Jump to content

Elanthil01

Premium Member
  • Posts

    37
  • Joined

  • Last visited

Posts posted by Elanthil01

  1. I have always had an issue, with FO3, new vegas, and FO4 with resources.

     

    In the past, I have extracted all the resources I use from the game using a BSA editor, because otherwise I cant pull up things like icon pictures and such from the editor when editing, but have had the issue that, if I dont upload the resources I use along with the mod, it doesnt work right when being played.

     

    Can anyone tell me how to access FO resources without having to include them in the mod ?

     

    This is a critical question, because it is illegal to upload game resources from the unmodded game.

     

  2. Communism is a failed system. It's a dead horse, stop beating it.

    Socialism is a failing system. It's a dying horse. Either save it's life by altering its scope and focus, or let it die with dignity.

    Capitalism, in it's extreme, is really bad and a failed system. Capitalism, in small to medium doses, is an exceptionally functional and flexible economic model.

    Democracy, in it's most basic form is a good, basic system to build on and combine with capitalism, republicanism and even socialism, in small doses.

    Republicanism, in its truest form, combined with a healthy dose of capitalism and a SMALL dose of socialism, is a nearly ideal system. Small, lean government structure. Low government interference in private matters. Quality laws to govern major problem areas such as weapon accessibility, pollution standars, and human rights.

     

    The United States of America, is NOT a democracy. Or a republic. Instead it is a Democratic Republic, with capitalistic overtones.

     

    Thats why we grew to world prominence, before hard line socialism (ni communism) reared its ugly head after 9/11.

  3. A mod that adds more trainers, of varying degrees of competency.

    A mod that causes created potions at 100+ skill and full perks to be the same as the vanilla top tier potions/elixirs/draughts, even being able to be stacked with them, or just recipes FOR those potions.

    A new group of high quality DLC sized quest mods, with or without new lands.

    Mods that add new shouts and the means to get them instead of just giving them to you or letting you learn them from books or meditation.

    Mods that change the economy.

    Mods that add more magic items and effects, including custom effects like the adventurer's potions from Oblivion (remember those? you had to make them with Nirnroot?)

    Mods that add more spells that don't do elemental damage, or mimic Arena/Daggerfall/Oblivion spells like create and destroy walls.

    A mod that adds truly functional, low framerate impact levitation and flight, with custom animations. No more modifications of the TCL command.

  4. Given that many older mods no longer function since the coming of Anniversary Edition (AE), and that many of their authors are gone missing, there is a niche available for many mods of many flavors.

     

    What types of mods, other than adult themed or follower mods, would you guys like to see?

     

    I am starting into Skyrim modding myself, as is my son, and we have several friends and acquaintances who are modders, so we are looking into finding projects to delve into to work on our modding skills.

     

    So, post here, what would YOU like to see in AE?

     

  5. I would like to see a filter for show xxx language files only, to allow you to filter out mods in languages you don't use. For instance, as an English speaker, I would want to filter out all NON English language mods. This would be a filter you could apply to your account preferences and would affect mod listings globally.

     

    Another thing I'd love to see is a way to display UPDATED mods within a TIMELINE parameter, such as 'show only mods updated <in the last week>/<in the last 30 days>/<in the last year>.

     

    For COLLECTIONS, I would desperately like a SEARCH function with advanced features, to find collections with <xyz> in their name/description OR <xyz> name/type mod in their mods list.

     

     

  6. are there vanilla or skse scripting functions for detecting a players race upon leaving racemenu, storing their base statistics in variables, adding or subtracting a set amount from those variables depending on their race, and plugging those values back in as their BASE statistics instead of using 'green' bonuses to statistics?

     

    I HATE having modified starting stats that show as modified (green text), and find it to be not only distasteful but plebian programming in the extreme.

     

    Any help on this would be greatly appreciated.

     

  7. Ok, I'm looking into getting a new computer built, if my financial handler allows it. Here are the specs, tell me what you think:

     

    Processor

    Intel® Core™ i5 10400F 2.90GHz

    Motherboard

    ASROCK B560M-HDV - Micro ATX

    Memory

    2x 16GB DDR4-3000 Corsair Vengance LPX

    Graphics Card

    NVIDIA® GeForce® RTX 3050 8GB GDDR6

    OS Storage

    500GB M.2 PCIe 3.0 NVMe SSD Major Brand

    Cooling Solution

    Standard Cooling Fan

    Secondary Storage

    2TB 3.5in Seagate Barracuda HDD

    Chassis Selection

    SET MB320L Micro Tower Black

    Chassis Fans

    3x Standard 120mm Case Fans

    Chassis Internal Lighting

    No Chassis Lights

    Power Supply

    EVGA 850 Bq, 80+ Bronze 850W

    Network Connectivity

    10/100/1000 Gigabit Network Onboard

    Keyboard

    No Keyboard

    Mouse

    No Gaming Mouse

    Display

    No Monitor

    Operating System

    Microsoft Windows 11 Home

    USB Flash Drives

    No USB Flash Drive Selected

    Warranty

    Lifetime Labor Warranty / 1 Year Parts

  8. I am having an issue with the latest Hi Poly head mod where the presets in the character creator all have patchy beards/stubble with skin showing through and, when I use a beard mod, portions of the beard/mustache get skin poking through. It is most noticeable on the High Elf presets, and I[ve noticed with the default nord and breton male presets, some of the beards from my favorite beards mod get patches of hair missing or skin protruding through them.\

