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ShadeTailUS

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  1. I'm having a really annoying problem. When I fight the dragon in the sulfur hot springs area, absolutely nothing hurts it. I can wail on it for a solid ten to fifteen minutes, and it's health bar remains full. I do have Deadly Dragons installed, but I have it set barely higher than vanilla strength. Ten to fifteen minutes should be enough time for me to kill two dragons, let alone one, but not this one. Also, this bug is only effecting this one dragon. All the other dragons I've encountered, whether radiantly spawning or pre-set, behave normally. Basically, I need to fix this one dragon. Can anyone suggest something? Perhaps another mod, or maybe a console command that would "reset" this dragon back to the way it should be?
  2. In response to post #75879178. Did you seriously type this BS? "Oh, let's have no passwords so that anyone at all can access our personal accounts at any time! That'll make things more secure!" Either your brain isn't working, or someone else accessed your account and typed this while pretending to be you. If the first, get off the internet because you're too naive to live in this jungle. If the second, well, there's your proof that you need to password your accounts to cut off access for thieves and scammers.
  3. Lately I've decided I want to play a pugilist/brawler character, but at least in the long run, unarmed combat in Skyrim is pretty pathetic. To make it more viable, I'd like to either find or create a no-frills mod that ties Unarmed to the One-Handed skill. Unarmed should benefit from the One-Handed damage multiplier and perks, and should give One-Handed XP. That's all I want and need to make punching people an actual viable choice. But I've been scouring the Oldrim and SE Nexus, and I can't find a mod like this. Everything either comes with a ton of unnecessary bells and whistles like new claw weapons and entire new perk trees, or it basically cheats by just giving Unarmed more damage based on player level, or stuff like that. I've also been playing around with the Creation Kit, and I haven't had any luck there either. I've found the "Unarmed" weapon, but it's not tied to any skill tree and I can't figure out how to change that. It has a pull-down menu to choose which skill tree it belongs to, like all weapons do, but using that to select One-Handed doesn't actually do anything. One common feature I've seen in a lot of Unarmed Combat mods is they actually create a new Unarmed weapon that gets auto-added to the player's inventory and can't be dropped. I've been thinking of trying that same thing, but I could use some advice on how to best do it. Should I duplicate an existing weapon (say, a dagger, for the short range and speed) and alter it to be Unarmed? Or should I make an entirely new weapon from scratch and then try to tie it to the One-Handed skill? And either way, how do I adjust it to take into account racial differences (Kajhit and Argonians both have higher Unarmed damage than Humans and Elves, and I don't want to lose that)? Any advice on finding or creating a mod like this would be really appreciated.
  4. I really want to play a brawler/pugilist character. The problem is, vanilla unarmed combat is pretty pathetic (at least in the long run), and all the unarmed combat mods I've found have way too many bells and whistles. I don't want to have to deal with claws and brass knuckles, entirely new perk trees, etc. Is there a mod that just ties unarmed attacks to the One-Handed skill so punching both gets the skill's damage modifier *and* earns XP? And if there isn't, does anyone know how to make one? I've tried playing around with the Creation Kit, but I can't figure out how to alter the "unarmed" weapon to make it part of the One-Handed set.
  5. Can anyone help me with this? I'd really like to know how to calculate the base cost of a spell. I've tried searching on Google, but my searches never bring up anything relevant.
  6. So I've been keeping at this, and while I still haven't really figured out what the problem was, I managed to solve it. I was deactivating mods individually and in small groups, trying to isolate which it was. But no matter what I did, the problem persisted. It was only when I deactivated everything and played in vanilla that the problem went away. At a complete loss, I finally deleted the entire Skyrim data directory, and the Skyrim.exe file for good measure, and had Steam re-download them all. After a quick cleaning of the esm files with xEdit, I reloaded my save with all my mods running, and the issue had finally gone. Obviously there was something that had gotten into the data directory which my mods didn't like, but I have no idea what it was. All I know is, it's gone and I can buy a house now.
  7. Sorry, but I'm not going to port any mods for you, for two reasons. First, I barely have the time to do my own modding. Finding the time to do someone else's modding is simply not going to happen. Second, altering and then distributing someone else's mod is almost definitely a copyright violation, even if I only distribute it to one other person. If you want to port an Oldrim mod to your S.E. game, you're just going to have to learn how to do it yourself.
