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SkylerModder

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Everything posted by SkylerModder

  1. I just want to take this opportunity to remind everyone that I do exist and can be sent messages either on Nexus or on Discord to ask me about these sorts of things directly. I did indeed opt to remove all of my mods from Nexus, and instead they are now hosted on my personal Discord. So if you are looking for Unleveled Items, you can find links to it there.
  2. Aye, that'll probably be the main way to find where we've all gone. Until Dark decides to silence authors there too, anyways.
  3. In response to post #60914602. #60914912 is also a reply to the same post. Well, either I have alzheimer's or this section was added since the last time I read the TOS: because I don't remember that being there at all. ¯\_(:/)_/¯ 2 things: 1) That the initiative needs "supporting" at all is confusing to me, as I was under the impression that Nexus already gets (very) ample funds from all the advertisements and so on it pulls in as it is. 2) In a general sense, I suppose the confusion largely stems from that the Author Donate link is right up top of the website, but that the TOS prevents a mod author having their own link at the top of their mod description. Just seems a bit conflicting, I guess. Maybe I'm wrong. idk. Like I said, I'm confused. ¯\_(:/)_/¯ edit: Apparently unicode characters can't be in a post, because reasons. >:|
  4. Ok, I am immediately confused by this. The TOS places relatively strict limitations on how/where a mod author can put their own personal patreon links in a mod description/etc, but somehow THIS is ok? Someone (Dark) want to please help me make some sense of this? Because this feels very strongly of "Do as we say, not as we do"...
  5. Yes, I'm still active.
  6. Well, I think if I can't find any better ideas I may just have the perk go back to its default until a better thought comes along. The more I think about it the stagger immunity is just entirely too strong and completely removes an element of danger/difficulty from spellcasting, and after looking into it I can't actually reduce it to a 50% chance correctly due to the wonky way that the game handles passive effects with random chances. I suppose my thought now hovers more in the territory of either having the default 50% boost to alteration spell duration, or extending it to a 100% boost to alteration spell duration (though I'm not sure why, since the mastery perks already provide a cumulative 100% boost themselves), or perhaps even changing that to a 50% boost (or less, like 20-25%) to all spell durations (though I'm still looking into what potential ramifications that could have in terms of potentially breaking other spells that are not normally able to/meant to have their durations increased).
  7. I recently returned to working on my Skyrim mods after a 3+ year hiatus, and as a result have resumed work on a large unreleased mod that I was developing back then. The mod itself is aimed at bugfixing the entire magic system in Skyrim and then improving some of the perks and so on. In the process of developing it I opted to change the Stability perk in the Alteration skill tree since its default effect (50% duration boost for alteration spells) had become redundant as the mastery perks in that tree were modified to also confer a 20% boost each to alteration spell durations, for a cumulative 100% boost; having a perk that throws another 50% onto that is a bit lackluster to me. So, instead, I opted to change the effect of that perk to make it so that when you are casting a spell you can't be interrupted/staggered, something that still contextually fits in with the original perk name "Stability". However, looking back at this change again years later I'm starting to wonder if perhaps that's an effect that is either out of place or overpowered or something along those lines. At the time being I cannot make up my mind on the matter, so I figured I'd look for some input from others. What do you think? Is the effect fine as it is? Should it be lowered, such as to a 50% chance (instead of a 100% chance)? Should it be removed? Should it be reverted to the default? Etc. Let me know what you think; I'd appreciate it.
