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Max235

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Everything posted by Max235

  1. Latest Vortex version Skyrim Special Edition, Steam version The mods in question don't matter No error, no steps to replicate any error. Vortex is basically good to go with no issues. I'm asking if there is a way to automatically run the "Open on nexusmods page" function when you right click on a mod that Vortex recognizes as downloaded from a Nexus page. Having 500+ mods in a load order doesn't sound very appealing to have to manually open 500+ mod pages just to find the 20-50 mods that legitimately need to be downgraded from latest to 1.5.97 via deleting the newer file and replacing it with the older 1.5.97 file. I don't mind the load on my CPU opening 500+ chrome tabs so as long as it speeds up the checking process for me.
  2. At worst they could have said modding resource because I'd like to know mods that edit particular areas before I install mods. Not knowing three different mods conflict before I actually go to a cell is mfw times.
  3. Vanilla Skyrim Redone Perkus Maximus Ordinator So far Smithing is stupidly overpowered even with mods that limit the strength and scaling of the player. On the contrary, armor itself (partially because of formula, partially because of low scaling at characters level 1-30 and without factoring smithing) is very underpowered. I also missed the material specific perks from SkyRe, but because I use Ordinator now for other reasons. My request is this: (Numbers up to debate) 1. Smithing nerfed from a 100% benefit at Legendary to a maximum 50% benefit at Legendary, with higher grade materials (Ebony, Daedric) having proportionally less benefit than lower grade materials (Iron, Steel). Iron for example when Legendary is 50% better, but Daedric at Legendary is 10% better. Iron armor's lower base armor stat makes this balanced. At the endgame all materials are more or less the same strength, but we have to consider Heavy/Light Armor level 90+, and Smithing level 90+ character. Thus is becomes personal preference of aesthetics and material perks where no specific material is perfect. 2. Armor base armor is buffed so characters with heavy armor feel like they're in heavy armor even at lower levels. With Vanilla settings, base armor values get you tossed around like a ragdoll because despite being "heavy", it's no more defensive than light armor at that point despite being twice the weight. In the other overhauls, you're gimping yourself in the early game until you can pay for some training and or factor smithing, to then the scaling of heavy armor slowly overcomes light armor up to Vanilla cap (Overhauls go further to a degree). 3. Material perks per specific armor. Concept up to debate but essentially it'd play out like this: ->Elven is very light and magically inclined. It improves speed by 5% and magicka regen by 10% per piece. ->Steel provides protection from blades (swords, daggers, waraxes, 2h versions) and arrows by a further 3% damage reduction per piece. ->Stalhrim gives 10% Frost Damage Resistance per piece (and a full set is immune to Frostfall). ->Dragon empowers fire and frost damage (spells, enchants, shouts) by 5% per piece. Grabbing the specific smithing perk doubles these bonuses so there is still reason to go up the smithing tree even if your character doesn't smith all that often or is roleplaying to not smith. Knowledge is power. -- So far I've only seen material perks (Skyrim Redone) and a few mods that change the armor scaling formula. I have not seen a mod that changes weapon scaling formula or rebalances Smithing so 1. it's not overpowered and 2. lower grade materials scale better because they have lower starting stats, to a point where all materials are more or less the same at the endgame.
  4. I'm trying to make a basic mod that modifies Vanilla's "School spells cost <Mag>% less to cast" to "School Spells are <mag>% stronger" (meaning, the enchant increases the damage of spells). For now, I'm only working on changing Destruction, Destruction & Magicka Regen, Restoration, and Restoration & Magicka Regen because they are the ones changed by Skyrim Redone's Main Module. Somehow, Perkus Maximus lacks the the change (at least for me) and conflicts with SkyRe's Main Module. So I decided to try and make a personal overriding fix to the problem until all the bugs get ironed out. I had started on Destruction in the hopes that once I figured it all out, I'd be able to do the same to the other three enchants. I've gotten to the point where I think I understand that the Actor Value DestructionPowerMod affects the magnitude of Destruction spells under Fortify Destruction enchants, from what I know of the Alchemy version of Fortify Destruction. I've also figured the basics for making the descriptions come out in game, but what stumps me is getting the game to recognize that Fortify Destruction increases the damage of Destruction Spells rather than Vanilla's cost reductions or what I'm currently seeing, absolutely no effect whatsoever. Basically, I think I have all the pieces, but I don't know how to glue them all together to get the final result. Creation Kit wiki was pretty helpful, but ultimately couldn't help me on specifics. After messing with the CK for half a day, I'm stumped on what to do.
