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lumpin123

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Posts posted by lumpin123

  1. Hi there, long time away from SKyrim and need a little help :confused:

     

     

    how do I modify vanilla skills on creation kit ?? I cant find anyware ( even google )

     

    according to the wiki "For each skill level, weapon damage increases by 0.5%" ( one handed skill ) I want change the bonus gained at each skill level

     

     

    thanx

  2.  

    Update: I had to remove Skyrim Unleveled in favor of MorrowLoot Unlimited. One of the issue I had with Skyrim Unleveled is that it created an over kill of bosses in a simple dungeon - Bleak Falls Barrow. While I understand the concept of having a challenge, I find that "Adding" isn't as good as "Modifying. Bleak Falls was designed to develop the character you want to play. It cannot be done in the mod version as it puts two powerful Draugr Death Lords after an Ellipsis. Defeating them with the Ellipsis is easy, but you still have to get past the Dragur Scourge once you get past the Ellipsis. What makes this even tougher is that my follower is inept - does absolutely nothing to help as the damage output is linked to my character ( a default setting in Skyrim).

    If there are unleveled NPC's, my follower should be unleveled as well.

    Combat Mods: I tried Vigor. It is somewhat irritating with MorrowLoot Unlimited and Skyrim Unleveled. It was not playable with the added combat matrixes that MLU and SU add to the mix. I've also tried WildCat which is less intrusive and possibly more believable - with only MLU enabled. It wasn't playable then either - could be a load order issue.

    I've removed Wildcat and added Combat Evolved. While I like the damage output, the realistic injury system, and the deleveled NPC's were a bit much to handle. I'm still debating using an injury system. So far WildCat does have a few more benefits than Vigor, but Vigor is injury only, making some of the NPC adjustments. Combat Evolved with Vigor might prove to be just enough of a combat realism system that is playable.

    Alchemy: The Alchemy mod was just disappointing. Instead of "fixing" the issue, it made it worse by making a minor healing potion not even worth carrying. I understand the concept behind the mod, but when a mod alters the game where the use of a potion to save health is useless, then the mod doesn't deserved to be installed.

    Frostfall is another disappointing mod. I roll up to Bleak Falls Barrow only to find NPC's walking around in the bitter cold that I'm suffering against. Until modders learn that what we suffer as players should also be the same for NPC's, mod's like this are just a curiosity. Why should a player be penalized to suffer when I have to fend off the weather.

    SSE Texture Pack is fine without SMIM - I'll default to the community about this I removed SMIM and the world looks just fine.

    Gifts of Akatosh - I've included this mod to balance out the lack of weapons early in the game. I don't know if I will use them, but having them in the game is very useful if I want to progress past the toughness of a combat mod.

    What does the community think I should run? Are you still able to play archetypes - builds - and if you are, what type of paradigm shifting do I need to do now?

    Also Vigor or Wildcat? Which one do you use and why?

    I like Skyrim Unleveled over the injury mods - I find the injury mods irritating at times. Having an unleveled Skyrim seems to be a better experience through level 1.

    Strat

     

     

    go back to normal skyrim, most great mods use skse ( slytweak - weapons damaga ui - skyui - 3rd person camera - racemenu - etc ) , for graphics stuff purity is cool , true storms its no-scripts mod, you have lot of wepons mods, then its up to you

     

    I have wildcat with special options off

  3. "Spell's level type"

    I understand that's not the easiest way to word this, hence why I can't find where to look it up.

     

    But how do I alter the level type of a spell.

    For example, I have made multiple conjuration spells involving spriggans.

    Conjure Spriggan

    Conjure Spriggan Matron

    Conjure Burnt Spriggan

    Conjure Spriggan Earth Mother

     

    The most basic of these is Conjure Spriggan which is meant to be an Apprentice level conjuration spell, but when I look in my spell menu in game, it is listed in the wrong skill level type, i.e. Novice.

     

    So how do I alter this level typing? I can't seem to find where to do that.

     

    Thanks.

