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thunderwolf86

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  1. those of you who have played C:SotN do you remember that floating sword relic? you know, the one that spins around a lot and NEVER HIT ANYTHING? i was just thinking the other day that that would be kinda cool to have in Skyrim, either as a follower or a conjuration spell. not a priority must own, just a thought. perhaps there is someone out there that sees that as being a kinda fun mod to have. EDIT: i should clarify that im not meaning creating a brand spanking new model, any one of the vanilla swords would still turn out pretty cool imo.
  2. iv been trying to find, for a while now, a sword that has a lot of jewels on the hilt (diamonds, sapphires, rubies, garnets, that kinda thing) with the sword itself being kinda decorative but still practical. not necessarily something you would find in Warcraft but a regular/possibly vanilla sword fancied up a bit. kinda like a circlet for a hilt, that kinda deal. golden blade or hilt or i dont know, something that a very wealthy, greedy, materialistic warrior would have. does anything like that exist anywhere?
  3. the problem with using the console is that i believe there are multiple IDs for certain things, including spells, which can be a bit of a pain. i discovered this with Serana, i wanted her to use the spells from the Soul Cairn and had to use the console to give them to her. when i typed in "help Wraithman" i noticed that there are several spells called "conjure Wraithman" all with different IDs so i had to apply each one to her to see if that would work. eventually it did, and she even kept those spells even after i had quit the game. it is a pain in the rear end but it does work eventually, its just a matter of finding the right ID. i think the same would apply with removing them, it doesnt necessarily have to be which hand the spell is applied to.
  4. sorry about that, completely forgot that i had posted this. alchemy and enchanting are good calls, i like the sound of that for more support but honestly i dont know about conjuration. im thinking a strictly support type of healer and if needs be only being able to fall back on a dagger or something. im trying to avoid both destruction and conjuration and instead focus on spells like paralysis or calm when things get out of control (i have over 1300 hours in this game so i wanted to give myself a real challenge). is there anything else that really comes off as healer themed schools to focus on? speech possibly but others? as for the names, that site and those methods work for human races, but how about the nonhuman ones? cause im thinking of going with an Altmer this time sense iv never played one before. i cant pinpoint any kind of origin for their names though, same with Dunmer, Orcs and so on.
  5. i was thinking the other day that a healer build would be quite interesting to try for my next playthrough but really past Restoration, Alteration and Illusion (for the follower buff spells) im not too sure what else to really specialize in. what else would really complement the Healer playthrough? also too i am going to use Forgotten Magic, Apocalypse Spell Package and Lost Grimoire for offensive Restoration spells but are there any other mods that would help that build? lastly while im here, where do people get all these cool, lore-friendly names for their characters? iv seen a ton and the best that i can come up with is still Jeffrey. Gopher has a character named Godkrieg, so far thats my favorite.
  6. ahh perfect ok, thanks for clearing the air on this one, it had my quite confused (which isnt a hard thing to do in general). when i downloaded Racemenu it came bundled with SoSRacemenu so i just assumed it was both a standalone plugin and a necessary one for the mod to work so i just never deleted it. its been a while so forgive me for asking but, if i just delete it from the data folder that SHOULD get rid of all traces of it right? the Racemenu XPMS plugin needing to be below the standard Racemenu one however is something i did not know, thats where LOOT put it so i trusted it. same with the Warbug Map mod, LOOT placed it below the bashed patch and i do know that that map mod needed to be last so again i just assumed that LOOT's suggested load order was correct again. again thanks for clearing that up for me, being away from Skyrim for over a year kinda makes me a bit back on the noob side. ill give it all a shot tomorrow and hopefully thatll cure my problems, thanks a ton. :)
  7. i honestly think that this has something to do with my inexperience with LOOT as i am still in the learning phase with it. that said however i honestly cant find the conflict, i recently had Imaginator and I cant believe its not ENB installed and thought that i had to uninstall them because they're too powerful for my junk machine but i am still experiencing problems. the CTDs were happening somewhat at random but now they appear when i move only a few feet in any given direction. im sure there's an incompatibility somewhere but i cant find one, could you take a look at my load order and see if there is an incompatibility there? just for the record i would've used a log from LOOT itself but for the life of me i couldnt figure out how to do that, i just spent probably 45min trying to find that info but no luck. the lanterns of skyrim mod, i do only have 1 selected, they just appear there anyway for some reason. if that log would prove more helpful ill update this, but could someone please tell me how to do that? anyway any help in this department would be appreciated, as i cant find the answers myself. thanks.