  5. There are many mods that change the look of the Housecarls, but honestly I think that each one should specialize in something different, borrowing scripts and whatnot from other mods (with permission, of course). My very first time around, I was bummed to find that Jordis was essentially a blond Lydia with a different voice (although, more courteous). A variety of different renovation House mods are also out there for fixing up the original Vanilla Houses. Being able to use Thaneship to ignore minor crimes entirely and once a week ignore major crimes would be nice. The city (or town, like Falkreath) that you gain Thaneship in should determine the rewarded item. For example, Whiterun would give you a unique and beastly Steel War Axe, whereabouts Windhelm gives you a powerful Warhammer. Not powerful based on your level, as these are meant to be special rewards, but powerful of the highest level of rewards.
  6. I liked some of the lower level materials and wanted to use them for an entire play-through, which amounts to ending somewhere between the level 80 and level 140 range (Community Uncapper). However, some material became unusable with appropriate level enemies (High Level Enemies etc mods) whereabouts typical high level material (Ebony, Daedric, etc) were completely fine. It boggled my mind that if I could make "Legendary" stuff, that I should be able to make extremely good "Leather" or "Iron" or "Steel" equipment that were on par with the aforementioned Daedric level items. So this is my request: Higher grade versions of low level material so that it is on par with higher grade material. There are a collection of mods out that that make some sets of equipment that could be used as a higher level version, but no mod has yet to make equivalent versions of all existing Vanilla material. Of: --Steel, one version for Steel Plate/Elven level equipment, and one version for Glass/Dragon level equipment. Independent of the Skyforge. --Elven, one version for Glass/Dragon level equipment. Probably Thalmor related (as in, must steal the plans from them). --Dwarven, one version for Ebony/Daedric level equipment. Formulas for making it probably resting in Dwarven Ruins as form of loot. --Orcish, one version for Daedric level equipment. Scrolls detailing smithing would probably be reserved for Chieftain of a new Orc Stronghold. --Leather, one version for Steel Plate/Elven level equipment, and one version for Glass/Dragon level equipment. Skyrim Redone Note: --SkyRe has "Quality" Leather equipment that should be on par with Steel Plate as part of its Wayfarer tree, so it should be slightly less work to work with that, and automatically make such mod compatible. Skyforge Note: The higher levels of Steel smithing should not be made from the Skyforge; they are, after all, the product of other people. Skyforge equipment (and armor) should be a special case of Steel, and curtail a special advantage (that is not broken at the same time), such as lower weight, like how it is with Vanilla Skyforge Steel. (PS: Never found an existing mod request that specified this, so apologies if it was already suggested.)
  7. I'm going to go out on a limb and guess the OP ran into the More Bounce file from the 7B mod. That particular file has caused some minor issues with another mod that uses it (as far as I know, since I haven't seen any issue posts pertaining to his other option files regarding CTD's when looting a female body). This mod is, as I guess, also used with the Victoria Velina mod by choco2114, and caused some CTD complaints in the forum topic for that mod. However... Almost all CTD's come from some sort of mod conflict, corrupted mod file, and the like. The only "solution" that can be gleaned would be to mess around with your mods and try and figure out what's making the CTD. There really isn't a way to make a mod that "magically fixes" CTD issues. You could make a mod that simply reports the game logs so you can pinpoint the CTD/conflict faster, but I'd think that's as far as you'll be able to get.
