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COOLJ808

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  1. Hello, So I'm trying to modify the timed blocked feature in Ordinator to be closer to deadly combat. I'm trying to change the window from 1 second to 0.5 seconds, but tes5 edit says it only allows integers. So if I use a perk to modify a 1 second duration to 0.5 seconds, will that work?
  2. I think you can do that without scripts actually. You could try using a blank effect that lasts an hour, and have your main effect last during that hour as well, then set a condition so the MAIN EFFECT is only active when the blank effect experiences. Hope it helps!
  3. So I'm trying to make it so summoned creates have a random chance to flee, do no nothing, or frenzy when they're spawned. But even when I set up a spell to update the effect, it doesn't work. I've tried setting it as an ability, on cast, and on the area where they'd spawn, but it doesn't work. The only other thing I can think of is bouncing cloak spells from the summon, to the caster, and then back to summon just to get the frenzy spell to work, but I'd like to avoid the spell bouncing if I can. Does anybody know why it isn't working? Really any input would be cool if you have it. :)
  4. I noticed Gargoyles have wings, but I've never seen them fly. Is there a mod that let's them fly? Poor little gargoyles. :(
  5. Thanks! For smithing that seems pretty straight forward but I don't entirely get what you're saying for the enchanting /alchemy tables. I actually use that now. :)
  6. Something that bothered me while playing was the crafting stations, enchantment tables, etc. were free to use all the time. It would be nice if people more or less charged you to use them. Additional mechanics to add stakes like limiting the times per day, dynamic costs, or even effecting the quality of the end result would really help flesh the crafting system out. I think it could add incentive to own a home, as right now I can't really think of any ways the player is rewarded for owning a home other than storage. It would go well with mods that make the economy harder and could make things like smiting more valuable to the player. If there's already a mod like that, please let me know. I can't find one. :/
  7. I was wondering if any modders out there would benefit from having reference shots of each and every weather condition, at different times of the day. I don't mind doing it, I want to support the mod authors out there, but it's not something I'm going to do if nobody needs it. I could do them up to 3840 x 2160 natively. I appreciate the time and hard-work you all put in, Cheers.
  8. I'm working on a spell with a floating weapon. I can't get actors to stop attacking it ( I want them to ignore it)They keep colliding into things like followersthey keep going off doing their own thing ( I guess that's more of an I problem)Any ideas on how to fix that stuff? Your input would be great! :)
  9. So this is the second time I tried to upload screenshots here, but they don't show under the images sections. :/ Does anybody know why?
  10. So mods that might affect this that I can think of is ELFX and SMIM. This is the third time this has happened after clean re-installs. I keep seeing these square boxes around lanterns and candles in the riften area. I have no idea what's going on here, can anyone shed some light on what might be happening?
  11. Without making any changes or alterations to the windows of the Creation kit, now when I open it only the object window appears. I tried uninstalling it and re-installing it it still didn't work. What I can I do? I can't even load up a file or bring up different viewing options. :/
  12. So I made a spell to summon an invisible race that would hold a weapon I assigned it, but it keeps picking up new weapons. I even set the weapon weight to 0, copied the race, and set it's carry weight to 0, but it still keeps equipping weapons. Can anyone help?
  13. So I've been working on a a racial mod, part of which gives incentives for Argonians to go into water. I was thinking if someone made the rivers, lakes , and oceans deeper, then swimming would make a bigger difference. It never really felt like water breathing was really useful. It could add incentive to have more hidden loot and more sea creatrues etc. Just a thought though. :)
  14. I'm trying to make spells and abilities that are dependent on the time of day, where it is day or night. I don't know how to do that with the conditons you set up with the spell's effect. Do I just use light level? If so, is 0 night and one is day?
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