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About The10thJinchuuriki

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LE seeking Skyrim maid costume (females)
The10thJinchuuriki replied to HellFreezer's topic in Skyrim's Mod Ideas
https://www.nexusmods.com/skyrimspecialedition/mods/16578 https://www.loverslab.com/files/file/4997-honoka-maid-outfit/ here's a couple I found just from a quick google. I'm sure if you did some more searching, you could find more. -
I was wondering if there's a mod out there, or if it's possible to make a mod, that changes how the enemy health bar UI works, having it only appear when you're looking at the enemy directly, and disappears when you look away or go a certain distance? I'm using a mod that lets me change the hud layout, and I wanted a more Oblivion inspired feel, and put the enemy health right under my crosshairs, and scaled down the size. I enjoy the placement, but I find it rather obnoxious and intrusive when I've already run away from the enemy (or the enemy runs from me), yet the health bar remains for a good few minutes. Also, please don't suggest Floating Health Bars mod. As much as I love the concept, I find that the enemy animations are way too jerky for the health bar, and it's difficult to consistantly see and keep track of their health that way, especially when it comes to larger enemies. I'm happy with the scaled down vanilla under my crosshair, just wish it would disappear faster when not directly engaged with an enemy.
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So I've been trying to download a few mods for SE, now that SKSE64 and all that have been out for a bit, but I'm running into an issue. Whenever I try to download and install mods via NMM, it'll begin to activate them, then an error will appear simply saying "A problem occurred during install". I've tried redownloading them, but still get the same error. Then I tried manual download, and adding the mod through NMM, but still got the same error. Finally, I tried downloading the mod manually, then extract the files into my Data folder. This is when I found out that WinRAR says the files inside are corrupted. I don't know how or why, the file downloads to 100% as far as I can tell, and I've downloaded the same mods multiple times, but it still gets corrupted along the way. It's mainly with bigger mods, though, as I already have a couple dozen other smaller mods already installed. Any help or advice would be appreciated!
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Game creeps crashing after playing a while
The10thJinchuuriki replied to Appletoast's topic in Skyrim's Skyrim LE
So, I first wanna mention, I am in no way familiar with Papyrus scripting, so I could be wrong. But, from what I'm seeing, it looks like the game is having trouble loading "MintyLightningMod" and "DLC2WaterScript to alias Water" which might relate to the Realistic Water Two mod you have. True uninstalling one, or both, and see if it still crashes? -
you try downloading manually and then using the Add Mod button in NMM? I know it might be annoying to do that, but if it's only a few mods, then just try the manual download with those
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skse not launching in full screen
The10thJinchuuriki replied to moshpit614's topic in Skyrim's Skyrim LE
try launching the game normally to bring up the vanilla launcher, then go into you options settings from there, and switch it to fullscreen. Save it, then exit the launcher and open SKSE, and that should work -
Do you use Nexus Mod Manager? If you are, then you can easily create a text document of all your mods by going to the Plugins tab, on the left side-bar, you should see some buttons like an up and down arrow, a red Cancel and a green Check button, and then a piece of paper with arrows on the left or right side of it. Click on the top paper icon that has the arrow on the right side of it (Export the Current Load Order), and then select Export to the Clipboard. Now you basically have all your mods and its load order copied and ready to be pasted. An easy way to create a spoiler tab, on the comment editor here that you type to reply, in the top left of the box, next to the "Font" selection, you'll see a blue/green box (hover your mouse over it and it should say BBCode). Select that, then under the drop down box, select Spoiler, then paste your mod list in the text box. Knowing what mods you've installed, and in what order, will greatly help me and others help you with your problems :smile:
- 3 replies
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- modlist
- conflicting mods
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(and 1 more)
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So, I have a somewhat minor, albeit very obnoxious bug within the Lakeview manor. After I built the center chimney fireplace, whenever I'm inside the house, and the fireplace is just out of view, I see a very rapid light flickering all over the walls. It mainly occurs when I'm in the main section of the house, and doesn't happen when I'm further away from the fireplace. But, as the fireplace seems to be the central piece to the building, I come across this bug very often, and I was wondering if there's a way to fix it? Here's my mod list (warning, it's quite large): Again, this is a rather minor issue, and the rest of my game has been pretty stable. I've been playing for the past several hours, got a new character to level 17, and this is really the only consistent bug I've come across.