  8. I didn't see this concept anywhere else on the Mod Request sub-Forum, so I apologize if this concept has already been suggested in the past. I'm proposing a Mod Request of a Civil War Remake. I fully understand that ApolloDown has his Civil War Overhaul, but this proposal is NOT that. The Civil War Overhaul reintroduces siege, loss, and ultimately tries to time a hack and slash to a real time strategy. Skyrim is neither of those genres, so both the Vanilla Civil War and the Civil War Overhaul feel very out of place. I think this is enough to convey the concept. In this suggestion for a Remake, most of the Vanilla Civil War content would be disabled, as the Civil would be mostly rebuilt from scratch. Instead of those stupid fort battle quests, the player would be tasked with more objective based dungeon delving and investigative quests, as the rest of Skyrim's Vanilla Quests. To help streamline the development, I'm asking for a number of the Vanilla parts to remain untouched. Joining the Legion/Stormcloaks Untouched. Either get the quest objective from Hadvar or Ralof or Legionnaires or Stormcloaks. Go to Tullius or Ulfric and receive your instructions. The background behind the current situation is that the people of Skyrim are growing sick of fighting and thus recruitment for both the Legion and the Stormcloaks are at an all time low. This is lore friendly because many of the forts that are supposed to end up Imperial or Stormcloak held are initially teeming with Bandits or Necromancers. The Holds have mostly withdrawn support for either side and are trying to not get involved with issues regarding other Holds. There is concern from both Tullius and Ulfric that this makes Skyrim even more vulnerable to the Dominion. In the case of the Legion, the Dominion will probably try to gain more influence. For the Stormcloaks, the Dominion may start becoming overt in their moves to defeat Skyrim. You, a lone soldier and the first recruit in weeks, are sent to complete a multitude of tasks that would normally be ordered to a squad or even small army. Hence that difficult task (consider the Stormcloak Ice Wraith thing with Frostfall). After clearing out the fort or killing off those Ice Wraiths, you are given a number of "Radiant" style quests. They're not radiant quests, as they don't repeat, ever. But the intent is that they're very simple objective quests that don't require much more than initial dialogue and spawning of enemies at the location. These radiant style quests are for the Solitude and Vindhelm Holds. The background behind this is despite both sides having lack of troops, ther other side is starting incursions into the Capital Hold. You, the player, must stop this. Alongside this introduction to the war part, you are introduced to an NPC similar in depth to Interesting NPC Super NPC's by Kris Takahashi. (Zora, Gorr, etc) This NPC is important to your choices later, and will, depending on how your progress through the Civil War quests, support or tolerate your choices, and back you up whenever your leaders disagree. How well this works is up to the Player. Radiant style quests are supposed to be simple tasks like clearing out an enemy camp, stopping a enemy supply convoy, and stealing orders from the enemy couriers. Nothing major. When you finish these radiant quests fro the Capital Hold, your commander (Tullius or Ulfric) is relieved. Tullius or Ulfric assigns you to an existing Legion/Stormcloak General out in a random Minor Hold (Winterhold, Morthal, Dawnstar, or Falkreath) whose having some trouble taking the Hold. Each of the four separate Holds have their own little background on why the Hold is important and the major goals the General is trying to accomplish. You have the option (depending on dialogue paths and speechcraft checks) to alter the overall goals and suggest different avenues of attack. Investigating other points of interest such as Nordic ruins and Bandit camps would also be listed for capturing a Hold. Forts. Forts. You may attempt to capture them or leave them be, as they might have too many Bandits/Necromancers or enemy soldiers. If you choose to skip them, you'll have to help capture other things valued to a fort's worth to the war. The way the enemy works (in, sending soldiers your direction, there way the Jarl acts, how well the people react to you, etc) is based on your choices during the radiant style quests. Once that Minor Hold capitulates to your side, you are asked (via courier) to return to Tullius/Ulfric to prepare something big: the Jagged Crown quest. The Jagged Crown quest plays out exactly like the Vanilla one, expect the last part involving the Crown. When you obtain the Crown, you have three choices. You can return it to your commander (Tullius/Ulfric), you can return it to the enemy commander (Ulfric/Tullius) and swap sides, or you can put it on your head (it is a crown, is it