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ElliotSternberg

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  1. I've got 31 (or more, havn't checked in a bit.) settlers in the farm co-op. This is unmodded. I've also got 26 in sanctuary (though it says 21 very often when I look at it, but sometimes also 51 or random numbers.) 24 in abernathy farm, grey garden and more. Randomly the game decides there aren't enough beds there and happyness starts dropping till I go there and open the workshop menu. Then it realizes it has enough and claims to start going up. (I'll look and it will randomly say ith as 2 when I'm out, then back to 38 when I get back.) Pretty sure we're going to need to wait for a official patch to get some of these issues fixed. Seems like typical bethesda coding to me.
  2. Basically it annoys me that we've got the clean stripped suit and no hat to go with it. As someone who finds Kimbley from FMA a man with a great sense of fashion, I'd like to see some hat retextured to look like kimbley's. If I knew how to do these sort of retextures I'd do it myself, but I have no clue. If you wanna send me links to relavent tutorials I'd be willing to try and learn. Thanks, -Elliot
  3. Intellectually I know that the long war stun changes make sense, but I can't help but save scum every time I go to stun. It would be more fun and less frustrating to have stun chances back to vanilla levels. I've tried to figure this out on my own with the tutorials availible, but now I'm 2 hours in frustrated and tired. If someone would be so kind as to tell me what to search and change in the upk I'd be very grateful, because I'm having a ton of trouble. Thanks a ton in advance, -Elliot
  4. I always seem to end up screwing something up somewhere. It's frustrating, can anyone who has a stable install with a lot of mods help me out here? I have a few questions that I can't seem to find good answers too: 1) Does it matter whether I install mods all at once before starting a new game via Live Antoher Life, or start a new game and install the mods slowly over time? I understand that it would make it harder to know what's casuing crashes, but is it okay to install 20-30 mods I know work well together before starting? I've had games where I do the former and it's a slow, laggy, glitchy mess, but then I install them slowly and get everything working well. I'm just trying to make sure it's not either mental, my computer or another stupid thing I've done. 2) When installing mods over time, how long do you wait between installs, and how many do you change at a time? 3) Do you check your Papyrus logs often, and if so what should I look for in there? 4) If I get a CTD, what's the best way to troubleshoot it? Are there any tools you've used that help figure out what's causing the issue? 5) Do you have any other tips or tricks that are relavent to this situation? Thanks a ton, -Elliot S Here's possbily pertinent information: I'm using a SSD, have 16 GB ram and 2 GB vram on a nice comp. I'm using Project ENB and CoT. I'm also looking to use a HD texture mod, but am not sure which one. Suggestions? I'm following STEP to the letter this time, and then adding my own other misc mods. I'm going to use Skyre and Sands of Time. I'll be modding with MO. Please ask for any other pertenent information.
  5. How much does the stuff in hearthfire cost? Is it really better than just using housing mods? It just struck me as a console DLC rather than PC. The perk potions mod looks cool. I always want more perk points. Thanks! Any more Suggestions?
  6. I can't find my ex-girlfriend anywhere though... Already did that. Thanks anyways.
  7. I've been making a lot of gold and want mods that can let me spend it on something other than new weapons and armor. Thanks a ton.
  8. I just make a little esp with the CK and edit the game settings for cell and cleared cell re-spawns to 1 and 10 days respectively. I use a timescale of 5 and am fine.
  9. I think you misunderstand what I'm asking. What about using a staff with a much longer model and have it use a magic effect to deal damage to things directly in front of them in the range it would hit? The info about the new DLC is promising though. I'll probably wait and see.
  10. Basically I was thinking when reading the Tera weapons page that it would be cool if the lances could stab. I thought of what uses a stabbing animation when i remembered my vanilla 'staff of fireballs.' Here's my question: Has anyone tried using that animation to make a thrusting weapon possible? If not can someone either help me or point me to where to learn how to make it? I could see a lot of places where it would be helpful. Thanks in advance, -Elliot
  11. I have set up a mod to allow the player to recharge ANY weapon's enchantments (Even modded ones I've never seen.) by creating soul gems with magicka. The problem is that I can't just hand the player soul gems, because it can be abused easily to get crazy enchanting $$$. What I'm doing is adding a new soul gem, "Magicka Crystal", then adding a lesser power to add one into your inventory and remove any unused gems after 2 seconds out of menu. This way it can be used as a recharger, but no-one can enchant something in that time. Unfortunately when I use the power nothing happens. I can add the Magicka Crystal manually and use it to recharge, so that shouldn't be the problem. Assets(ID-Name-Function): MagickaCrystalItem-Magicka Crystal-Grand Soul Gem MagickaCrystalEffect-Magicka Burst-Holds the script MagickaCrystalPower-Create Magicka Crystal-Fires the magic effect MagickaCrystalScript-Detailed Below: Scriptname MagickaCrystalScript extends activemagiceffect SoulGem Property MagickaCrystalItem Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().AddItem(MagickaCrystalItem, 1) Debug.MessageBox("Crystal Added") RegisterForSingleUpdate(2.0) EndEvent Event OnUpdate() ; This event removes an unused gem after 2 seconds. Int Crystals = Game.GetPlayer().GetItemCount(MagickaCrystalItem) If(Crystals > 0) Game.GetPlayer().RemoveItem(MagickaCrystalItem, Crystals) EndIf EndEvent The script compiles nicely, but doesn't work in game. Your thoughts? Thanks in advance, -Elliot Sternberg
  12. I'm going to bump, but I can't find a list of rules for the forum. If this is in violation please let me know and I'll cease to bump immediately. I generally just treat others as I would want to be treated and stay non-offensive to be safe. Thanks.
  13. Basically I'm making a mod that will make the guilds for pure warriors/mage's/thieves only by introduction of significant buffs to the class required and debuffs to the others. For example if you join the companions guild you can gain a move that teleports to an enemy greater than 10 range away, staggers him and deals damage equal to stamina*(1.05-%of health remaining) unpon impact. The downside is that each use costs stamina and magicka before at 25 uses permanently destroying magicka down to 1 remaining. (Setting things to 0 is generally a bad idea from what I've seen. 1 magicka isn't very useful anyhow.) My question is how I can make all spells cost 15-50% more. Like the Saarthal amulet in reverse. I've found I can't use negative values to fortify skills in the CK, and I can't find any papyrus functions to do so. I don't want to go into spells or anything else to do it, as I want to avoid making conflicts like that. Any ideas would be appreciated. Thanks!
  14. And that's why I hate coding anything. :wallbash: So finicky. I do wish there was a more comprehensive reference guide, as even the official site is pretty lacking. Thanks a bunch though!
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