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Wolven911

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  1. I tried but no luck. Is there any way to spawn them wherever I want, using console commands or something like that? How about Corvo Bianco basement. There is plenty of space there, maybe by the walls or in the big room where you fight the bruxa.
  2. Is there any way to add them to Kaer Morhen? Plenty of space there, and I'd like to display all my witcher armors at once there
  3. Hello. I share with all of you the mods I'm currently running. It's a very long list and I'd like help from experts before doing anything stupid, since my game is running absolutely well. I'd like to merge some of these mods since I understand that it makes the game less crashy and more stable. According with this post http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/?hl=%20merge I sould be able to merge, for example, all of qotsafans patches and both reproccer batches below them... Or merge both AOS patches into one, Realistic water two patches into one file, all of ERSO mighty dragons into one, all of immersive patrols into one... I'm not trying to create a single ESP with all my mods, just trying to get all the patches for the same mods into 1 file instead of two or more. And I'm not trying to get people to explain me how to merge, since the post I linked is perfectly clear. I just want a 2nd, 3rd or more opinions about which mod should I merge and which ones I should let as they are. I have a question too, If a script based mod, let's say Frostfall, is moved in the load order, could it be a cause of issues in the game, like script lag or any kind of problems? I realise all the items related to the mod change their ID, but is it possible that the scripts start acting crazy? Thanks
  4. After serveral hours trying to solve this problem, I discovered that this is caused by mods like Dragon Combat Overhaul, which edit the dragon race. If you have any kind of mod that changes dragon/undead dragon/dlc dragons races, then you will have this issue. Check in the CK if the mods you have installed change the dragon races and remove them.
  5. It was Horsemen Mounted Combat Enhancement for me. Deactivated, and now magic works. Btw, I'm having the "dragon can't attack" bug, anyone knows why this happens?
  6. Hello folks Can somebody teach me or make a mod to replace the werewolf transformation animation for, let's say, the vampire lord one? I mean, get the effect of the vampire lord blood explosion, but still become a werewolf? Or maybe how to change the effects played during the animation. I'd seen mods where the werewolf is on fire during the transformation. Or maybe add smoke, fog or something else. If you can help me, thanks.
  7. Hello again, it seems my comment got lost in the past. I post it this time because all my efforts have been in vain. I've made the mod I suggested in the previous comments. Basically with two functions: first, remove the disintegrate perk for low level shock spells like Sparks and Lightning Bolt and Lightning Cloak, and keep it for the other spells. Really simple. I'm content with those effects, but I would like you to help me remove this perk from affecting dragons, I dont really care for other "races" or kind of monsters, but I don't like dragons disintegrating. The second part was trying to add the Soul Trap FX and audio to Bound Weapons with the Soul Stealer perk. I managed to add the effect for melee weapons (sword/b axe) but it doesn't work at all for the Bound Bow, which is pretty bad since my char. is based in archery/conjuration. Also, I noticed that in vanilla game you can trap souls from lesser creatures like chickens and rabbits, but when i modify the data, the sword only captures souls for bigger creatures (fox, wolf, dog...). I need help getting the bow back to work, with the cool FX from soul trap, because I'm stuck there. Also, if you could add or teach me how to add a custom sound in case i want to replace the soul trap sound FX later, it would be great. And as conjurer, I'd like to ask for a last mod: Invoke Thrall, with Ritual Spell animation, master spell and maybe some lighting fx from the Storm Shout, a simple spell that allow the player to get his/her Dead Thrall (I dont really care about atronachs since you can summon another and its the same) and place it next to him/her. I ask this because I fint really annoying the Thrall's AI and they always get lost or stop following or do stupid things... If its too complicate, maybe a Locate Thrall spell that mark the thralls location on the map. That would be all, I'll be waiting for your response. Cheers.
  8. Hello, I've managed to modify the Soul Stealer files to add the Soul Trap effect (sound + purple lightning out of the dead body) to bound weapons. I succeded with melee weapons: sword/b-axe, but now the soul trap is gone for the bow. If somebody could look this up and try to fix or make it in a different way, that would be awesome. Also the file removes the disintegrate perk for low level shock spells (sparks, lightning bolt), and it works just fine.
