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Greensbr

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  1. Oh I never knew about that mod. No I haven't, but let me give it a try and see if that helps. UPDATE: Okay I ran SaveTools through MO and clean my latest save. I was going through the tutorial on the mod's page here http://www.nexusmods.com/skyrim/mods/52363/? However when I tried to do the last step; enter the game and save over the cleaned save, the game CTD again. I made sure I wasn't loading the backup copy by taking it out of the saves folder before I loaded skyrim. The problem persists. I basically cant save now past that point in the game without it CTD. In fact, I think this might have made it worse because it CTD this time, when I tried saving a point in the game before I talked to Isran. So I've been pushed back a little. Help me?
  2. Yes. TES5Edit. I also forgot to mention, I am also using Mod Organizer, instead of NMM. What MO does is it has one folder for your downloaded mods, one for your installed mods, one for your skyrim directory, and finally a virtual folder where all of those are combined in the right order. The purpose of doing it this way is to keep your vanilla skyrim directory "fresh" and untouched when you mess around with mods. You run programs through MO like SKSE so that it works properly. Like if I ran SKSE without MO, than my game would start but it wouldn't include my mods. But yeah just letting you know. My mods are autosorted with LOOT (Not BOSS) because the guy who created BOSS renamed the new version to LOOT. Basically its supposed to be compatible with MO, while BOSS is not, thats why I'm using that. So my mods are autosorted from that program when I run it through MO.
  3. Hello, my Skyrim CTDs when I try to save my game after talking to Isran at Fort Dawngaurd, after the quest where you take Serana back to her castle. Its funny because I can save my game almost up to the point to when after the small patrol of vampires attack, but as soon as I talk to Isran and get the quest to find the two people, when I try to save after that point it will CTD. Also I can't leave Dayspring Canyon because of the autosave, which will cause a CTD. I have all DLCs, latest patch. Load Order All the one's containing an error are inactive so they aren't affecting my game. Need help fixing this issue.
  4. So I don't know if this is possible, but I wanted to know if Staffs could be completely rewritten to basically be what they've should have always been throughout all of the Elder Scrolls games. People want to see a mod where you can equip a staff, and instead of it giving you a single power, like being able to shoot a fireball, the staff is instead treated as a melee weapon. But if you were to equip a spell in the same hand that the staff is equipped, you can instead use that spell through the staff. Why is this so hard to make? So I know this isn't new, but here's my unique take on the idea... I think each staff should still have its own vanilla power, to keep it lore friendly. (That makes each staff "unique" too). So when you equip a staff, it will have that special power added to your character, and equipped by default. If you already know how to cast a fireball, for instance, it will simply equip the fireball in your magic menu. But if the staff's ability is unique (like a deadric spell), or is something you haven't learned, then it will simply add it to your character until the staff is unequiped. You'll be able to cast this added power with either your staff, your offhand, or even another staff depending on what you have equipped. However casting the staff's power in any way this way, will drain the staff's energy instead of your mana, and so will casting any other spell through the staff. The catch is that you can still cast any spell through the staff even when it's energy is zero, but not the staff's unique power (unless you already know it). In addition every staff should have enchantments providing passive buffs to spellcasting when equipped. You name it; reducing cost, increasing regen... just to add to their advantages. You'd probably imagine we would need new animations for master level/self targets spells, as well as melee one-handed and duel wielding animations. Well, I have an idea for a master level spell animation; http://i.imgur.com/3oohLxl.gif I have a few more tweaks that would make this idea even better, but I would be happy just to see this for now. We'd have to rewrite the staff, provide new animations and troubleshoot it. But this its worth it I think, because a staff is supposed to be the soul of a wizard... like a sword to a knight or a dagger to a thief. I don't see many staff mods because staffs simply suck in Skyrim and all the games previously. They are merely placeholders for spells when they should be multi-functioning tools of wonder.
  5. Updating this. I reluctantly disabled a couple of mods I thought mind be eating up my performance, and I was able to get closer to Riverwood, but it crashes right when I reach the front gate. Its like something about loading up that area just causes my game to CTD, and I dont even mean it says "Skyrim not responding" I mean the program just shuts off and it goes straight to my desktop. Wtf. Any help?
  6. Okay I set bShowAllResolutions to 0 (it was at 1) In the options section from the launcher my normal full screen resolution is set for 1280x800, but when I select windowed mode that drops the resolution down to 800x500. I used that resloution and loaded up the game, then exited at the loading screen and then launched Skyrim with SKSE. It still crashed when I got to that point. I tried updating video drivers and clearing cache already, so yeah. Any possible conflicts in my mods. Should I reinstall Skyrim possibly?
  7. I got it to run in windowed mode for a bit longer. It didnt crash where it usually does but now crashes when I get to Riverwood. So maybe this isnt a scripting error maybe I am just overloading somehow. Any suggestions?