  8. so i am using Climates of Tamriel, Realistic Lighting Overhaul and Lanterns of Skyrim and iv set up CoT to be on lighting 6 i believe its called so the nights are extremely dark. i have also set it up so that CoT and RLO arent conflicting with eachother, CoT handles the outside whereas RLO handles indoor lighting. everything is working just fine but the outdoor lighting is still very faint and doesnt cover much ground, same goes for the lanterns in LoS and i would like them to be a little brighter and warmer (if that makes any sense, make it look like fire is illuminating the area, that kinda thing). how can i go about doing that? thanks.
  9. oh wow, i have seen this mod before but for some reason i thought that this was one of the out of date ones of these kinds of mods. thanks for pointing me in this direction, i wouldnt have noticed that it was updated rather recently if you hadnt. :)
  10. perhaps a set of Alteration spells that can gradually improve your equipment as you level? i just like the idea of exploring new ways for smithing and enchanting to be used without going through the skill trees, it does kinda mess up immersion a bit when you're playing a mage and working the forge and vice verca with a warrion and enchanting. i think there are a couple mods that do something like that but if memory serves i think they're also out of date and possibly not useable anymore but not 100% sure.
  11. i wouldnt go so far as to say they wouldnt implement paid mods from the start just because of what transpired 2 months ago, i mean if anything that couldve been the testing ground to see how it would turn out. iregardless of whether or not it was a success, i do still feel that they would want to go through with this for Fallout 4 and that concerns me. they didnt do it right the first time around so i highly doubt they're going to get it right the second time but i dont think thats going to stop them from trying. this is something i feel we NEED to know ahead of time, before release, if this is going to be implemented. i honestly dont think the concerns of mod makers and mod users has been taken into account yet, its too soon, they would probably sooner get this system running at the launch of FO4 long before they take any of those concerns into consideration. either way you slice it i guess what im getting at is dont get your hopes up just yet for FO4 because at the moment we dont know if this system will happen or not but if it does there will more then likely be a similar situation to the one that happened with Skyrim and that wasnt pretty. when money is involved things kinda take a turn for the worse in every situation. just to be clear, for the sake of arguement, i am all for turning modding into a career, making money off of your mods sounds great. i am just against consumers having to pay up front for them. consumers are already having to pay for triple A games costing close to, if not over $100 to get the full experience with all the DLCs, skins, season passes, content packs, and all the other stuff. its just too much money. (honestly in a perfect world i would assume that a modding career operate similar to the way a youtubers career works, ad revenue, a little ad pop up appears when you click download, the consumer doesnt have to pay out the wahzoo and the content creater gets paid for his work. bare in mind i dont know the fine print of being a youtuber so my take is in its simplest form (oh and please dont say "no one is forcing you to buy," that was never what this is about, its entertainment, not necessity, dont be that guy)).
  12. In response to post #25913707. #25914347, #25918091 are all replies on the same post. ok so it isnt just me then eh, fair enough, i shall wait for things to settle down a bit.
  13. Could this also be affecting the NMM as well by chance? i only ask as mine is behaving rather strangely; long time to log in, downloads being paused for a long time, categories getting moved around when i do have a new mod added, stuff like that.
  14. ok i really didnt want to be the guy to bring attention to this (maybe it already has, cant 100% confirm) but to be perfectly honest, despite the fact that i too and super excited for FO4, i am also incredibly concerned as it was only a month and a half ago that paid mods was momentarily integrated for Skyrim. it could be just as easily integrated into Fallout 4 right from the get go. again i really didnt want to draw more attention to this issue and cause an unnecessary flame war but i do feel that this needs to be discussed and looked into. i do have my own opinions on the subject like everyone else but thats not really what i am aiming for, id rather focus on whether or not Fallout 4 will have paid mods instead of the whole paid mods right or wrong thing. keep that in the back of your minds as i feel it is a little more then just a coincidense the only 6 weeks after the whole paid mods fiasco does Fallout 4 get announced.
  15. i am not really certain which tag to block on a perminent basis when it comes to the "super model" mods. just for the record i am not slamming anyone who likes those mods, im just not a fan personally. the only problem is that on the tag blocking section the closest i can see is i guess the "Sexy/Skimpy" option, the other options dont really seem to match. now i dont have a problem with the more skimpy based mods, i just want to pass on the mods that add the "beautiful" NPC/Followers and i dont think that option is quite what i am looking for. which options do i tick in order to avoid those mods?
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