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DMan1629

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Everything posted by DMan1629

  1. Do NOT download Skyrim Special Edition!!!! It is a completely different game (so to speak)! Much less mods, much more usage of your computer's resources. You can reach the same things in Oldrim with a few mods that do a much better job at it. USLEP & Skyrim HD - 2K Textures make Oldrim almost the same as SSE - even better! Please do yourself a favor a DON'T download SSE!!!
  2. For mods in general - I'd say anything that was last updated after 2014 is ok. Some mods are still being updated like USLEP. Mostly it's what you prefer, but usually the bigger mods - the ones with more endorsements - are most of the time better. Now for another topic: Both SkyRe and Perkus Maximus are viable - but go for Ordinator. SkyRe and Perkus Maximus ain't got s#*! on Ordinator! Ordinator is superior to them when talking about the perk tree overhaul. SkyRe also changes other stuff, but no mod overhauls the perk tree as well as Ordinator! I played with all three of them, and I have to say this: I wish I found out about Ordinator sooner! For me, Ordinator stands at the top of the mod list - along with SkyUI & USLEP! I can't see myself playing Skyrim without it anymore. So welcome back, and have fun! Most importantly - just find the mods that make you happy and make your Skyrim experience better and more enjoyable.
  3. Let's make this as short and sweet as possible: I'm making a mod. I want special enchantments for the mod. I added all the ideas I had. So now it's your time to shine!!! I want to hear ideas for new enchantments! The enchantments you always wanted to see but didn't know if they are possible! Anything goes! I want to hear every wacky idea you have!!! :hurr: If your idea is new, interesting, lore-friendly and not something already implemented - I'm adding it!!! :yes: So it's time! Ready... Set... SHOOT!!! :dance: --------------------------------------------------------------------------------------------------------------------- Current list: 1) Deflect Arrows - Philogosten 2) Permanent Dremora (item bound) - Philogosten
  4. I'm not as veteran as other players in Skyrim, nor have I tried SSE, and I'm pretty new to the Elder Scrolls universe (Skyrim is the first one I tried :laugh:). But I can say just from reviewing what SSE offers compared to Oldrim, and I think the Skyrim Legendary Edition is far superior to SSE. Again, this is my own opinion, but it is also the opinion of a lot of other people I talked to - most of whom have played much more than me. Maybe it's a preference, maybe it's the nostalgic feeling, but not only. If you review SLE's mods just on The Nexus you'll see the sheer amount of mods that exist for it compared to SSE. Maybe you'd think is not a factor, but the fact is that it's actually the exact opposite - the is one of the biggest key factors to the difference. What I mean is this: you can download a few mods to make SLE like SSE, but those few mods will do a much better job at it than the special edition (which is quite funny...) The fact that you can turn Oldrim to SSE and have more than 5 times as many mods to it to choose from makes all the difference. Also making mods for Oldrim is a lot easier so if you ever want to make your own twist to it, you'll do it with no sweat - unlike SSE which lacks a lot of important mods/utilities like SkyUI and SKSE. If I had to choose, I'd stick to Oldrim no matter what. The decision is also easier because changing to SSE will require downloading SSE, searching the equivalent mods to it (which most of the times they don't even exist...) and ending up with a game that my computer might not be able to run... To sum it up - I choose the old arrow for this knee. Hope I helped!
  5. I hope I'm speaking for most of the modders and Skyrim players when I say this - it sure as hell applies to me: USLEP is one of the best mods ever created!!! USLEP (Unofficial Skyrim Legendary Edition Patch) fixes a LOT of problems in Skyrim - problems you sometimes won't even notice. It fixes meshes, bugs, scripts, quest, items, and whatnot! If you read the changelog of the mod you will understand how many problems it fixes. So the (my) answer is: Do it! Download it! Right now! This mod will enhance your overall experience of Skyrim (yes - it does...), and it will change your game - to the better! So yes - download it right this instant!!! P.S: a lot of mods require USLEP as a must, so that's another plus. P.S.S: also download SkyUI and SKSE!
  6. I actually have a problem with this... I made a similar mod (about a spell) and the variable "bIsRead" is tricky, here's why (this might not be true for this code!!!): Whenever the script stops running, the value of "bIsRead" is lost because it's a local variable. I have tried doing this as an ActiveMagicEffect though, so it might be different for ObjectReference. My suggestion is you implement this script but add a notification to pop up right below the line YourGlobalName.SetValue(YourValue) After that, try to open and close the book multiple times (with different intervals) and see if the notification pops up only on the first try. If not - you'll need another global variable instead. Just wanted to make a small point just in case :D
  7. So it's done! Before the link, here's an explanation: I included the full Nightingale set without enchantments. You can make them at any forge after level 40 - they cost: 1 Leather, 2 Leather Strips, 1 Void Salts (each). I kept the original tempering recipe (even though I'm changing them in my mod :D ) They are free of enchantments, enchantable but you can't sell them - enchanted or not. IMPORTANT! Make sure this mod is loaded after any other mod that includes the Nightingale set!!! I would just recommend to leave it at the bottom of your load order because I included another copy of the fixed gloves from USLEP. The mod makes no alterations to the original Nightingale set - except for the gloves' appearance which will also be the one from USLEP because of the extra copy. Nightingale Clean Set Enjoy!!!
