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darkdill

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Everything posted by darkdill

  1. I'm making a custom esp that is meant to give the Seekers in Apocrypha a very high resistance to physical damage, but a weakness to elemental magic, so that fighting them becomes a challenging endeavor. I'm hoping to do this via making a perk, but I'm unfamiliar with making them in the Creation Kit. Any advice?
  2. Hmm, where would I find these "Chain Lightning Arrows"? Haven't seen them before.
  3. This is something I've been bugged about in all these Skyrim mods: there are no female dragons. Or rather, the ones that have "females" only use player voices. Kinda disappointing. Having had a blast with the Wyrmstooth mod, I'm thinking that maybe there could be another large quest mod made that features an old female dragon, one of the few remaining in Tamriel (even amongst the dragons, females are rare). Here's a small gist on how this could go: Creating this would be far beyond my skill. It would need a professional team, like the one that made Wyrmstooth, to be made properly. So does anyone think this would be an interesting mod to make?
  4. When you battle Miraak and Harkon, I've noticed that they have separate playlists compared to the music you hear when fighting dragons or other enemies. However, Alduin doesn't get this same treatment. A mod that adds on a custom soundtrack that is tied to when you battle Alduin in Sovngarde would be really awesome. Something like what's done in Personalized Music; basically, you can add whatever music you wish, provided you make the proper conversions. The music I'd use? THIS. Epic?
  5. This is something I thought of while trying to get to Septimus Signus' Outpost: did the game designers expect me to swim to get there? Players who use Frostfall would probably hate doing this, and thus have to take a long and tricky journey across the ice to reach the place. This led me to thinking: why the heck can't we just use a boat? Unfortunately, none of the hireable boats will take you there, or to places like Yngvild or Ysgramor's Tomb. We have pilotable airships, which is real handy, but why is there no mod that gives you a pilotable boat?
  6. I'm not particularly keen on using the Dragon Aspect shout for myself, but I think it'd be cool if a modified version of the shout could be made that gives the bonuses from Dragon Aspect to your followers. Battle Fury is okay and all, but I'd love to see a group of my followers with magical dragon armor over them. :D
  7. That's gotta be it. He didn't alter the Dragon version of Unrelenting Force to do any damage. Attaching damage to it seemed to make Alduin more inclined to use it.
  8. I saw that in Deadly Dragons on Alduin, but even though he has it, he doesn't use it. Probably because his other abilities outprioritize it or something.
  9. I've noticed in the Creation Kit that there are several files that indicate that Bethesda planned to give Dragons the ability to use shouts like Unrelenting Force. Sound files exist with Alduin and Paarthurnax having voice entries for stuff like Unrelenting Force and Dismay. Unfortunately, I'm guessing Bethesda either didn't latch those together so the dragons could use such shouts, or thought they would be OP. The mod Dragon Real Shouts does this, but also does some edits to the dragons that I don't entirely like. Also, though I've looked at his ESP in the Creation kit, I'm not sure exactly how he pulled off what he did. Any ideas on how I could make dragons properly use Unrelenting Force and other similar Shouts?
  10. Found the culprits. I was using the following settings and it seems they were way too high. fUpdateBudgetMS=800.0 fExtraTaskletBudgetMS=800.0 Saw those values in the Frostfall Troubleshooting section, and I'm guessing the guy is crazy to have suggested them. I've reduced them back down to 1.2, but I'm gonna see if I can slightly increase them. Thanks for the help.
  11. I had it at 5. I did, however, have Papyrus changes because my game is script-heavy and I suffer from Papyrus lags. Maybe those were to blame. I'm testing right now to see which changes were the cause of damage. EDIT: Seems like if you make ANY change to the INI, it causes this lag. That is just... wow. EDIT2: Confirmed, it was the changes I made to Papyrus in the INI. I had made a few changes so that the game would allocate more resources to Papyrus, but perhaps I overdid it in some area.
  12. Wow, so it WAS due to my tweaked INI files. That's a load of crap if I ever heard it. Oh well, at least my framerate is back to normal. Don't suppose it was because of that ugrid change I made, do you?
  13. Tried that. Didn't work. Still had 1.2 FPS. Here's my specs, though I'm not sure how much you need. PC specs IntelĀ® Core i3 CPU 540 @ 3.07GHz (4 gigs of RAM) (4 cores) AMD Radeon HD 7750 Currently running the most recent version of Skyrim, with Dawnguard and Dragonborn. And here's my current BOSSlog. Note that I didn't clean my master files because it was leading to some crashes (strange, but it's true). I have heard that this glitch can be caused by badly configured INI files, but I tried reverting to a vanilla SkyrimPrefs.ini (couldn't do the same for Skyrim.ini because I made a ugrid change) and it had no effect.
  14. I am trying to do the Battle of Whiterun and I'm unable to get past 1.2 FPS. Reducing texture quality doesn't do anything, disabling scripts does squat, etc. Seriously, it's a painintheass. What's weirdest of all is that when you pause, go into a menu, or open the console, the FPS shoots right back up. What the hell is that about? What I'd like to see is a mod that addresses this matter and reduces/removes whatever it is that causes your performance to take a nosedive during those battles. It is really friggin annoying.