     

    This is what you mean ?? http://imgur.com/a/64Mt9

  4. So, hello everyone :smile: I am not sure if always was like this or some mod changed it, but I am having some problem with armor rating. Dont know how better explain but this is it : I have 2 same armors, 1 normal and the 2nd one improved, when both are on the inventory both have same armor rating even if normal one shows normal rating, when equiped it has same stats that improved one. It happends with all piece of armor ( helmet, chest, boots, gloves ), but when I drop the improved armor, the normal one has just normal value o_O . Any help ?

  5. -Less money from selling-

    I'd recommend having Sell Prices scale to difficulty level instead. Having it Vanilla in Expert Difficulty, 1/10th Value in Legendary, 1/5th in Master, 1.5x in Adept, 2x in Apprentice and 5x in Novice for

    starting values to work off of.

     

    -No smithing/enchanting materials at vendors-

    Absolutely Agree with this, but also buff the amount of Silver/Ebony Ore Veins Present at Mines found around Skyrim(Especially Silver), or have Silver/Ebony as Potential Chest/Boss Loot.

     

    -Lots of vendor gold-

    This could scale to difficulty level also, but should also work with the Speech Skill's Master Trader and Investor Perks, which in turn should(if possible) scale to difficulty dynamically(if possible).

     

    -Nerf blacksmithing-

    Definitely needed. Also, Hearthfire Building Materials SHOULD NOT GIVE SMITHING EXPERIENCE.

     

    -Nerf Enchanting-

    Agree with the Capping of Spell Cost and Buffing of Magicka Regen.

     

    -Created item pricing-

    Agree with this, Especially when it comes to Enchanted Items, Ebony Items, Nordic Items and Daedric Items.

     

    -Nerf NPC mages-

    I think they should be nerfed at least a little bit, to the point that a 200 HP Player at Level 50 should take no more than 120 Raw Damage(60% HP) with No Magic Resistance or Absorption at Master Difficulty).

     

    -Mob spawns-

    Agree with Mob Spawns, but they should be capped to a Maximum of 5. Getting Ganked by 5 Man Groups isn't fun, especially when you are the kind that picks off one at a time with no followers to back

    you up(because you're the lone wolf rogue/warrior kind of player).

     

    -XP leveling-

    Completely disagree with this, in fact, I recommend the opposite: preventing one from perking other skills that they have never invested any skill training into, and possibly even preventing the perking of

    Paid-Trainer-Only Levelled Skills(Skills that were trained only by Paid Skill Trainers). This would force the player to ONLY USE PERK POINTS for Skills that THEY HAVE ACTUALLY USED TO AN EXTENT.

     

    -Friendly fire-

    I recommend a Semi-Friendly Fire alternative: Disable AoE Friendly Fire, but Enable Direct Friendly Fire. This way if you hit your Follower with a Direct hit, then you are to blame, but if splash damage from

    your fireball hits, then it's not a problem.

     

    you know this is a 2011 thread, right ? and last one was on 2012

  6. Is there a easy way to make that real ? Just playing around realized that a bandit with less armor is stronger than a guy with more armor points or cap whatever, just because has armor perks, not funny since its more important a magic stuff that makes your stronger ( one hand or heavy armor perks ) that the armor itself

  7. I don't know how to make a 3d model helmet. But I know how to make real ones: https://flarcheveque.wordpress.com/gallery/

     

    I am specialized in the making of late 15th century german helmets. I installed several armours and helmets mods in my skyrim game. They are mainly items from Witcher 2 and they are pretty good! But they could be better and as a real armour smith, I would be willing to be the advisor of a modder. Especially for the german sallets, I could give pictures of every angles and explain all the importants details that make these helmets so cools.

     

    Is it something that could interest a modder? Because I don't feel I have time to learn another skill like 3D modeling...

     

    Just a tought...

     

    I know this is not helpful for you but can you share that mods ? I dont like LoL armor

  8. I think what would be really cool is if you could make the werewolf become larger in size with every perk point achieved Then make the were wold white like William in Underworld. The father werewolf of them all. In fact, instead of simply altering the werewolf strength perhaps you should attach the strangeth stats to the perk tree, so you start out weak, but then become larger and stronger with every perk point. That would be more immersive.