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- lakeview manor
- hearthfire
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(and 2 more)
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So I was curious if it would be possible to have a mod that displays the amount of damage you deal with each hit (or per second with magic damage) above an enemy? Something similar to Borderlands or the Combat Cloud mod from ESO. I have seen the Damage Notify mod, but that's not really what I'm looking for. I was actually wondering if it would be possible to somewhat mimic the Floating Healthbar mod's technique, where it uses the same concept as vanilla's floating quest markers, but have it display the damage dealt on hit for a second or two? I know very little about modding and scripting, so I'm not entirely sure if this is even possible, but I really think it would be an interesting addition to the RPG aspect of the game.
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I'm having an issue where whenever I click Start New Game (I currently don't have any saved files, it's a fresh game), it immediately CTD, doesn't even make it to the loading screen. I have ~60 mods installed, here's the list: I've tried using LOOT, which it told me a few of the mods needed to be cleaned (cloaks, UFO Dawngaurd, UFO Hearthfire, UFO, CCO - Permanent Birthsign, and Warburg's 3D Paper World Map, all only had ITMs), and oddly enough, it also told me that Update, Dawnguard, Hearthfire, and Dragonborn had errors (ITM, Deleted Reference, and Deleted Navmesh). So I used TES5Edit and followed the Wiki guide on how to clean them all. Dawngaurd and Dragonborn seemed to be a bit of a problem, and I believe it's due to the Deleted Navmesh, which from what I understand, can only be done through the Creation Kit, which I've never used for Skyrim, especially not the DLC. But, I tried applying the same method to them, and now LOOT isn't giving me any errors or Dirty Mods, yet I still get a CTD. Also, I understand that Skyrim.esm and Update.esm are disabled, SKSE does that for some reason whenever I run the game, yet it still loads, to the main menu at least. Could there be a conflict in my load file, or with the mods I have? I would really appreciate some help, I hope this shouldn't be too big a problem, considering I've heard of people having over 200 mods installed, yet still have a (relatively) stable game. EDIT: I just tried disabling all mods, as well as all my DLCs, and deleted my Skyrim documents folder (that contain the .ini files) so that it would create a fresh folder, and I'm STILL getting a CTD when trying to start a new game. I even uninstalled and reinstalled Skyrim, and cleaned the Update.esm, and nothing works. Now I'm seriously confused, and really need help.
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could be a perk you gain from either direction of the karma system? Depending on the positive or negative karma would determine what type of people would come after you?
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alright, I guess that does make sense. Other raider factions won't care who you are then, but I am glad we agree have having raider settlers for your own group
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Come on man, I'm at least trying to come up with something. I get that there needs to be "some" logical sense, but it seems like you're just trying to bat down my ideas. And with Super Mutants, you can have super mutants as companions, in both Fallout 3 and 4. So that clearly shows not *all* muties hate humans Also, if you're going to argue "Raiders aren't friends with other raiders", then how are there raider gangs? Why isn't it literally "every raider for themselves"? My idea isn't "raiders from other gangs join you", but more of "you start your own raider group". If that's illogical, then explain how the Viper gang, Fiends, Jackals, and other gangs were ever formed? It's even stated in the Fallout wiki that raiders don't typically attack other raiders. So, if you're going to be evil, why can't you start your own raider gang?
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I don't get why people always argue "raiders being nice doesn't make sense". You gotta realize, this is a game where you can freeze time, and even though your gun's barrel is point blank in an enemy's face, you still have a 5% chance of missing... Like I said in my post, things are bound to change, but I think we can still suspend our disbelief a bit. The concept I'm going for is that the more negative karma you build, the more you become like a raider And I did already mention in the post, that you'd get perks to enhance persuasion in a good way, the higher in good karma you go (and vise versa).