  8. orly. Is it weaker than mine, I wonder? When I play Dark Souls 1 for the multiplayer it's at a resolution of 384x216. Did you try setting the resolution down low like that on yours or no? :laugh:
  9. Perhaps I'm an odd duck in this situation, but I plan to at least try to switch over to the new Skyrim and then subsequently attempt to reduce its graphical requirements as low as possible to see if it runs on this fossil of a laptop. The Skyrim I have now already has difficulty running on my folding potato, but...why not try anyways? Sheogorath would approve, no doubt. :laugh:
  10. There's nothing even remotely sad about it. If someone wants to spend their New Years out having fun at some party or another, that's fine. If someone wants to spend their New Years having fun online, that's also fine. What's important is that the person is doing what they'd rather be doing with their time, instead of getting pressured into being somewhere they don't want to be doing something they don't want to do with people they don't even like just because of some mistaken preconceived notions about it being 'normal' or some other nonsense. I'm here, on New Years, and happy about it. Deal with it. :cool:
  11. I can only assume this is happening in the chat right now: http://cdn1-www.craveonline.com/assets/uploads/2011/01/file_130400_2_highlander04.jpg
  12. What I wonder is, with there being only 2 people in chat, which one will be the one to leave first? There can only be one! :armscrossed:
  13. I'm trying to determine if there's a way in the CK to apply spell effects to a player while a particular item is in that player's inventory but not equipped. As in, when you pick up the object it applies an effect, and when you drop it again or it otherwise gets removed, the effect is removed. Ideally, I'd like to find a way to do this without scripting, if possible, for the sake of compatibility. I mainly need to figure this out so that I can trigger an effect for items that can't be equipped, such as a book. E.g., if you had that book in your inventory then an effect could be applied until you drop it again or it gets removed from your inventory.
  14. I'm going to assume by your half-garbled and inaccurate responses that you don't actually know any specifics about how the sneak system works. I sincerely appreciate your attempts to try and help me, but I'm hoping instead to hear from people who actually know the answers to my questions.
  15. In the course of working on a mod that includes changes to Nocturnal's Blessing, I've come across an utter lack of explanation regarding how exactly the various entry points and values into Skyrim's sneak system actually work. The problem is thus: By default, Nocturnal's Blessing works by adding 10 points directly to the Sneak skill. However, the blessing description describes the effect as "You are 10% harder to detect." This is where the confusion begins. Does this message then imply that every point of the Sneak skill equates to a 1% increase in detection difficulty; meaning at rank 100 you're "100% harder to detect"? I can't seem to find any hard data or answers anywhere on the web regarding this point. What then makes things even harder to understand, is that the item enchantments to modify sneaking do so not through the Sneak skill but through modifying the value "SneakMod". What in the world does that value do? I can't find any answers on that either. I'm inclined to suspect that it works as a multiplier to the Sneak skill, causing the 'effective' sneak skill value to increase by % value? As in, if you wear a piece of equipment with the description "Sneaking is 40% better." would that then mean that your sneak skill is multiplied by 1.4? E.g., if your sneak skill was 100, that enchantment would make your effective sneak skill value actually 140? Adding even more confusion still is the effect used by sneak potions called "SneakPowerMod". I don't even have the slightest clue as to how that would affect the system. Then there's also the matter of the various sneaking perks, such as Stealth in the sneak tree and the vampire's stealth perk, which all make modifications through the "Modify Detection Sneak Skill" entry point that I can only assume means it makes a hidden addition to the effective sneak skill value - mostly because when I get these perks added to a character, the values obtained through the console via "player.getav" for "sneak", "sneakmod", and "sneakpowermod" all remain unchanged by the perks. Is there anyone out there that can shed some light on these issues, please? :confused:
  16. In response to post #7527227. #7527820 is also a reply to the same post. It would also be better if the button were RED and not orange.
  17. It looks like the problem with the donate button being missing from some mod pages has been fixed. Huzzah! :)
  18. In response to post #7523826. No, I've seen the new donate button on some mod pages. But I don't see it on any of my pages, and I had the option set up and working properly before the site update. =_=
  19. In response to post #7523022. #7523279, #7523770 are all replies on the same post. @Loshirai14: I'm not a fool; I know how to clear the cached data in chrome. I've done all that already, and tried viewing my pages in 4 different browsers. The donate button is missing from all of them.
  20. In response to post #7523022. Neither of those things is fixing the Donate button being missing from my pages. I really wish the Nexus mods would tell me what's going on with that... =_=
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