not?). The third choice immediately makes your former soldier friends hostile and excludes you from joining the other side as well. This choice is for making a Dragonborn faction, with you as the head. If this is not done, you play the Civil War like before except all the changes to the capture Hold quests to make them better. Do note that besieging the Major Holds (Markarth and Riften) should be possible. The Whiterun Battle is untouched, though you could skip it is you dispose of the Jarl or persuade him to assist your side. The end city siege (Solitude for Stormcloaks and Vindhelm for Legion) requires the Player and their side to capture the surrounding areas before attempting for the city proper. It's kind of obvious you have to secure the area in case the enemy does exactly what the Legions did in the Battle of Red Diamond to the Dominion. Do note that all "civilians" (ie everyone but the guards) are forcibly stuck inside the houses so they cannot be killed. The fights for the bigger Holds may have "sub objectives" to complete in order to push your way into the city further. The idea is that obviously, fortified buildings are natural strongholds within an urban battle, and will annoy you to no end until they are captured. Other points of interest to capture would be arsenals, barracks, the jail (holding captured soldiers that can aid your side), etc. The final battle should be much more intense. A final stand of enemy soldiers should be included. The generals and their personal guards (Rikke/Galmor) should also be much more powerful and unique, making a kind of a boss battle, so to speak. Now, the Dragonborn faction. Only if you want to. You are set as enemy to Legion and Stormcloaks. You must find a friendly or neutral Hold to build your own side. Now you see the importance of that friend you made? He/she will end up as your quest giver and an ally on the various quests to beat back both Legion and Stormcloaks. You'll need to recruit people. That would be done in two ways. 99% of your soldiers (the nameless generic ones) are done via a recruiter to remain lore friendly. The other 1% is a selection of potential allies that have actual names and character depth. A similar selection of named soldiers would have been seen if you stayed with the Legion/Stormcloaks. Do note that if you go with the Dragonborn side, you'll have to undergo two Capital Sieges.
  9. Basically, the in game cursor (mouse) works in the settings menu (esc), but it does not work very well if at all in the character menu (tab [inventory/map/magic/skills]). The game appears to not register the mouse being there, as in will not move to the specific direction period. The game will work with the keyboard's arrow/wasd controls for the same directions, though. In inventory and magic branches of the character menu, the keyboard is needed to navigate the main "sub-menus" for the purpose of finding and switching items/spells. I must use enter to equip them as normal. The scroll wheel and mouse do not work, but the cursor moves when the mouse is moved around. On map and skill branches, the mouse is recognized and I can use it as I did before. No problems in either. What I think is the problem might not be correct. I *think* it has something to do with an accidentally deleted file or a mod messing with the master files/default stuff. Gamepad I'm using what I consider a "gamepad". Now I'm pretty sure this thing is not a gamepad, since all it does is allow me to bind keys from my keyboard to its keys so I don't need to have the full keyboard in my hand. I have gamepadenable=0 setting thing in the .ini fileunder LAUNCHER, in case that actually affected anything. Mods Prior to the mouse menu problem, I was using a few mods. I ran into a system problem, so I rebooted, system restored, and reinstalled skyrim (among a number of non-skyrim programs), hopefully to fix those problems. In case it was needed for more information, I had recently done a mod overhaul (basically rip out every mod and delete them, then re-download from nexus and start afresh). Also in case something with the mod list might be doing something to affect the recognizing of the mouse, this is the list (and order) of the installed mods/DLC's. The order was arranged by BOSS program. Skyrim Update Dawnguard Hearthfire Dragonborn Unofficial Skyrim Unofficial Dawnguard Unofficial Hearthfire Unofficial Dragonborn SkyRe Main SkyRe Combat SkyRe Encounter Zone SkyRe Enemy AI SkyRe Enemy Scaling SkyRe Standing Stones SkyRe Races Northern Encounters Ultimate Follower Overhaul UFO Dawnguard AddOn UFO Hearthfire AddOn SBF All in One Vanilla ESF Aela Version 1.8.151.0.7 SKSE 0.1.6.6 (I like my older files) Summary: Keyboard works just fine for accessing character menu, magic, and items, but it feels awkward and I would like to use my mouse again. No idea what went wrong.
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