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MisterMaximvs

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  1. Lol. I don't care about my mods, bro. It's why I gave full permission to anyone to take it and use them in their mods if they want. They're just changed values here and there, nothing impressive. Yes, those sexy mods got ridiculously high endorsements. Not exactly what I was talking about in my thread, but I do see what you mean. I'm just trying to suggest a little less modder bromance like subjectivity and a little more objectivity and criticism when endorsing someone's mod, so a mod's quantity of endorsement can reflect the quality of the mod.
  2. Of course, these are all beautiful and politically correct answers ( with a few snide remarks heh ). But consider this : What if everyone endorses every mod they download? Every mods would have the same rating. Every mod having the same rating defeats the purpose of the endorsement system. What if you go shopping for apples, and you see 15 different type of apples, and they're all rated 10 on 10? Ok, not the best allusion. Let me try again. What if you go shop for computer parts, and all parts from all companies are rated 10 on 10 by all computer reviews? How will you determine which part is better than the other? I'm not saying we should tell certain modders that their mods sucks. I'm just saying that we can say "well, it's kind of an easy and quick mod you did there. Must've took you 20 minutes." That's all.
  3. Endorsement is the way so that great mods can shine through hundreds of smaller mods. If not thousands? Fallout 4 is already getting mods in the thousands, and they are mostly single retextures, character appearances for new games, single sound effect replacers, etc. Please do not endorse these mods, we want them at the bottom of the list.
  4. Doesn't work. I added the jar file as executable, then I use it from mod organiser. It gets to 100 % really quickly, then tells me java.lang.NullPointerException Now it tells me to uncheck plugins until I find the faulty one, but I've unchecked all but the most basic and it still does that error.
  5. Hello. I'm a newb at modding, and I need help. I want those 3 mods in my new game. Perkus Maximus says that it is compatible with Skyrim Redone as long as the main and combat file from the Skyrim Redone are not installed. Then slap a Tropical Skyrim on top. Now, I'm confused because both Skyrim Redone and Perkus Maximus got patches, and I do not know if I am supposed to run both patches, or just the Perkus Maximus one. And also Im confused load order wise. Here are the mods I'm trying to put in, I will categorize them for simplicity. Big Patches : Unofficial texture patch Unofficial legendary edition patch Small patches : Weapons and armors remade Clothing and clutter fixes Complete crafting and overhaul remade Community uncapper Necessities : SkyUI SKSE Creatures : Blaze of Eventide ( just 1 flaming mount) Convenient horses Immersive creatures Deadly dragons Prides of skyrim Items: Immersive weapons Immersive armors Cloaks of skyrim 1 and 2 Improved artifacts Interesting mods: Civil war overhaul Animation mods: Various animation mods Graphic mods: BIJIN wives, NPC's and followers, AppachiiSkyHair Music and sound effects : Music mod Various sound effect mods New zones: Summersetisle and 2 others Tropical mods: Tropical skyrim All little patches related to tropical skyrim A few night sky mods to override the tropical ones In which order do they go? And when do I apply those Reproccer and / or PCaPP patches? And are there any mods here incompatible? I was thinking of Big patches first. Then the necessities ( SkyUI + SKSE ) Then mods that seems independent to me ( All music, sound effects, hair, npc looks, animation mods, Civil war overhaul. ) The prerequisite mod for SkyRedone ( community uncapper ) Then all the SkyRedone mods that are compatible here. Then all item mods ( immersive weapons, armors, cloaks, artifacts ) Then all creature mods ( immersive creatures, deadly dragons, prides of skyrim and both horse mods ) Then all 3 small patches ( clutter fixes, weaopn n armor remade, smithing overhaul ) Then Perkus Maximus and it's related stuff Then Tropical Skyrim, followed by all of it's little patches Then a star sky patch on top of it Then run the Perkus Maximus patch. Would that work? And where do I fit the 3 new zones in? I need help!
  6. It's because of the weapon speed. For example, let's say a one hander has a speed of 1 and damage of 10 A two hander has a speed of 0.6 and a damage of 16 Now, when you sharpen a weapon, you always give it a flat increase in damage, let's say +40 damage Now, you have a sword with 50 damage and a swing speed of 1, and a warhammer with 56 damage and a swing speed of 0.6. You see, in skyrim, with the smithing perk high enough, your one handed weapon becomes more dps than your two handed weapon about midway through the game. I was wondering if anyone fixed that, by adding a modifier to the sharpen bonus based on the speed of the weapon that is sharpened.
  7. *bump* Is there a mod that addresses those 3 bugs ? : - enhancing a weapon gives the same damage bonus to any weapon, rather than a bonus depending on the speed of the weapon - crafting weapons up the roof using the enchanting, alchemy and smithing shenaningans - ability to use any stamina related skill with only 1 stamina
  8. Hello. I'm thinking of trying out Skyrim cuz I haven't played it in years. The thing is, most mods are completely unbalanced and makes everybody overpowered. My question is, is there a mod that balances the two handed weapons crafting and such so that two handed weapons remain stronger than 1 handed weapons even late during the game? I remember that every smith upgrade would grant the same bonus damage, so the 1 hander became stronger at some point because of it
  9. No food or armor swap during combat ; No legendary drops from creatures, and only armor from ghouls ; No XP from crafting or disarming traps ; Limits to drug stacking ( like +25% damage from psycho + 25% damage from psychojet should only give +25% damage ); A perk requirement to install a weapon or armor mod, not just to create one; No items ever respawn during the game, only monsters; No ballistic weave on hats or glasses; Remove the fusion cores from the random loot table entirely; An increase in the craft weapon armor and science lvl requirement; Remove shitty endurance perks and replace them with poison and explosive resistance; Less luck increase during vats but % to crit outside of vats ( like 1 % per point of luck ) Plasma thrower should be a big gun type; A higher chance for syringer darts to work; A major decrease in selling items ( like 20 % of what it is currently ) The removal of all random legendary weapons, so only armors drop; A reduction in purified water from the craftable water sources;
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