Jump to content

Deleted3645212User

Account closed
  • Posts

    13
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

  1. Hey people! Just wanted to ask if the vanilla Skyrim(2011) water lines are supposed to look so messed up as they look in my game. Here's an imgur pic. https://imgur.com/a/4PMCpZu This can't be normal, right?
  2. Thanks for the detailed answer Dubious but i think my problem comes during the last frames of the recoil animation and the starting frames of the idle animation. As i said above, if i start clicking the mouse rapidly(without giving a chance for the idle hand animation to start), the weapon shoots at its normal rate of fire without miss-clicks.
  3. Hi everyone. I found a problem that exists in both fallout new Vegas and fallout 3 and i think is related to animations. I'll try to explain as best as possible but my English are terrible so please bear with me. :laugh: The problem is that every time i fire any weapon, or even when i use unarmed/melee, there is a chance that the weapon won't fire or the melee hit animation won't start. Like there is some kind of dead zone when clicking near the end of the animated weapon recoil effect. Example 1- I click the mouse to fire with a pistol. 2- The weapon fires normally and the recoil animation starts. 3- If i click again near the end of the weapon recoil animation the gun won't shoot at all. 4- If i click rapidly the weapon shoots normally using its rate of fire speed. As i said, the same happens with unarmed and melee just the same. I click the mouse to throw a punch, the animation plays normally but if i click again while the punching animation playing its last frames(hit ends and hand goes into normal idle position) the click won't register at all. The problem exists in all of my computers(Laptop windows 7, Desktop windows 10) even with unmodded setup. :mellow: Using a keyboard key to fire instead of using the mouse won't solve the problem.
  4. Hey everyone. I was just wondering if its possible to do the above by tinkering with the creation kit. The idea is to slightly nerf power attacks based on your total stamina. Full damage at 100% stamina -15%damage at 70% stamina -25%damage at 50% stamina -30%damage at 35% stamina
  5. Ah, i see now. If i do exactly what you told me in your last post, then the game will stop spawning these enchanted items but i will still be able to make them myself in the arcane enchanter. What i want to do is to remove the ability from the player to enchant his boots and his necklace with the fortify one/two handed enchantments in the exact same way the game won't allow you to put fortify health to your helmet. Even if you want to do it, there is no such option in the arcane enchanter window and so you can't make a helmet with a fortify health effect. Doable or hard coded as well? :mellow: Edit: Nah, don't bother twistedfatal, deep down i know that the whole damage balancing is probably a lost cause so i guess i'm dropping it. There is no easy way to change some of the most troublesome variables responsible for skyrocketing the players melee damage so i guess i'll have to accept it and move on. A damage cap of 150 max would be ideal but AFAIK there is not such thing for weapons. Self nerfing for the rest of my life it is then. :pinch:
  6. Ok nice! Tons of useful information in just one post. Give me a couple of hours to go back to my home pc and i'll be back to report my success or failure.
  7. I'm not willing to tinker with hard-coded stuff either so don't worry about it. I guess i should have expected that because no smithing overhaul and re-balance mods out there had touched that part of smithing/crafting mechanism. Anyway, such is life. Second question incoming. :laugh: Is there a way to remove some enchantments for certain equipment slots, like to remove 'fortify one handed/two handed' from necklaces and boots and make it gauntlets and rings only?
  8. I have no problem choosing the longest and safest route instead of deleting everything, but may i ask why i would still be able to temper to such high quality as flawless? :sweat: Is there any way to untie the quality improvement from the smithing skill level and make it work only if you have the necessary perk first? Like this for example https://i.imgur.com/2JRQurk.jpg Even if you have 100 smithing, you won't be able to improve, say, a steel sword past fine quality. Then by spending a perk to steel smithing you'll be able to temper it further but only as high as superior quality.
  9. Not exactly what i want to do and i fear that the values i want to change are hard-coded and i won't be able to do anything about it. :sad: As i said in my opening post, i want to modify directly the skill requirement for each quality tier and not the perks. https://i.imgur.com/2JRQurk.jpg Something like this right here.
  10. Ι don't know how though. :tongue: Yes please! I have both the creation kit and Tes5edit.
  11. Hey everyone. :smile: Is there a way to change the smithing skill requirements before you are able to upgrade your equipment to a higher quality level? Like, as it is now in vanilla, if you want to upgrade a steel mace to superior quality you either want 31 smithing skill without the perk, or 22 with the steel smithing perk. Basically what i'm trying to do is to make impossible for the player to temper a weapon beyond superior quality, and to do that i want to change the number for the rest of the quality tiers(Exquisite, Flawless, Epic, etc) to something unreachable so no matter what, the player would only be able to temper his equipment only to superior quality. Thanks a lot, any help would be really appreciated! :laugh:
×
×
  • Create New...