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FlameNoir

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Everything posted by FlameNoir

  1. No, I did not try that. But I did try TES5Edit, and it worked, so I bet it was the CK. And man, this stuff is complicated... lol.
  2. So, I like the Ordinator perk overhaul mod. But I've been testing some stuff, and a number of perk effects seem not to work, or at least not to work as advertised by the perk description. So I got curious, and this combined with the fact that there are some aspects of Ordinator I think should be changed led me to want to open up the mod in Creation Kit and look at its guts. I thought I understood how to load mods, but apparently I don't, and I don't really understand what I'm doing wrong, either. Whenever I try to load the .esp, which I've placed in my data folder, but every time i try to load the mod, it gets 75% complete, then tells me that it can't read some of the data (something about a string file), gives me a few popups that I barely understand, and then crashes. Since the file that it claims to not be able to read had "dragonborn" in the name, I thought for sure that loading Dragonborn.esm would fix it... but nope. Look, all I want is to understand why False Light spells are dealing 30% of the healing value instead of the 75% I was promised, and why the advertised "10% increase" from the subsequent perk actually increase damage output to 60% of the listed healing value. It doesn't make any sense and I want to look at the internals to see if I can understand what's going on.
  3. Are Reneer, PoorlyAged, and Kediwah usernames of people who know about this stuff? Also--I couldn't find any information online about "The Curious Case of 18 Persistent Instances of Jack Cabot" or "Whirligig Fail vids," though I did find the longest shot video and I'm vaguely familiar with the mass battle videos--you're referring to the ones that are like "50 aliens vs 1 Behemoth" and stuff like that, right?
  4. So, I have a number of mods I'd like to make. Unfortunately I have little mod-making/coding experience and no 3d model/texture-making experience, so most of them are completely beyond my abilities. There is one mod I think I might be able to make, but I'm not sure if the game data is intuitive the way I imagine it to be. I always thought it was weird that the Flamer weapons in Fallout are so short-ranged--in real life, Flamethrowers work by spewing ignited liquid through a pressure nozzle, and as such they can have ranges as long as a 200-300 feet. The popular conception of a short range (1-3 meter) flamethrower is largely derived from Hollywood's use of propane gas-fueled devices to portray such weapons. So I want to make a mod that adds a weapon mod for the flamer, that increases its range. I was reading the wiki, and it simply lists a flat negative value for the range-effect of the two nozzle modifications. This made me wonder: if I just gave MY mod a large POSITIVE range bonus, would it work that easily? I imagine that the game might just stretch out the flamethrower's texture, or something, but then again this seems like something a computer program would be unprepared for. I've considered the possibility that Bethesda simply had to make different animations for the two shorter-range weapon mods. So I guess I want to know if this is something I can do by simply changing a numerical value, or if I would need an animation for the long-range flamethrower? I do have other questions, by the way, and if anyone cares to answer I'll ask.
  5. As title--I would like to download a mod that makes spell absorption work the way the in-game text descriptions make it sound like. In other words, the game says "Absorb 30% of the magicka of any spell that hits you," so I would like to use a mod that makes the effect ACTUALLY work that way... thus, instead of being a 30% chance to absorb 100% of the magicka of a spell that hits me, I would instead have a 100% chance to absorb 30% of the magicka of the spell that hits me. This would be much more reliable and useful than a random coin-flip mechanic, and I would much prefer that the game work this way, but I couldn't find any mods on Nexus that did this. Does such a mod exist already? I tried keywords like "absorb" and "spell absorb" but nothing relevant came up. Thanks in advance.
  6. Yes that is the problem I was thinking of--where it would apply the mods and interfere with the operation of my other mods and/or Mod Organizer. So, once I "subscribe" and "download" the mod, I simply need to find the folder (presumably under the steam folder) where it was downloaded to, copy the mod file, paste it in the CORRECT (mod organizer) location, and then I can simply unsubscribe from the mod on Steam Workshop? The mod seems to have had no activity since 2014, so updates likely would not be a problem, but as you said, I prefer to keep my game fairly distant from Steam Workshop... Thanks for the help btw
  7. I play with a lot of mods (which I get from Nexus Mods), and to do that, I use Mod Organizer. The reason I am posting here and not on the MO forums is because I don't THINK this problem has to do with what mod platform I use. But, maybe I am wrong, and in that case I guess I'll end up asking there too. So, what's my issue? There is a mod, on the Skyrim Steam Workshop, which I would very much like to use. Basically, it adds an "elemental fury" enchantment to the game, which even affects bows. It seems very cool, and by all indications it even works. I'm not sure if posting links is allowed here, so I'll just say, the name of the mod is literally "Elemental Fury Enchantment" and it's authored by a guy named Relic. My first thought was, "Well, I guess I'll have to install it manually, by downloading the file and dropping it in the mods folder." I have never done it before, but I could probably figure it out, right? Well, there is another problem: in order to download the mod file from Steam Workshop, I have to 'subscribe' to the mod. I am concerned that if I do this, it will interfere with the normal startup of the game via Mod Organizer. Perhaps my concerns are unfounded, but in the past I have tampered with mods in a way that SEEMED like it ought to be harmless, and suffered disastrous results. So, I wanted to ask around and see if anyone can suggest how I might best do this. I am cautious partially because some of those "disastrous consequences" occurred when I was using Steam Workshop with a different game... I do NOT want any CTDs or other nonsense to come about just because I wanted a cool enchantment :[ Thanks in advance. (I may or may not post a similar topic preemptively on the MO forums as well, in case anyone sees it there.)
  8. What I mean is, I'm looking for a mod that I will use WITH USP, but that reverses their annoying ""fix"" of its effect. I am quite aware that there is already a mod on Nexus that claims to do this, however if you read the description it seems that the genius author of that mod decided that he would actually NOT restore the vanilla effect, but instead would add a "recovery" effect without providing an a version that omits it. Absolutely primo, he didn't actually restore anything. I almost want to report the mod for having misleading name. There is another mod I MAY try using that fixed the permanent debuff, but also increased the temporary debuff so as to make the shout actually useful; the megaminds behind the USP apparently failed to consider the fact that after their 'fix,' Marked for Death only applies a TEMPORARY 9% increase to damage received, which is negligible--I can do much more damage simply by using Slow Time. In any case, I'm mostly posting to ask if there is a mod somewhere that I haven't found that already does what I want. It seems like an easy fix; I have never modded Skyrim or Fallout but I have tampered with other games in the past and I think I could figure it out... hopefully. But if such a mod already exists I obviously don't want to bother making my own. I apologize if my tone is gruff--I'm more than slightly frustrated by the misleading mod name and by the number of ""fixes"" that turn the USP from a wholehearted bugfix patch into a self-righteous balancing patch that alters things that can't be unequivocally confirmed as unintentional, forcing me to waste my time searching for fixes to the things it broke.
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