage value to the torch bashing fire spell - Please help! My problem is that I can't see the spell referenced by the base torch anywhere. I wouldn't know how to link a new spell to the new torch. 5. Place this torch in Sky Haven Temple as an ancient Blades relic - can probably figure this out, but help appreciated. The purpose is to make torches a viable offhand choice throughout the game. I might even add a third level somewhere eventually, as a drop from Alduin or something. But let's start with this one. In case curious, I set base torch fire damage to 5 with a 3 second duration. I want to set the Dragonfire Torch damage to 15 with a 3 second duration. The eventual Level 3 Torch will probably deal 25 damage with a 3 second duration.
  11. I'd suggest Imperial along with That's Racist in order to avoid fights you accidentally start, or are forced to start. The Imperial questline in Civil War also seems more "good" to me than the Nord one. Though Nords are the protagonists of the commercials, they're kind of racist jerks, especially to Argonians, Khajiit, Orsimer, and Dunmer - which is a LOT of people. They're really more like high school bullies of Tamriel.
  12. This is Loot: https://loot.github.io/ Just download and then run it. Other than that, try disabling mods one by one until you find the offender. Put your character in a river to easily load your game and check it. I'm not familiar with a lot of those mods, but of course sounds like something that modifies textures would be messing with this.
  13. Max Stamina only. A mod which changes damage based on current Stamina is already done - it's the one I tried to copy but failed. For sake of good order I'll link it here (Fighting Fatigue): http://www.nexusmods.com/skyrim/mods/59742/? Instead I'd want it done in the exact same manner as Awakened Magicka: http://www.nexusmods.com/skyrim/mods/63246/? Awakened Magicka also removes Fortify [spell School] on armor and puts it on potions instead, which maintains balance. The same thing should be done for Fortify [Weapon] when combined with this mod, but I can just discipline myself to not use that enchantment for now. I'm trying to make it as easy as possible for the best chance of getting made.
  14. Hello, I was wondering how simple it would be to make a mod which adds Stamina to damage with all weapons? It would be in the same vein as Awakened Magicka: http://www.nexusmods.com/skyrim/mods/63246/? My idea is that with this, Stamina will be a better thing to invest in, rather than "nobody will ever need more than 300 Stamina" or whatever your number might be. It's the same problem that Awakened Magicka solves. Health never caps out in usefulness, but in the vanilla game Magicka and Stamina do. My idea number is 1% damage increase per 2 Stamina, but if a simple MCM can be added that obviously will make it appeal to more players. If anyone can direct me how to do this myself that would be cool too. I tried to figure it out from installing a mod which adds 30% bonus damage when you are above 80% Stamina level, and opening that in CreationKit and TES5Edit, but I was totally confused in each one. I couldn't even find the part where they increase the damage. Anyway that probably wouldn't have actually helped me. I'm really lost here. Now that I think of it, I'll crosspost this on the Awakened Magicka page to see if he's interested.
  15. You can do most of this with the console, using "getav" or "setav", and then the stat you want to check or change. Look up further on Google. Should have checked that first probably :tongue:
  16. If you ever had interest in making vampires more playable, but didn't know how to do it, please steal this text file from me! I'd much appreciate it :happy:. Explanations are in spoilers. Vampirism is contracted by being attacked by named vampires or "vampire masters" only (Alva, Movarth, Babette, the Master Vampire in Clavicus Vile's area, and so on). The chance of contracting it is increased proportional to your missing health percentage. If you're missing 80% of your health, and one of these vampires hits you, you have an 80% chance to get the disease. No stages of feeding, feeding gives a buff which stays for 2 weeks. Grants increased weapon damage, better sneaking, and better speechcraft. 10% for feeding on an animal, 25% for feeding on a humanoid. "Vampire face" is put on automatically during feeding and any time you attack someone or are attacked ("smell blood"), and stays on for 5 minutes. NPCs will be hostile to you when vampire face is on. You can feed on corpses that have been dead no longer than ten seconds. This is interpreted as feeding on them as a killing blow. There are two dialogue options added to every NPC. One of them is to cause the NPC to follow you (not become a follower, you can probably use the slot which is reserved for a dog companion), which you can use to lead them away from sight. This requires a Speechcraft check. The second is to feed on them, and only appears if they are following you. Before feeding on an NPC, if you activate a certain power, they turn into a vampire, and can then become an actual follower. By drinking the blood of boss monsters, you increase in vampire ranks. Fledgling -> Normal -> Elder -> Ancient. 1 boss to Normal, 5 to Elder, 25 to Ancient. Boss monsters are those of a certain level, equal to that of your typical guy found at the end of a dungeon. Base Stats (Fledgling): Resist Disease 100%, Resist Poison 100%, No Regeneration in Sunlight, 100% weakness to Fire At Normal, can regenerate Stamina in sunlight, weakness to fire is 50% At Elder, can regenerate Stamina and Magicka in sunlight, weakness to fire is 25% At Ancient, no weakness to sunlight, weakness to fire is 0%.
  17. He was clearly joking around. Good luck getting someone to do a mod for you with that attitude.
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