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Just wanted to re-post this now that the CK has been released. I understand that it's still in a "beta" stage, and still might not be capable of achieving this level of modding, but some of you out there are crazy at what you're able to pull off. So, Here's my idea of how to implement Karma back into Fallout 4 As we all know, there's not really a Karma system in place, except for Companions (which I honestly really like). And lately, I've been thinking of how Karma could be implemented into Fallout 4 the way the game currently is, and I think I've come up with something that could work fairly well. The first thing would be to add a Karma tracker, located somewhere in the Stats section (or perhaps have its own tab in the Stats section). The tracker would start off at 0 (neutral), and whenever the player does or says something with good intentions, they'll gain positive karma, causing the karma tracker to go positive. Vise Versa for whenever the player does or says something immoral, they'll lose points, and eventually go on the negative side of the tracker. Gaining Karma would be effected whenever the player successfully persuades someone using something inspiring, sympathetic, or overall helpful, killing legendary bad guys, helping settlements, and so on. Losing Karma, obviously, would be the opposite, in the sense of persuading people by being harsh or mean, talking people into giving you more caps for something, killing innocent people, and so on. Joining a certain faction won't effect anything with your Karma, considering all factions could be argued as good or evil, so it comes down to your personal preference. But, once you officially join a faction, anything good or bad towards that faction will cause you to gain or lose Karma. Now, what exactly does gaining and loosing Karma do? Well, unlike the previous games where it could effect how the overall world sees you, it would be more focused on how your character plays through the world. Each time you reach a Karma milestone (every 10 points in either direction, possibly?), you'll gain a perk (and lose a perk if you go below the requirements of that perk), and get a bonus (and debuffs) in stats. Here are some quick ideas of how each side of Karma can benefit you (these aren't the effects you'll get in order, just random ideas): Positive Karma: -Increase in Charisma, making persuasion dialogues easier in a nice way, but mean persuasions (including the demand for more caps) becomes more difficult. -Bartering is cheaper to buy, and you get more caps from selling -companions can take more damage before falling in combat (debuff - raiders can also take more damage, OR perhaps appear in greater numbers, but not both) -you can have more companions follow you (I am aware there's already a mod for that, so this perk might be obsolete) -have people give you some materials for free when you speak with them (random civilians) -possibly something to do with Settlements, like increase in population size, or stronger settlers (again, I know there are mods for this, this is just an idea) Negative Karma: -Raiders will sometimes tend to ignore you -Easier to persuade people in a mean way (including the demand for more caps), but makes it harder to persuade in a nice way -Raiders and Super Mutants hesitate to hurt you (less accurate) -Raiders (and maybe Super Mutants as well) will become your settlers instead of normal people (this is more meant for when you have high Negative Karma) -Increase in stealth, and able to steal things a little bit more easily -Increase in accuracy (or AP regeneration) due to your maddening killing frenzies (though, this could also be a perk for Positive Karma :\ ) Again, these are just ideas, and I realize there might be some imbalance issues, but these are very much subject to change. But the overall idea is that the more positive you are in Karma, the more benefits you'll get out of people and companions, though the drawback being raiders and super mutants want to kill you a little bit more. And the more negative you are in Karma, the less you'll have to deal with raiders and super mutants, though the drawback being that people don't take kindly to you. That's the idea of balance I'm going for, and of course, tweaks, changes, adding, and taking out things are definitely open to thought to really make it feel like 2 different sides of the same coin. If anyone has any ideas, please share, and I'll considering updating and adding it to the description here! And if anyone thinks they can start to work on it now (get a head start kinda thing), and then really bring it home when the CK comes out, please let me know! I would love to track and follow the progress! I hope people find this an interesting (and good) way of implementing Karma back into Fallout, because I sure as hell miss it, and I believe this is a good way to at least bring something back that represents Karma :)