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Chickenudoom

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  1. Hello there. As a daily user, and avid Skyrim and Witcher 3 mod user/author, I have a suggestion regarding user convenience/functionality. Introduce a "Mark as outdated" feature. This feature could be used both by mod users and mod authors. For mod Authors: Marking your mod as "outdated" will immediately make the file search results for that mod precede other files which are NOT marked as outdated. For mod Users: A user can vote a file as outdated. After a certain threshold of votes, the mod will be marked as outdated. If the mod is NOT outdated, mod authors would have the option to erase all votes. This feature would be particularly useful for Skyrim mods, as there are a LOT of outdated/inferior/abandoned mods that take priority over newer, better mods.
  2. Hello there! I am the mod author of Better Combat Evolved 2.0, and I have run into a bit of a situation. There is currently a HUGE bug with my mod, that being the Potion of Clearance (respec potion) does not refund the 18 skill points required to use additional "basic" skills which I've allowed Geralt to know at level 1. My scripting knowledge is very limited, so I need some help. What I aim to accomplish is modifying the potion of clearance to refund all skills EXCEPT ranks 1 of the following: Whir, Rend, Arrow Deflection, All 10 general perks, and all 5 alternate signs. Any help and/or tips for accomplishing this would be greatly appreciated! - Chicken
  3. It works!! Thanks for the help! Original Kaer Morhen (what you start with) 30 armor Tier 1, (vanilla) 60 armor Tier 2, 88 armor (slightly less than T1 Griffin Armor) Tier 3, 122 armor (slightly less than T1 Cat Armor) Tier 4, 161 armor (Slightly less than T2 Griffin Armor) Tier 5, 201 armor (Slightly less than T3 Griffin Armor) Every tier is slightly weaker than the Gryphon armor when it comes to base armor value, but the % resistances I added to it (as well as a boost to sign intensity) still makes the armor desireable at every tier. Definitely not overpowered at all, but still competitive. Tier 2 is availible for purchase at *most* armorers from level 1 (for a modest fee) Tier 3 is availible for purchase at *most* armorers after level 9 (for a modest fee) Tier 4 can be found in the same spot as the Tier 2 Griffin diagrams Tier 5 can be found in the same spot as the Tier 3 Cat (feline) diagrams Tiers 3-5 require the same materials to craft as T2-T3 of the Griffin Armors Essentially I'm attempting to make my mod as seemless as possible, so it's as if it's part of the original game. Unfortunately I also cannot figure out how to change the names of each diagram/armor. So every upgrade is just simply "Warrior's Tunic" or whatever it's called. Gonna release it on the Nexus ASAP, but I still need to make NG+ versions. I may also create upgrades for the starting gloves, boots, and pants. We will see.
  4. Actually I've already done literally everything you suggested lol! I made a mistake when trying to apply it to a merchant though. Apparently I know more about it than I realized! Thanks for your help though, please don't edit your post as I may still refer back to it :) Edit: if I can, I'm gonna try and spread out the diagrams and put them in the same containers as other Witcher gear diagrams
  5. I've been fiddling around with xml files using ModKitchen and I'm trying to create upgrade diagrams for the Kaer Morhen (starting) armor. Problem is, I can only seem to change the stats on the original Kaer Morhen torso and the Warrior's torso (it's upgraded form) but I cannot for the life of me figure out how to create a completely new diagram and the item I wish for it to create. I've attempted creating new items and diagrams for the armor, problem is I'm not sure if it's working because I don't know how to aquire the new diagrams (if they were indeed created properly) Anyone know how to create a brand-new diagram, as well as a brand-new item? And then acquire them in-game?
  6. I'm wanting to deviate from the small mods I've been creating and work on something much larger, but I'm already stuck. I'm pretty much a noob when it comes to the CK, so I was wondering if anyone had any tips on how I can give different lesser powers a specific cooldown time (without scripting if possible)? I already have all the tools I need, CK and TES5Edit, and I know how to navigate them pretty easily - I just need to know how I can give lesser powers a cooldown. I would prefer a method that doesnt involve scripts, but if scripts for such a things is a must, then I at least would like to stay away from scripts that require SKSE to use. Any help is much appreciated!
  7. If anyone has any tips regarding how to give lesser powers cooldowns I would much appreciate it! I know I can set a variable for a universal cooldown, but I want specific cooldown timers for different abilities.
  8. Sorry but this didn't help at all. I already have CK and TES5Edit. I would imagine I'd need to open a mod in both CK on TES5Edit if I were using someone else's mod as a reference, but I doubt your suggestion is effective whilst looking at my own mod. I tried looking at T3nd0's SkyRe races as a reference for how to gave lesser powers cooldowns, but he used scripts to do so - which I have very little understanding of. If anyone has any advice as to how I can accomplish giving a lesser power a cooldown, I would much appreciate it.
  9. I've worked on some pretty simple mods but now I'm wanting to work with something on a larger scale. That being said, I'm pretty much a noob when it comes to the CK - does anyone know how I can add a cooldown to a lesser power WITHOUT scripts that would require SKSE?
  10. I've been wondering: Since Steam offers a 24-hour refund policy with paid mods, what's to stop someone from purchasing a mod, copying the files, and then getting their money back within 24 hours? Hypothetically speaking, of course.
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