  8. At least thats what it says. My game consistently crashes to desktop when I am traveling on the road to that first town you get to when you first leave Helgen at the start of the game (except this is later in the game and I am level 23) I dont know what it is thats causing this crash.; -My load order is set according to my BOSS logs. -I fixed all BOSS reported errors with TES5edit. -I have been using patches which allocate more memory to Skyrim. -I use SKSE -I have all DLCs Im guessing its a script error since the crash is so consistent. Any way to troubleshoot this? Im out of ideas. Here is my BOSS log. These plugins are recognised by BOSS and have been sorted according to its masterlist. Please read any attached messages and act on any that require action. Skyrim.esm Active Update.esm Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} Unofficial Skyrim Patch.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev, Stats}} Dawnguard.esm Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} Unofficial Dawnguard Patch.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev, Stats}} HearthFires.esm Active Unofficial Hearthfire Patch.esp Active Dragonborn.esm Active Unofficial Dragonborn Patch.esp Active Bash Tag suggestion(s): {{BASH: Delev, Stats}} Falskaar.esm Active AP Skyrim.esm Active ArmedttTeeth.esm Active ClimatesOfTamriel.esm Active MagicDuelReborn.esm Active Schlongs of Skyrim - Core.esm Active TravellersOfSkyrim.esm Active Xvision Children.esm Active Xvision Children - Complete.esp Active Xvision Children - HF.esp Active Xvision Children - DB.esp Active Chesko_Frostfall.esp Active StaticMeshImprovementMod.esp Active StaticMeshImprovementMod-DragonbornTernFix.esp Active StaticMeshImprovementMod-FurnitureChestSnowFix.esp Active MoreChildrenItem.esp Active Named bosses in skyrim I v1.1.esp Active prostitutes.esp Active Skyrim Immersive Creatures.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} Skyrim Immersive Creatures - DLC2.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} TravellersOfSkyrim - Vanilla.esp Active Footprints.esp Active SkyUI.esp Active HarvestOverhaulDawnguardDragonborn.esp Active HarvestOverhaulSalmonRoe.esp Active HarvestOverhaulCreaturesDawnguardHearthfireDragonborn.esp Active Inconsequential NPCs.esp Active Krooman - ReneganKrooBoss.esp Active PumpingIron.esp Active Sjel Blad Castle.esp Active TezofTerrornorthsTomb.esp Active Wyrmstooth.esp Active Schlongs of Skyrim.esp Active Skyrim Creatures Alive.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} wizDynamicThings.esp Active NPCsUseAmmoAllBows.esp Active SkyrimHeartRate.esp Active Note: Do not clean. "Dirty" edits are intentional and required for the mod to function. _tck_SpellCrafting.esp Active MagicDuelReborn - Shouts.esp Active Mighty Magick - Alteration.esp Active Mighty Magick - Alteration Extras.esp Active Mighty Magick - Conjuration.esp Active Mighty Magick - Conjuration Extras.esp Active Mighty Magick - Destruction.esp Active Mighty Magick - Dual Casting.esp Active Mighty Magick - Enchantments Rebalance.esp Active Mighty Magick - Fortify Magic School Enchantment and Alchemy Reversed.esp Active Mighty Magick - Illusion.esp Active Mighty Magick - Illusion Extras.esp Active Mighty Magick - Restoration.esp Active Mighty Magick - Restoration Extras.esp Active Mighty Magick - Scaling.esp Active Mighty Magick - Voice.esp Active Duel - Combat Realism.esp Active TemptressVixen.esp Active 3DNPC.esp Active RealisticNeedsandDiseases.esp Active Bash Tag suggestion(s): {{BASH: Delev, Relev}} RND_Dawnguard-Patch.esp Active RND_HearthFires-Patch.esp Active RND_Dragonborn-Patch.esp Active RND_USKP-Patch.esp Active Bash Tag suggestion(s): {{BASH: Relev}} NonEssentialChildren.esp Active AmazingFollowerTweaks.esp Active Bandit Children.esp Active dD - Realistic Ragdoll Force - Realistic.esp Active Note: Ragdolls will conflict with other mods that change the skeleton.nif. Check Custom Skeleton Replacers for compatibly with other skeleton.nif. Forsworn Children.esp Active getSnowy.esp Active WATER.esp Active WATER Plants.esp Active WATER DG.esp Active WATER DB Waves.esp Active WATER Falskaar.esp Active RND_Water-Patch.esp Active Xvision Children - USKP.esp Xvision Children - Falskaar.esp Xvision Children - Wyrmstooth.esp Xvision Children - 3DNPC.esp Xvision Children - IncNPCs.esp Xvision Children - NEC.esp
  9. Well first of all I wanted to remove the notion that all AOE spells are "master" level spells. It shouldn't be the type of the spell, but how powerful it is that determines its rank and whether you can use it (like in Oblivion). So for instance an AOE spell that does 10 damage is "apprentice" level, and an AOE spell that does 20 damage is "adept" level. That said, no a cloak spell or any spell can have 4 different forms. In your case: "DPS form" - Shoot a continuous stream of magic that cloaks a target (this is confusing I know) 3 seconds per second. "Charge form" - Shoot a bolt of magic that cloaks a target 6 seconds with an explosion radius of 0 (and 8 seconds with an explosion radius of 2 when max charged). "AOE form" - Unleash a burst of magic targeting yourself and those around you that cloaks for 6 seconds with a radius of 0 (and 8 seconds with a radius of 2 when max charged). "Trap form" - Lay a magical trap that cloaks target 6 seconds when activated, with a radius of 0. (And 8 seconds, with a radius of 2 when max charged). Pretty much all forms of any spell can be charged expect for DPS form. Yes cloak spell is inherently a self-targeting spell, so it would originally fall under the categoery "AOE spell" with a radius of 0. The main idea is that when you charge a spell, it increases all its crafted conditions by a small margin, so this could work for any kind of spell - even a spell that for example, cloaked 5 seconds and did 10 fire damage. P.S. Thanks I fixed that.