     

    Anyone know of a way to fix this? Ive tried setting the chin width/length/forward settings and sometimes it seems to help a little, but doesnt totally solve the inconsistencies.

     

  9. I want to create a racial ability mod, and I do NOT want to give the player 'green' stats.

     

    So I was wondering, is there a way to assign a player a base statistic (like magicka) of 100, and then apply a permanent addition to it of 50 points?

     

    I heard a rumor that setav goes away when you reload a game, so that might not work.

     

    Alternatively, is there a way to check the race of the player on script start and just give him 150 magicka perioid, without it being green (modav causes green or red numbers depending on whether you added above the base or took below the base).

     

    Also, any ideas you all have for racial benefits (passives) or powers, feel free to contact me.

     

  10. What are the safest settings for wrye bash and Skyrim AE with a heavy mod list?

     

    I have been having a problem where, when I use the default settings for bashed patch, I crash on the shadow stone approach (there is a dude there and he seems to be the reason for the crash), and anytime I encounter a dragon priest, the game crashes.

     

    Mainly I am concerned with getting mods to integrate and combine their leveled list entries to play nice with each other. I could care less about things like arrow count, etc.

     

    Any advice or suggestions on alternate methods of patching the game would be appreciated.

     

  11. Could you consider adding an option to delete files from the plugins interface, instead of just from the mods interface?

     

    A lot of mod installers seem to be leaving extraneous files behind, OR mods are installing extra, unnecessary files, OR are so poorly named by the mod author that guessing what primary mod it modifies is difficult, and being able to delete these individual files, especially in the case of conflicts or missing masters.

     

    Another thing I'd like to see is, on the plugins page, when there is a conflict, some kind of messaging telling you WHAT mod file installed the conflicting or missing mastered file. I understand this would probably involve scanning mods on the mods interface and remembering their file contents, possibly in a .txt file thats updated on every deployment?

     

    It's tedious to try and discover which main mod installer or patch mod installer stuck a particular, unneeded/conflicting/missing master file in the plugins section, and being told what mod file its in, and being able to individually delete these files, would be awesome.

     

     

    Thanks.

     

  12. So, I have been informed by a friend that in Legacy of the Dragonborn, Relic Hunter Guildmaster alternate start you CAN get into the dawnstar sanctuary without being in the dark brotherhood, but I have searched all over the internet, on three different search engines and cannot find any mention of how, other than using coc codes.

     

    Is this a bug in LotD or do they intend to FORCE you to join the brotherhood just to advance THEIR storyline and get yet another annoying quest entry OUT of your journal?

     

    Also, LotD seems to be slowing my system down, causing MUCH more disk access (I only have 16 gig of RAM and a 1 terabyte SSD), and causing stutter and lag, which go away when I uninstall the mods.

     

    Another issue is, how many bloody patch mods is enough? I mean...cmon people...there are WAY too many different patch mods for this sucker, by different modders, and very little in the way of support from the authors of LotD themselves. I would dearly love to see the LotD creators put a list on their main page of currently needed patches that work with the CURRENT version, as a number of these mods are for older versions of LotD and either do not work, or outright cause problems when used with the current version.

     

    Thanks.

     

  13. basically, you are probably screwed, just as I and everyone else is. Most of the best SE mods are no longer updated by their authors, and their authors are nowhere to be found to ask permission to take over the mods for updating.

     

    AE has broken EVERYTHING...every...damn....thing.

     

    Worst 20 bucks I ever spent

  14. Is it possible to set up the alchemy in special edition to make standard potions based on your skills? maybe with perks for the different 'classes' of potions? (weak/regular/ultimate/etc)?

     

    I hate having 300 potions in my inventory, in 24 different flavors of the same bloody potion.

     

    I'm willing to collaborate on a project to do this if anyone wants.

     

  15. I have looked into making a mod that douses all the light in dungeons, and leaves ONLY the light shed by torches/sconces/fires/chandoliers/etc, but I am just utterly confused by the toolset for Skyrim SE. I used to mod FO3/Vegas/Oblivion, but a LOT seems to have changed in the toolset.

     

    Anyway, if someone would make a mod that does this, it would be awesome!

     

    Dungeons should have no light except whats placed and whatever godrays seep in through openinings to te surface.

     

×
×
  • Create New...