  15. Yep. Getting this bug too. Resetting my ini files doesn't do anything. f*** you, Bethesda. f*** you.
  16. This is so annoying. I'm trying to do the Siege of Whiterun (Stormcloak variant), but my FPS is basically gutted no matter what I do. I set textures to low, no effect. I optimize them, no effect. I try deactivating some scripts like Auto-Loot, no effect. Probably too much smoke and too many fires, which can't be optimized. That or some weird mod conflict... Strange thing is that this has never happened before for me. Either I just ran into CTDs or freezes, but not this.
  17. I use mods like Deadly Dragons/Deadly Monsters, SkyRe, etc., and those tend to make both city guards and Civil War soldiers a joke. As such, I'm trying to put together a personal mod (I might distribute it if I can perfect it) that is meant to give guards and soldiers much higher stats, as well as a higher level cap. This way, they don't become wimps later on. (I will, however, look into making them weak against dragons. Probably a negative perk that makes them take bonus damage from dragons.) I just wish I had known ahead of time how many freaking actor entries there were for soldiers and guards. Sheesh. Dig into the CK and you'll see what I mean. Anyone want to lend some input? I'm forced to do all this the hard way (editing entries one by one), but I'd like to know if there's a quicker method.
  18. I use Deadly Monsters to make enemies tougher, but that doesn't affect city guards, nor does it affect the Imperial or Stormcloak soldiers. With the amount of increases I use to enemy stats, and with how strong my character is, they are pushovers who tend to die in single hits. Whatever happened to the lethal guards from Morrowind or Oblivion who could kill you easily unless you're high level? I'd love to see a mod that increases the stats of guards and soldiers, making them all much more powerful and capable of overwhelming even high level Dovahkiin if you're not careful. In fact, seeing a mod that makes guards and soldiers scale with your level would make things even better, as that would make them get tougher as you do. I'll be looking into the CK to see if I can't do this myself, but if anyone else is willing to try this, I'd appreciate it. In the meantime, any help on how I could do this one would be appreciated.
  19. I've been trying to edit some of my followers to have certain types of makeup on, but the Creation Kit doesn't work for doing that. Lip color, eyeliner, etc., doesn't change in the CK when I try to edit it, even when I'm not using any mods that alter face textures. It's rather frustrating. I have seen that NPC Editor mod/program, but to me it doesn't seem like a good idea. Been hearing too much about crashes and such associated with it. Looking at the famous "Race Menu" mod, I was wondering if it would be possible to make a mod that does a similar effect, but on a target NPC. Just cast a spell at the target, and it opens up a menu ala the ShowRaceMenu console command, but instead of editing you, it edits the NPC. I know there's that whole "SPF" console command, but I think a mod like this could help simplify the problem. That is, if it could possibly work. Anyone think they might be able to make this?
  20. My game is very mod-heavy, and I am suffering frequent freezes and lag spikes, especially in combat or in cities. Probably a case of too many NPCs and/or too many scripts, but seriously, shouldn't the game engine be able to handle that? According to info I get from this mod, my physical memory is almost always going over 1 gig, and oftentimes is hitting around 2 gigs. The game's supposed to be able to handle 4 gigs, so why am I continuously getting freezes and lag spikes? Will post up my BOSS list later. I'm also using a modified Skyrim.ini file based on suggestions given in the More Hotkeys Please topic to increase resources available to Papyrus. ATTK Power Loader doesn't seem to help much. I'm also using Skyrim Configurator to reduce some texture quality (I don't want to reduce quality on actors, though) for stuff like shadows and trees (although I'm unsure how you reduce the quality of objects on the horizon). Of note, however, is that the slowdown seems to be at its worst whenever I'm looking at my followers. I've got 7 of them right now, all hand-made and non-scripted. I made some of them using ESM-ified versions of Ashen, Lunari, and Temptress races, as well as two from the Epic Elves race mod (the last two are a Khajiit crusader and an Argonian thief). That is just weird. If any other info is needed to try and help the problem, I'll post it up when I get a chance. I'm writing this during a break, and I've gotta get back to work ATM.
  21. Whatever TES5EDIT picks up. I normally just do the "identical to masters" cleaning.
  22. Something I'm curious about, but each time to make a new bashed patch or dynamic patch (i.e. ASIS), should you clean it with TES5EDIT? Or is that a bad idea?
  23. I'm trying to tweak a custom silence effect (it actually just applies a massive Drain Magicka effect for a few seconds), but I want to make it so that it can affect all types of undead EXCEPT for Dragon Priests. (I currently have it so it can't affect Dragons, Dwemer automatons, and the DLC bosses.) This would be easy to do if there were an "ActorTypeDragonPriest" keyword, but there isn't. Closest you can get is "ActorTypeUndead". Any ideas on how this could be done? I'm currently going by a "GetinFaction" function, but I don't think that's the best idea.
  24. I absolutely love Deadly Dragons and its add-on Deadly Monsters, but I've noticed one thing Deadly Monsters is missing: it doesn't affect Dwemer Automatons. This is kind of a bummer, because I just finished the Aetherial Forge quest and the robots were too easy. I've sent a message to 3jiou (the guy behind Deadly Dragons) concerning this, but AFAIK he's on a break from modding. As such, someone might have to fill in the gap for him. If you know how Deadly Monsters works, do you think you could create a spin-off of it that only affects the Dwemer robots? I think having Dwemer Centurion Masters who can one-shot even the toughest adventurers while being able to take huge beatings would present a great challenge.
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