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1355970

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  1. Git gud? I'm killing Deathclaw Alphas in enclosed spaces at lvl17 with 250% damage done to me on survival (Rebalancer by jonnyeah). Does it get any "gudder" than that? There is no defense or tactics against totally disproportionate 1-hit kills, loading screen suggestions don't help with that. Even the Sentry Bot's burst damage is laughable in comparison, because that can be easily counteracted by stacking stimpaks.
  2. "[...] be bitchslapped to oblivion by a stinking generic Assaultron (60% HP to zero by a single melee attack)." "melee attack" The laser they shoot out of their heads wasn't even charged up.
  3. Whenever I see an agressive Assaultron, I kiss my ass goodbye, or cut my losses and immediately reload an earlier save before the fight even begins. These robots are ridiculously overpowered compared to other foes. They are more dangerous than anything else in the game, including Deathclaws and Sentry Bots! Their damage is completely disproportionate, and I think they fully deserve a nerf of at least 300% for all of their attacks. It just doesn't make a nick of sense for me to be able to single handedly dispose of a mixed group of a dozen Feral Ghouls (Stalkers, Roamers, and a Legendary), an entire camp of Super Mutant Brutes and Skirmishers, five Black Bloatflies accompanied by a Legendary Glowing Bloatfly, only to be bitchslapped to oblivion by a stinking generic Assaultron (60% HP to zero by a single melee attack). I hope it's possible to modify the damage of a single NPC type, because I like my modded global damage modifiers just where they are, less damage received or more damage dealth would make the game too easy fighting anything else. Thanks for reading!
  4. Problems I see are: - Hothtrooper44_Armor_Ecksstra.esp is unnecessary if you use MO to manage your archives - You load the Lanterns of Skyrim Pure Weather compatibility patch sooner than Pure Weather itself, same for Realistic Needs and Diseases. You need to load mod1, then mod2, then the patch of mod2 for mod1, if you don't, a lot of things won't update properly. - The order of the mods seem way too random. You have armor mods, needs mods all over the place. Even ESPs of the same mod that belong together are as far as 17 slots away (Bert's Breezehome). I have never used LOOT or any auto-sort. I thematically group my mods together in my load order, and I know exactly where the few CTDs I get when I'm playing (one every couple of days) are coming from. Also if you stick with one set of mods, there shouldn't be a problem no matter how long you play. If you decide to remove mods during gameplay and replace them with others, leave cells when a script is actively running (you interrupt and break them), these are the most common issues how you get broken addons, savegame bloat, and an overall unstable experience in effect. Also the old days of unexplainable CTDs all over the place, endless loading screens during gameplay are pretty much a thing of the past, if you use one of the numerous fixes that allow Skyrim to allocate more memory for its functions. Just watch this:
  5. The hunters themselves refer to it as "poaching", and poaching in itself is illegal, so they acknowledge, that what they are doing is illegal, they are just justifying it by reasoning that the Jarl couldn't possibly need all those animals. And like Sereganor mentioned in the opening post, only hunting "game" would be considered poaching. Wolves, Bears, Sabrecats are dangerous beasts you wouldn't get in trouble to kill. Hunting seasons would be a bad idea for multiple reasons: - They require extra scripting. - You would be limited in a large portion of your game time to killing just one type of game (legally). - Random encounters are totally random. You can't just go somewhere to deliberately hunt only elk, then only deer, then foxes, then rabbits. It's random. If you would modify spawners so they aren't random, those would cause conflicts with mods, that do the same thing, and when you create new spawners that's even more scripting. If you are requesting something you're better off asking for something simple, there will be more chance that someone picks it up and actually creates the mod, without features that would be a nuisance to code.
  6. I really had trouble compiling this list because the mods are kind of intertwined. For example if you take SkyRealism - Carry Weight and don't use Bandolier's Bags and Pouches WITH Wet and Cold backpacks, you end up with a character having 80-ish carry weight, (while you're basically capped at 130-150 with all possible equipment). I do make frequent use of my horse inventory, my cart, and also my followers, two of which are basically cowardly pack mules I only have with me to go into dungeons and be able to take all the loot. There are alternatives to nonagressive followers acting as packmules, like summonable dwemer spiders, the carry weight of which scale with your conjuration skill. The mod is called balanced conjurable luggage. (http://www.nexusmods.com/skyrim/mods/26513/?) Where it is reasonable, I really went for realism. Okay, granted, I DO have some mods just for lols, like "Divine Punishment for Mention of Arrows in the Knee" or "Daedric Punishment for Insults Related to Sweetrolls".