  8. Before I begin, just an FYI: you could just search The Nexus under "Creatures" category - you'll get a huge amount of result. But because we both know I'm such a nice guy :D, here's a list: Skyrim Immersive Creatures SkyTEST - Realistic Animals and Predators One With Nature - Dynamic Animals and Creatures Real Wildlife Beasts of Tamriel Prides of Skyrim True Wolves of Skyrim There are so many more mods about wildlife - vanilla and new, so just go to The Nexus and explore it yourself. Your post actually made want to download some as well, so thanks! Hope I was helpful mate, enjoy!
  9. I'm working on a mod that also fixes the Nightingale set along with others. Just so you know, it also effects it's enchantments so... P.S: If you want a mod just for the gloves - let me know. It's rather quick.
  10. If it's increased unarmed damage you are lpoking for, I suggest you take a look at the enchantment of "Gloves of the Pugilist".After that it's just adding a perk with that kind of effect to your animal follower with the right strength and conditions. Good luck! ÃÂ Thanks, but I had already found how to increase unarmed damage.ÃÂ What I'm looking for is to increase unarmed "weapon" speed, assuming that animal attacks are considered unarmed.ÃÂ And I can't for the life of me find out how to do this.ÃÂ Really would like to be able to change unarmed speed, even just in the CK if necessary. ÃÂ ÃÂ No need to take it so far... CK is just for emergencies only... Here you go: Set weapon speed script function It gives you the option to change the weapon's speed, but it requires scripting and the use of SKSE. As far as I know - that's the one way to change the speed of a general weapon. ÃÂ Here's another suggestion though: add a custom weapon (unarmed one) to your follower and then you'll be able to set it's base speed yourself. WARNING!ÃÂ I haven't made any mods including animals and I'm just an amateurÃÂ when it comes to modding, so I'm not sure this is even possible! If it is though, it will solve some of your problems rather quickly. ÃÂ Yeah, I've considered doing this, but I thought I should exhaust all options for increasing unarmed weapon speed before trying to add a custom weapon to a wolf, bear, sabre cat, etc.ÃÂ I've successfully modified weapon speeds in another mod I'm working on so I know how to do it, but unfortunately it doesn't apply to unarmed attacks.ÃÂ It'd be interesting to find out if animals can use weapons in the first place.ÃÂ Anyone know?ÃÂ That would potentially solve the issue, although I'd have to also find a way to make such weapons non-unequippable.ÃÂ ÃÂ As I said I have no idea about animal weapons, but about you can check unequipable items in USLEP - there's quite a few, it's just adding one simple line that says you can't equip them.That's as far as I can go, my jurisdiction ends here... Good luck mate!
  11. If it's increased unarmed damage you are lpoking for, I suggest you take a look at the enchantment of "Gloves of the Pugilist". After that it's just adding a perk with that kind of effect to your animal follower with the right strength and conditions. Good luck! Thanks, but I had already found how to increase unarmed damage. What I'm looking for is to increase unarmed "weapon" speed, assuming that animal attacks are considered unarmed. And I can't for the life of me find out how to do this. Really would like to be able to change unarmed speed, even just in the CK if necessary. No need to take it so far... CK is just for emergencies only... Here you go: Set weapon speed script function It gives you the option to change the weapon's speed, but it requires scripting and the use of SKSE. As far as I know - that's the one way to change the speed of a general weapon. Here's another suggestion though: add a custom weapon (unarmed one) to your follower and then you'll be able to set it's base speed yourself. WARNING! I haven't made any mods including animals and I'm just an amateur when it comes to modding, so I'm not sure this is even possible! If it is though, it will solve some of your problems rather quickly.
  12. If it's increased unarmed damage you are lpoking for, I suggest you take a look at the enchantment of "Gloves of the Pugilist". After that it's just adding a perk with that kind of effect to your animal follower with the right strength and conditions. Good luck!
  13. Fine, fine, I guess it's too much to ask... So instead here's an easier one: How do I check if the player has just activated something? An arcane enchanter to be more specific (not just)
  14. So I'm back with another question, but this one's a doozy: I found out that the Skyrim saves alot of info on the save files (.ESS), one of which is something I couldn't find through scripting, and it is located in the "Changes Form" table. I know that Skyrim Save Editor can access that info and edit it, so I want to know how to access that table through scripting - just get that table. Anyone knows how that is possible? It's the last piece I need!
