Jump to content
⚠ Known Issue: Media on User Profiles ×

robmathes

Members
  • Posts

    9
  • Joined

  • Last visited

Everything posted by robmathes

  1. Yep, as of today, this is happening to me exactly as you describe. Seems this update may have borked something.
  2. Slower leveling- *Mod to reduce overall exp gains without reducing individual skill exp* I'm looking for a mod that reduces the magnitude at which individual skill increases affect overall exp for character level. As you know, each skill has its own exp meter. When an individual skill increases, it translates into an increase in overall character exp. I'm looking for a mod that reduces the amount that each individual skill increase adds to your overall character exp. Thus, requiring many more individual skill increases to equate to a character level and effectively reducing the maximum character level. The vanilla system makes the maximum character level around 81. So I'm looking for a mod that would reduce that to about 50-55, without changing the rate of individual skill increases. The reason I'd like this is because the way the current exp system is set up, you level very quickly at early levels (1-20) and moderately quickly at mid levels (20-35) and before you know it, you've out-leveled all but the best gear in the game. So you essentially spend about 20% of your game time utilizing about 90% of the various gear options and then spend the remaining 80% of your game time stuck with the last 10% of gear options. It gets boring very quickly when there's nothing to look forward to. In a nut shell, you level so fast that most of the time, by the time you find a piece of gear in your adventures, you've already out-leveled it. I'd like to level slower (not skill increases. I'm talking about overall level here) so I can enjoy more of what the game has to offer. Is there such a mod out there?
  3. I'm looking for a mod that reduces the magnitude at which individual skill increases affect overall exp for character level. As you know, each skill has its own exp meter. When an individual skill increases, it translates into an increase in overall character exp. I'm looking for a mod that reduces the amount that each individual skill increase adds to your overall character exp. Thus, requiring many more individual skill increases to equate to a character level and effectively reducing the maximum character level. The vanilla system makes the maximum character level around 81. So I'm looking for a mod that would reduce that to about 50-55, without changing the rate of individual skill increases. The reason I'd like this is because the way the current exp system is set up, you level very quickly at early levels (1-20) and moderately quickly at mid levels (20-35) and before you know it, you've out-leveled all but the best gear in the game. So you essentially spend about 20% of your game time utilizing about 90% of the various gear options and then spend the remaining 80% of your game time stuck with the last 10% of gear options. It gets boring very quickly when there's nothing to look forward to. In a nut shell, you level so fast that most of the time, by the time you find a piece of gear in your adventures, you've already out-leveled it. I'd like to level slower (not skill increases. I'm talking about overall level here) so I can enjoy more of what the game has to offer. Is there such a mod out there?
  4. True enough. Mistakes do happen. If a moderator could please move this to the "Spoiler" section, I'd appreciate it. Thanks.
  5. I was very excited to discover that the Dawnguard of old had a more powerful shield and anxiously embarked on my mission to locate it. However, once this legendary relic was in my hands, I learned the real reason the old Dawnguard had been killed off... because they were all constantly completely exhausted from using this stamina hog of a shield! The whole of point of using a shield in combat is to block attacks. But blocking with the Dawnguard Rune Shield drains your stamina so fast (Ooh! Pretty shiny aura!) that after about two blocked attacks, you're utterly exhausted and can barely swing your weapon to retaliate. Now, if the magical aura emanating from this ancient shield was actually powerful (which it is not) then I might understand wanting to use this shield. You know, risk vs reward and all that. But let's face it, dumping your entire stamina bar for 10 points of damage to nearby vampires is not a smart trade. It's not even a mediocre trade or a questionable trade. It's downright suicidal. I truly hope that there will be a fix issued for this shield. I've read about the bug with the Dawnguard Rune Axe (I haven't yet found the rune axe in my game... ) and I assume that a fix for the rune axe will be included in the next patch. So I hope there will also be a fix for the rune shield to reduce (or eliminate? *cough*Spellbreaker*cough*) the rate of stamina drain when blocking. Otherwise, this remarkable ancient shield will remain utterly useless.
  6. This was EXACTLY the info I needed. Worked perfectly. Thank you!
  7. Hi all, I'm working on my first mod and I unknowingly changed two base objects (PersonalChestSmall and PersonalPlayerChest). I thought I was customizing individual instances of the chests but, alas, I changed the base objects. Is there a way to reset these base objects so that they're in their original state? (And thus get rid of the little asterisk after the names which indicates that they've been modified.) I understand that if I load up skyrim.esm alone, the base objects are in their original state but how do I get those into my custom .esp which is currently overriding those base objects with the changes that I made by mistake? Thanks for any help. :-)
  8. Hi all, I used the CK to do some minor modifications to the appearances of Lydia and Muiri (mainly face and equipment) in my game and I got it working just fine. Today I decided to go back and do a little tweak. I loaded up Skyrim.esm and my custom esp that has the modifications into the CK and I discovered that the warpaint colors and lip colors on my modified npc's no longer show in the CK. So, I checked a few other random npc's and found that the warpaints and lip colors don't show on any npc at all. Does anyone have an idea of what might be going on here?
  9. I'm trying to modify the facial appearance of existing vanilla NPC's. Namely, Lydia and Muiri. I've tried to follow the instructions given previously in this thread but my ctrl-f4 doesn't work. I looked through the hotkey links in the CK menu bar and nothing is linked to ctrl-f4. So my question is what is the actual command/function that ctrl-f4 is supposed to be linked to? Can't I just use the menu bar and click on the appropriate command to export the textures and whatnot? Here's what I've done: 1) load Skyrim.esm into the CK, modify the facial appearance of Lydia and Muiri, save as ModifiedActors.esp 2) load ModifiedActors.esp into TESVsnip and save as ModifiedActors.esm 3) load ModifiedActors.esm into the CK, navigate to the modified Lydia and select (dark blue highlight), press ctrl-f4 [nothing happens. what's the actual command?] As I understand it, once I solve this ctrl-f4 problem, a new file will be created in a new folder called FaceGenData which I will then place in my Data/Textures/Character folder? Will there also be a meshes file that I place in my Data/Meshes/Character folder? I'm unclear about this part. Then, do I only load my ModifiedActors.esm into the game? What do I do with the .esp file? I might need to respawn Lydia and Muiri using their new ID codes? If anyone knows of a clear tutorial to link to or can CLEARLY list the steps in this process, I would be very grateful. I'm not an experienced modder (obviously). I did some level building in Half-Life a loooong time ago but I'm new to Bethesda modding. Thanks!
×
×
  • Create New...