  7. Disclaimer: these are 1/3rd of the mods I use, and there are at least another 30 mods that I have to increase immersion and gameplay options, they're just not a general choice for every character class.
  8. Well, brace yourself: Take Notes - Journal of the Dragonborn - you will have your own book you can write entries in Advanced Mining - lets you change amount of ore mined depending on its location (surface world, mines etc.) and much moreAeonbarr - A Unique and Summonable Horse (CH-Friendly) - just a cool horse with a lore-friendly origin questAlchemist Compendium - a book that has all the ingredients of skyrimAlchemy Tomes - works well with the one above, one book has a plain list view but has potion effect summaries, the other doesn't, but looks nicer (forgot which is which :D)arrows stick - arrows (or any projectile in fact) will remain lodged in the body longer ... 15 at a time at maximumBaby Mommas - some women in skyrim will carry babiesBurn Freeze Shock Effects - burning, freezing, shocking an enemy will influence the looks of its dead body, and the loot (you loot cooked meat and no fur for example)Cloaks of Skyrim - nice thin cloaks, works very well together with Winter Is ComingConvenient Horses - a mod with a miriad of horse features too long to even listCraftable and Placeable Havok-enabled Bedrolls - the name is quite long, says everythingDragonkiller Cart Reloaded - your own cart you can attach your horse to, and have followers in the backEnchanting Freedom - removes most of the restrictions what type of enchants you can put on what gear floating healthbars - I use it to track my non-essential follower's healthFollowers can Relax - you can make followers sandbox wherever you are or even send them off to pick nearby plantsGildergreen Regrown - regrows Gildergreen in Whiterun after 30 days if you chose to get the saplingGuard Dialogue Overhaul - will filter guard commentaries according to your status, and unlock previously unavailable commentaries Guess the Distance - Perceptive ScoutingTelescope These Two go well together, they do what their names imply. You can zoom in, and scout the area. Harvest Overhaul - realistic amount of harvestable resources (has lite option in the MCM if it were too much for your taste)Herbal Tea - lets you make consumable drinks with the excess alchemy herbs you gather around skyrim, great for RNDDrinking Fountains of Skyrim - places several drinking fountains all around skyrim where you can replenish your bottles/waterskins, complements RND nicelymore salt please - adds more salt loot to containers, since RND requires it for pretty much any cooking recipeRealistic Needs and Diseases - RND - a highly configurable and intuitive drink/eat/sleep mod (you can contract diseases from spoiled/raw food, or dirty sleeping places, all optional) iActivate - removes obvious text like "Harvest" from plantsImmersive HUD - iHUDExtended UI - lets you display additional information about the item you are pointing at (like skill book, or inventory stats when you pick it up)Address Unknown - doors will not show where they open to (no more looking at a door to know who lives inside)People are Strangers - no more revealing names when you have your crosshair on NPCs ... you have to talk to them to reveal their names First Aid - very feature rich, zeroes the HP regeneration, let's you patch yourself up with bandages, you can't drink potions repetitively in combatimmersive potions - instant effect potions will have an over-time effect instead, and disables effect stacking (restoring 5 health for 5 seconds instead of 25 immediately, and you can't drink another one of the same magnitude, and if you drink a more potent potion the lesser potion's effects will simply be overwritten instead of being added)Potion Combiner - you can combine less potent potions into greater potions, which will be a quite necessary feature if you use immersive potions or first aid Climates of TamrielLantern CaretakersLanterns of Skyrim I know, I know, these are lighting mods, BUT they do a great deal for immersion. CoT adds realism by decreasing the magnitude of light sources, and making nights darker, LoS adds lanterns to cities and roads so the darker CoT nights are counterbalanced at locations you wouldn't normally carry a torch at Living Takes Time - rolls the ingame time forward by a configurable amount for every action you can possibly think of ... also optionally increases speechcraft by an optional amount if you read booksLock Overhaul - lets you open locks by smashing them with melee weapons, or casting spells on themLore-Based Loading Screens - because reading these is a much better way to waste your time waiting on the loading screensMapseller - sells expensive maps for each hold, that reveal all discoverable locations to you (you still can't fast travel to them) NONSTOP Firewood Chopping - you can chop firewood indefinitely, doesn't stop after 6 gathered pieces (you can interrupt with movement keys, you just have to wait for the current animation to finish)NPC Bartering - you can barter with every NPC, so if you want something they have on them but don't want to pickpocket them ... you can just buy it from them! Realistic Crime Radius - decreases crime radius to a realistic amountrealistic room rental - enhanced - you can set the bed price of every innShare Your Meal - complements RND nicely ... your followers can eat with you if you offer them food ... they consume real foodskyrealism - capacity - completely overhauls how carry weight is calculatedskyrealism - encumbrance - completely overhauls how carry weight is affecting you skyrealism - materials - completely overhauls item weightsskyrealism - time and travel - sets the time multiplier in skyrim to a different value (default is 6, so every second in real life is 6 seconds in skyrim, instead 20)Skyrim -Community- Uncapper - too much to explain quickly, read descriptionSPERG - my preferred perk overhaulSkyrim Radioactive - overhauls shops, to look more like shopsSkysight - Simply Bigger Trees - scales up trees, skyrim looks really good with itsneak tools - optional mod with great features for rogue characters The Scottish Bannered Mare - gives the bannered mare a much better designThieves Guild Requirements - No Auto Quest Start Brynjolf - self explanatory titleTrade and Barter - I can't even begin to describe it, completely overhauls the entire trading and bartering system, everything is 100% optional, and configurabletraps make noise - more dangerous traps - self explanatory titletrue torches - torches have brighter light, last longerVioLens - A Killmove Mod - self explanatory titleWearable Lanterns - use lanterns instead of torches, you can attach them to your body so your hands are free, using fuel (optionally)Wet and Cold - NPCs wear attire according to the weather, has backpacks I use with bandoliersWhetstones - Immersive Super Nifty and Extremely Portable - self explanatory
  9. #1 is basically what I came here for to open a new thread. Make the animals illegal to hunt down, add a bounty and mark their loot as stolen. If you become thane, you are allowed to hunt and sell loot in the hold. I find the fee a little bit excessive though.
  10. This is all chinese for me (actually, no, i know at least some chinese). Guess i'll never be able to add an NPC with decoration options to my player house ... -.- I do understand the relations, i have no idea how to make them. I know no papyrus whatsoever. Can't even look at the dovaheim scripts. Seems to be everything in the bsa file, and where it actually supposed to be in the CK interface i only read ";CODE NOT LOADED". Looking at the "HousePurchase" quest didn't help either, i just looked stupid at all those shiny dynamic variables and "((Shared))" dialogues which don't tell you squat about how to do your own because nothing concrete is there, just references, aliases and whatnot.
  11. Say what? What on earth would have required him to remove half the content to keep it on nexus and why?
  12. I'm not sure if this has been answered or not, i skimmed through like 20 pages of topics, some of the titles are not very descriptive. So, my two questions: How do you REALLY take ownership over a house in the CK? There must be something done besides just building it and voilá. I'm almost certain that the interior cell itself must be right clicked and edited on the list, but what steps must be taken exactly, what needs to be done in those settings? If i understood right what i've read, once a house is player owned, all containers placed in it are automatically non-respawning. However i want to have 2 containers (a mead barrel and a fish barrel) that stays respawning, to supply me with mead and fish now and then. How could i do this? I think these 2 questions are closely related. Thanks!
  13. Title says it all. Is i possible to dress mannequins in the CK? I'd like to release a mod with a few dressed mannequins.
  14. Well, i don't know about your aptitude, but after i watched all the tutorials of creationkit.com- and did everything for practice - yesterday, the next thing i did today was to redesign Dovahkiin Hideout Compact, adding a new NPC to it etc. So i would suggest you to go to creationkit.com, and not just read/watch tutorials, but to actually work along them, because watching something doesn't make you proficient, repeating the steps you see does!
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