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egocarib

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Everything posted by egocarib

  1. In response to post #25254304. (FYI, the post never did appear on the bug report tracker.)
  2. I tried to use the "Move to bugs" option to move a forum post to my bug tracker, and I checked the box marked "Set this comment as hidden." After clicking Submit, though, all that happened was that the post disappeared and nothing showed up on the bug tracker at all. I thought it might just be server lag or something, but its been about 20 minutes now, and nothing ever showed up on the bug tracker.
  3. Does the game crash when it tries to divide by 0 at level 200? Or, what happens exactly?
  4. by googling "sg hairpack"
  5. These are the ones I know of, roughly in order of most to least recommended (the first three are especially good) http://www.nexusmods.com/skyrim/mods/29316 http://www.nexusmods.com/skyrim/mods/38839 http://www.nexusmods.com/skyrim/mods/41875 http://www.nexusmods.com/skyrim/mods/50439 http://www.nexusmods.com/skyrim/mods/28670 http://www.nexusmods.com/skyrim/mods/49061 There are other good ones that add new surface shaders to enchantments, but these are the only ones that add 3D animated effects on the Nexus I think.
  6. Funny you should bring this back up now - Dienes just released a new SkyProc patcher that finally solves this issue completely, for all followers and NPCs, from any mod, and they will be able to use all the enchantments without problem. check it out here
  7. This looks like the bug I fixed in the Soul Gem Traps patch. If you install the patch it will kill all those loops and get things back to normal for you. (added a longer note on EA's Mod page in response to you there)
  8. This is a really awesome idea! It looks like that mod is somewhat abandoned at the moment, and seems to have some limitations / problems judging from the comments on it. It would be nice if such a mod could add multiple options with a configurable MCM menu - for instance, you could configure the chances that you will appear in a city at a temple (as mentioned above), the chances that you will appear in the wild where-ever you got knocked out, the chances that your gear would be stolen or not, and how much would be stolen, etcetera. Could be very nice! Edit: Some other semi-related mods for reference~ http://skyrim.nexusmods.com/mods/45894 http://skyrim.nexusmods.com/mods/34698 http://skyrim.nexusmods.com/mods/16311 Edit: just heard that another great modder is working on a project like this right now, so perhaps there will be another alternative in the near future from the sound of it :smile:
  9. Very nice idea... especially for paladin-types, as you mention..
  10. Works fine for me. Make sure you copy/pasted it right - looks like it didnt get the whole word.
  11. waaay cool. :turned:
  12. I'll see if I can throw something together. Edit: Here it is :)
  13. There's a large project underway that does just that, and a lot more. I think it will be pretty great when it's finished. Check out the thread if you like :)
  14. http://skyrim.nexusmods.com/mods/38382/
  15. Yes, the only way to do this currently would be to make specific versions of every possible potion that could be created, in addition to implementing a whole new crafting system seperate from the hard-coded vanilla alchemy system. It could be done, but it would be a huge project. Probably an easier solution if you just want to be able to create potions with all the different healing effects, etcetera, would be to simply add a few new ingredients that align with one another and make such combinations possible using the existing system. It would also be easy enough to develop some kind of system to mix/combine potions you've made to increase their strength (something I'm thinking about for a possible alchemy overhaul... but that's a bit down the road if it materializes)
  16. Just open the .esp in notepad or another text editor, you will see the text very easily - it's not a proper encoded esp.
  17. Wow, great advice.. I was always stumped about how to remove forms I had added... Thanks for the tip, that will come in handy. :)
  18. Yep, a bashed patch will ensure all the items added by both mods get put into the leveled list (instead of the later one in the load order overwriting the first).
  19. AddForm works fine. It will persist through the whole duration of a player's playthrough, no matter what kind of list you're adding to (Leveled or not).
  20. You could try making an ability-type spell instead that uses the same magic effect as the enchantment. Then choose a typical weapon enchantment (or make a new one), and set the "Equip Ability" of that enchantment's Magic Effect to the new ability-type spell you created. Add a condition to the ability spell like so: Run on: Player IsBlocking == 1 this will make it only active while the player is blocking.
  21. Where do these books even exist in-game in this mod for you? I opened it in TES5Edit but it's completely corrupted, can't figure out anything but the text inside of them.
  22. You might also be interested in this, if you are looking for more hunting-oriented gameplay. Not exactly addressing the problem you outlined, but a fantastic mod.
  23. To clarify, the person who posted that non-working link is the person who made the OB CS extender, and who is also currently working on the CK extender ;)
  24. I don't think this is technically possible without SkyUI adding support for ini files or something similar, and the main developer of SkyUI has stopped working on it, so such an update is unlikely.
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