  9. Hello again. I've managed to make the mod I suggested in the previous comments. Basically with two functions: first, remove the disintegrate perk for low level shock spells like Sparks and Lightning Bolt, and keep it for the other spells. Really simple. I'm content with those effects, but I would like you to help me remove this perk from affecting dragons, I dont really care for other "races" or kind of monsters, but I don't like dragons disintegrating. The second part was trying to add the Soul Trap FX and audio to Bound Weapons with the Soul Stealer perk. I managed to add the effect for melee weapons (sword/b axe) but it doesn't work at all for the Bound Bow, which is pretty bad since my char. is based in archery/conjuration. Also, I noticed that in vanilla game you can trap souls from lesser creatures like chickens and rabbits, but when i modify the data, the sword only captures souls for bigger creatures (fox, wolf, dog...). I need help getting the bow back to work, with the cool FX from soul trap, because I'm stuck there. Also, if you could add or teach me how to add a custom sound in case i want to replace the soul trap sound FX later, it would be great. That would be all, I'll be waiting for your response. Cheers.
  10. Well, Disintegrate turn corpses into ashes almost 100% (not sure if its everytime, but its very very often) when i use shock spells on weak foes, with less than 1/4 total HP, and that's one annoying part for me. If you could edit the 100% chance to a, lets say 20% so not every single weak foe disintegrate when i use shock spells, if possible :) Plus, immunity to this perk/effect for the automatons, giants, big mammoths, dragons and similar huge monsters that shouldn't turn into a little pile of ash. the immunity should make it a little more changeling for you :) I've got it. If my description was kinda complicated or hard to achieve, the easiest turn around could be to exclude novice and apprentice spells (and maybe even the adept chain lighting), from having the disintegrate perk, and have only the expert/master level spells cause this. I will give it a try for myself with the CK, but I'm sure you would do a better job if it interest you. Thanks.
  11. please clarify, you would like me to edit the spell to in effect make it weaker and thus, slightly more realistic. (and as metal dosnt turn to ash, im sure i can make them immune) Thanks, Blade. Well, Disintegrate turn corpses into ashes almost 100% (not sure if its everytime, but its very very often) when i use shock spells on weak foes, with less than 1/4 total HP, and that's one annoying part for me. If you could edit the 100% chance to a, lets say 20% so not every single weak foe disintegrate when i use shock spells, if possible :) Plus, immunity to this perk/effect for the automatons, giants, big mammoths, dragons and similar huge monsters that shouldn't turn into a little pile of ash.
  12. i can edit the spell to make the disintegrations work better but the armour in the ash, you will have to deal with Hey, thanks for the quick response. Well, the armor thing doesnt actually bother me, it was just a thought. If you could change the chances of getting the effect to a lesser value and remove/make it even rarer the for Dragons, giants, dwarven automatons (really dumb that a piece of metal turns into ashes) and any other big monster that you consider, that would be enough. Or at least, if you can't exclude these creatures or create a different chance rates, make them drop more ash piles than just 1. I'll be keeping an eye here to see your magic. Also, as a total different petition. I play with bound weapons and Soul Stealer perk, and vanilla game doesnt create the soul trap effect+sound when you Trap a Soul using them. Is it possible to add the same effect to those bound weapons?
  13. Hi. I created a mage character and got the Disintegrate perk from the destruction tree. I was really dissapointed. I tried to use the CK to edit the perk but I was like http://tinyurl.com/6sg5t4u lol. Anyway, this is my Mod suggestion. Edit the disintegrate perk so instead of always disintegrate when health is low, have like a 10-20% chance of doing so, and even less (5-10%) for bigger foes like dragons, and maybe add bigger piles of ashes. Also, making the dead disintegrated corpses drop all the armor or items they had, because is really lame to inspect a tiny pile of ashes to get some dragon bones or a complete set of armor from some bandit... Maybe, if its not so complicated, create the ashes, drop all armor/weapon items and drop some kind of satchel next to the pile of ashes with all the misc/ingredients/potions/books the NPC had on.
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