  15. I don't know the source of this or the truth in it, could be something someone told me, something I wrote down, can't remember. It does seem to go along the notes on the wiki though, that GetActorValuePercentage doesn't actually match the percent displayed by the UI as one would expect. It's working out fine for me! This is what I do to get the max HP (Target is whoever you want, can be the player - change it however you want): Float totalHP = IntIt(1.0 * (Target.GetActorValue("Health") / Target.GetActorValuePercentage("Health")))Where "IntIt" is just a function that I wrote that imitates Math.Int() (which for some reason doesn't work when compiling in Papyrus...): Float Function IntIt(Float number) return -Math.Ceiling(-number - 0.5) EndFunction Thanks for the discussion, really helped me figure these stuff out! :thumbsup: Edit: IntIt wasn't working for 0.5, fixed!
  16. The math you did is correct and everything - I used the same math in another script and worked out great. One problem though: It only modifies the value on the effect's start - i.e if you gain a level and increases that attribute, this perk won't affect that change. I already did this script before you posted it (sorry, forgot to mention that :sweat: ) and worked around that by doing that buff element in an OnUpdate event and registering for a single update every 0.1. I was hoping for a non-scripting solution, but we don't always get what we want ha?... Thanks though!
  17. Hey everyone, another quicky: How do I multiply an attribute value by a set amount? Let's say I want to increase total Magicka (not just base - including enchantments and whatever) by 30%, how do I do it? The magic effect to modify Actor Value increase it by a set sum only (as far as I know). I thought about entry point, but none of the options there allow to modify actor values... Any ideas? :D P.S: I thought about scripting the effect, but I want to leave that as a last resort cuz it'll require event handling which I really don't want to get into...
  18. I actually saw this, but it's not very useful... it only shows if you know a specific enchantment... You can try FrankFamily's suggestion(or also an array), and call the formlist on that function. As it returns a bool, you can just count how many times it returned true. There is no easy way to get what you want, you're gonna need to jump through hoops unfortunately. I thought about making a global variable that I just increase it by 1 whenever an item is disenchanted - but it causes some issues (in my mod, not in running). I just want to know how to access the list/array/whatever that the game itself saves for the enchantments. Is it possible or is it a lost cause and I should start thinking about other options?
  19. I actually saw this, but it's not very useful... it only shows if you know a specific enchantment... Thanks! This gave me an idea: register for the "Skill Increase" from the story manager or use the "OnStoryIncreaseSkill" event - whenever an item is enchanted, the enchanting skill is increased so I'll just have to check that (I know that skill increasing from books will also do this, but that doesn't matter for what I need it for). What I really want to know is how to check the number of known enchantments - I don't even need to know what they are. Is there a variable or list that holds the known enchantments in the save files or is it something that just can't be checked?
  20. Yo! Quick 2 questions: 1) How do I check if the player just enchanted something? (finished enchanting and got the item) 2) How do I check how many enchantments the player knows? - The ones that show up in the arcane enchanter (just how many, no need to know which ones) Thanks!
  21. Thanks! That helped a lot! Just one more thing: I'm not familiar with the formula for calculating a weapons' damage, so what will be the result if I apply a multiplier of 1.5 from each? Which one will result in a bigger increase?
  22. Can anyone explain to me please: What is the difference between "Calculate Weapon Damage" and "Mod Attack Damage" in Perk Entry Point if there is any? If it's easier to answer then: Which one should I use if I'm trying to fortify weapons' damage - if a sword has 112 damage after tempering, which one will make it 168 after I use "Multiply Value: 1.5"?
  23. I actually had a similar problem a while back whilst trying to edit some vanilla helmets. Before you continue I just want to make sure you understand I'm not a pro modder - I'm actually quite new, so don't take what I'm saying as God-given, just trying to offer some advice. The best solution I found to the problem was Blender (you can try 3dsMax, but a lot of computers are having problems with it lately cuz of some Windows updates that mess it up). If you use Blender, make sure you install all the assets and add-ons properly. I was forced to use Blender 2.49 instead of the new one, but you can try using the newer 2.7(+). The best-detailed tutorial I found was this one (broken into 6 parts): Part 1 Part 2 Part 3 Part 4 Part 5 Part 6 It's well detailed so I hope I helped even a bit... Good luck m8!
  24. Hi all! I have a question about conditions: Is there a way to check in a condition whether or not the currently used magic effect is an enchantment? I already did the condition "EPMagic_SpellHasKeyword: MagicShout==0" so it checks that it's not a shout. But I wasn't able to find a keyword for spell or enchantment (damage enchantment in particular if it's easier, but not a single type of elemental damage). I also tried the condition "EPMagic_SpellHasSkill: Enchanting==1", but it doesn't seem to work because the enchantment school is Destruction... So is there a way to check if the magic effect being used is an enchantment? Not necessarily with "EPMagic_SpellHasKeyword" or "EPMagic_SpellHasSkill", any other condition will do just fine. Thanks in advance!
  25. Hi all! I have a question about conditions: Is there a way to check in a condition whether or not the currently used magic effect is an enchantment? I already did the condition "EPMagic_SpellHasKeyword: MagicShout==0" so it checks that it's not a shout. But I wasn't able to find a keyword for spell or enchantment (damage enchantment in particular - not a single type of elemental damage). Is there a way to check it? Not necessarily with "EPMagic_SpellHasKeyword", any other condition will do just fine. Thanks in advance!
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