     

    Interesting, but for that I need to be a good modder, also need to know if thats possible , to the mod request section Robin hahahahaha

  9. You have to find the Werewolf form id, duplicate it, then adjust the stats on the duplicate, when finished, save it by a name you will remember (super wolf man) idk. There will be several other forms that reference the main werewolf form id for the perks also. There is a form for each 'idea' or asset in the game. If you find the main werewolf id form, then right click on it, there is an option to view all the other id forms attached or that depend on it. Although I can't remember which one it is. The id forms are pretty straight forward, after you make your changes, you will have to save them to a new plugin, name it what you want.

     

    Oh, I'm getting old too. You're not the only die hard gamer on here.

     

     

    Werewolf health regeneration is determined by the werewolf race. Damage is determined by a combination of the race and a special ability added to the player when they transform. Change the unarmed damage on the race if you want to change for all werewolves, npc and player, and all levels. If you want to change it only for the PC and/or by a different amount for each level, change the abilities.

     

     

    Happy new year !! lol ok, thank you for the help, I got the damage part PlayerWerewolfLvl30AndBelowAbility ( of course depending on lvl, just copy one )

    With health regen I am still fighting :)

  10. So, searching out there all werewolf mods are ....... not for me, so I got creation kit, the problems is that its a messy tool or I am old, thats why I post this. All I want is to change werewolf values, damage - health regeneration . Any help will be more than welcome and happy new year ( or so :laugh:

  11. I really hate 1st person all I see is camera shake, so I play 3rd almost all time ( for bows is better 1st ) , anyway, a big difference that I dont like is the sound, at 1st person you hear your steps while 3rd you dont . So, how can I transfer 1st person sounds to 3rd one ?

     

    thank you

  12. I need a mod that will allow me to kill someone through another means, like giving a poisoned beverage or something like that?

     

    and also, I need a mod that allows me to kill a deer or elk with 1 arrow, I find deers and elks extremely hard to kill cuz they just run away.

     

    pickpocket and put poison on his/her inventory

     

    go to creation kit and change deer hp to 1

  13. Hi guys/girls, fresh meat here. Don`t know if this the right thread to post this into but here it goes.

     

    I never realy used mods on skyrim and i played the hell out of this game since it`s release. I find that the selection of the mods here is overwhelming and don`t know where to start. My question is : can you guys give any mod recomandations in the form of a list that i can get to enhance my experience of this wonderfull game?

     

     

    Things i`m looking for:

    immersion mods

    mods that introduce new creatures and places in the skyrim world

    new quest chains/guilds

    mods that introduce new but balanced items/tweak the existing items

    mods that increase the dificulty and/or immersion capability of the game either by adding new mechanics or tweaking the stuff already in the game.

    UIs and other mods that increase the ease of use of the interface

    and some body/face models and character customisation mods that are not too heavy on my gpu ( SHITTY GPU )

     

     

    Things i`m not looking for:

    HD retextures ( mostly because of my shitty gpu )

    Overpowered weapons/armor mods that ruin the immersion.

     

    Please understand that my knoledge regarding moding is limited and tho i can figure out how to install mods using a manager, i might not be able to folow complex instalation methods

     

    Thank you in advance and sorry for any gramatical mistakes, hope you can understand what i wrote ( english is not my first language) :geek:

     

     

    I only use some few mods :

    -mcm ( needed to configure mods )

    -skyui ( same, some mods need it ) ---- skyui away ( since only skyui I like is favourite menu )

    -enhanced enememy ai reborn ( best AI and script free ) MHO

    -minimal hud ( little crossair, hp-mana-stamina bar )

    -skytweak ( configure damage, stealh, and some others )

    -weapon damage ui ( more specific damage)

     

    And thats all basic I like, then just use no damage when block since damage is high ( 2-3 strikes = death ) , no limit werewolf, some hair , true storms ( no scripts ) , then you can use weapons mod, shields, armors ( I prefer craftables so npc dont get a daedric katana or so )

     

    All mods I say you can simply manually install, just drag rar files on data folder or its really simple to intall ( thats also a reason to choose mods ) , of course you need SKSE

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