  10. Basically I'd like to see Oblivion style customization, with the ability of using each unique spell in 4 different ways (as seen in Skyrim)
  11. This is an attempt to synthesize the old Oblivion style magic Spellcrafting system with the new (absent) system found in Skyrim. First let’s review the differences found in both games: In Oblivion, each magic school (and any skill) had five ranks: Novice, Apprentice, Journeymen, Expert and Master. Some spells were only available to certain ranks, and they did not level up with you. In other words, there were about ten different fireball spells, the one you got in the beginning of the game doing 5 damage, and the one you got towards the end of the game doing 100 damage. In Skyrim, the five ranks still exist for each skill (including schools of magic): Novice, Apprentice, Journeymen (now called Adept), Expert and Master. However there is only one kind of spell in the game for each spell “type.” For instance, there is one and only one fireball spell in the entire game. It’s effectiveness is not based on its objective stats, but is now relative to your degree of skill in the school of destruction… thus there is no need to buy a new fireball spell every 5 levels since one and only one kind of spell “grows” with you. Furthermore; instead of having all types of spells included in each skill rank, some types of spells are inherently “Novice” (such as the flames spell) or “Apprentice” (such as transmutation).You can even see that some of the “perks” in the game allow you to unlock say “Apprentice” level spells; which essentially means you get to use a new “type” of spell, out of the only 85 types of spells. Many people want spell customization back in the game. Some people just want variations on the same spell, instead of having only one in the game… like a weaker lightning bolt for use in parlor tricks. So here is what I thought up: Firstly, bring back the Oblivion system of buying different variations of spells, and spellcrafting (bear with me for a second). But instead, each spell, no matter what type, will have four different “forms” thanks to the source code already found in Skyrim. The four forms are: -“DPS (Damage per second” form – It’s what you see when you use flames or shock, the pure “damage per second” style of any conceivable spell, where the effects are spread out over time. For example, draining 8 life points per second. (For as long as your mana bar) -“Charge” form – This form is like fireball/lightning bolt. The effects of the spell are used in a single blast. For example, draining 8 life times the amount of time in seconds it took you to charge it (8 life x 3 seconds = 24 life drained). -“Trap” form – It’s the same thing as the fire/ice/shock trap you see in Skyrim. The “power” of the trap is also dependent based on how long you charged it. How many you can lay at a time depends on your mana bar (just like in Skyrim). -“AOE” (area of effect) form – Just like spells such as “blizzard” AOE is as it implies, and is the fourth and final form of any given spell. Okay so say your playing a modded Skyrim and you create a spell (just like in Oblivion) that does 10 ice, 10 fire, and 10 drain life damage. You encounter an enemy and equip the spell in your hand. You decide to “switch” the spell the “DPS” form (a little icon at the bottom of the screen flashes showing that you did this). You shoot the spell and it begins to do 3 fire and 3 ice damage per second, while also draining 3 life per second. Pretty interesting huh? But that’s not good enough so you switch the spell over to “Charge” form. You begin charging a blast… to full power, you shoot it – it does 10 ice, 10 fire, and 10 drain life damage exactly as you crafted it. But that’s not good enough. You charge it again, consuming all your mana. It does 15 ice, 15 fire, and 15 drain life damage… which is good considering your only an apprentice of destruction ;) You sort of catch my drift now? Say you wanna lay some traps with your custom spell. Switch it on over to “Trap” form. An enemy steps over it. Boom. 10 ice, 10 fire, and 10 drain life damage. Or maybe your surrounded by enemies and want to do some damage. You switch to “AOE” form, charge and release doing 8 ice, 8 fire, and 8 drain life damage, 10 ft in all directions. Basically the gist of this is that the magic adjusts its strength according to the different forms it takes. It’s still equally powerful in each form – it just has different strengths and weaknesses. Todd Howard wanted to bring back the “mystery of magic,” and he has… he just over did it a little to much in my opinion. There is still room for spell customization in Skyrim, and I hope my thoughts inspire some mods. Please post if you have any questions. Thanks.
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