  8. Please, can someone help me figure out why this is happening?
  9. I've posted this in another forum, but in hindsight I think it was the wrong board, so I'm posting it here also. I need help with my mod: https://www.nexusmods.com/skyrimspecialedition/mods/19634 It's supposed to complete the Skyforge Steel weapon set, and make the new weapons available to choose from when you reach the point in the Companions questline when you're given a free weapon. And it works fine, as long as your character is male. But the part where you get a free weapon is broken for female characters. I need to find the quest line in the Creation Kit where Eorlund Gray-mane says: "Yes, lass, you've been raised into the Companions I hear." But after a couple days of searching, I just can't find it. It's like that line doesn't exist, even though Eorlund definitely says it in vanilla Skyrim. I can tell you exactly where the male-version of that line is: quest C00 under the dialogue tree EorlundBranchTopic. But I simply can't find the female line. Please help me find that bit of quest dialogue so I can fix my mod. EDIT TO ADD: And after following a hunch, I found I was closer to the truth than I realized. The line seemed not to exist because...it actually didn't exist. It somehow got cut from the game and was added back in by the Unofficial Patch. I was trying to keep my mod as simple and unbloated as possible, so the only master file was Skyrim.esm. When I added in the Unofficial Patch as a master, suddenly the line was in the C.K., right where it was supposed to be in the first place. So the problem is now resolved.
  10. I made this mod about a year ago: https://www.nexusmods.com/skyrimspecialedition/mods/19634 It adds in the missing Skyforge Steel weapons: mace, warhammer, bow and arrow. They're available to choose when you reach the point of the Companions questline where Eorlund Graymane gives you a Skyforge Steel weapon, and you're also able to buy them afterward. Unfortunately, the mod has a pretty major bug. The decision point where the player chooses a weapon only works for male characters and not for female characters. The reason, I'm pretty sure, is that the dialogue entry I altered, which I thought was the only entry for all characters, turned out to be for male characters only (C00EorlundBranchTopic; ID 0004B706). So I've been pouring through the dialogue tree in the Creation Kit, but for some reason, I can't find the dialogue entry for female characters. It's like there isn't an entry for female characters. I know there must be a female character entry, because when I remove my mod and go through the vanilla version of that part of the questline with a female character, the dialogue happens just fine. So I need to find the dialogue entry for female characters in the Creation Kit and alter it to work with my mod. Can someone please help me find it? EDIT TO ADD: And after following a hunch, I found I was closer to the truth than I realized. The female entry seemed not to exist because...it actually didn't exist. It somehow got cut from the game and was added back in by the Unofficial Patch. I was trying to keep my mod as simple and unbloated as possible, so the only master file was Skyrim.esm. When I added in the Unofficial Patch as a master, suddenly the line was in the C.K., right where it was supposed to be in the first place. So the problem is now resolved.
  11. When I go to the Steward of a hold to purchase a house, I get the dialogue that I've bought the house and am being given the key. However, I don't get the key and the gold isn't deducted from my inventory. If I talk to the Steward a second time and try to buy the house again, they speak as if I refused the first time and I otherwise get the same result (they say I've bought it and they're giving me the key, but nothing happens). I've had this happen in both Whiterun and Solitude. My copies of SkyrimSE and SKSE64 are fully up to date. This is my current load order: Unofficial Skyrim Special Edition Patch.esp LegacyoftheDragonborn.esm MajesticMountains_Landscape.esm Campfire.esm SMIM-SE-Merged-All.esp iNeed.esp iNeed - Extended.esp Cutting Room Floor.esp MajesticMountains_Moss.esp MajesticMountains.esp Cloaks.esp Cloaks - Dawnguard.esp BetterQuestObjectives.esp BetterQuestObjectives - BCS Patch.esp BetterQuestObjectives-CRFPatch.esp BetterQuestObjectives-DBForevertoMisc.esp DBM_CRF_Patch.esp Qw_CloaksOfSkyrim_CRF Patch.esp SkyUI_SE.esp AMatterOfTime.esp AllThievesGuildJobsConcurrently.esp Relationship Dialogue Overhaul.esp SkyrimsUniqueTreasures.esp Run For Your Lives.esp Inigo.esp Penitus_Oculatus.esp Ars Metallica.esp Artful Dodger - Dynamic Pickpocket Cap.esp AutoHideAmmo.esp Cathedral Weathers.esp Cathedral Water Overhaul.esp Coin Toss.esp CompleteSkyforgeWeaponSet.esp YOT - Your Own Thoughts.esp CureDisease.esp DawnguardVampireAttackFix.esp Dragonborn Delayed - After Blade In The Dark.esp CharacterMakingExtender.esp EnhancedCharacterEdit.esp BetterQuestObjectives - LOTD Patch.esp Convenient Horses.esp The Paarthurnax Dilemma.esp BetterQuestObjectives-PaarDilemmaPatch.esp Footprints.esp honedmetal.esp Hunters Not Bandits.esp DBM_ArsMetallica_Patch.esp DBM_Cloaks_Patch.esp DBM_iNeed_Patch.esp Cathedral Concept - Lightweight Grass Overhaul.esp icepenguinworldmapclassic.esp Magicka_Cost_Level_Scaling_90.esp MCWT_FriendlyFaralda.esp MCWT_ACollegeCoup.esp MCWT_DeadDunmerDelivery.esp MCWT_ScheduledSavos.esp MCWT_MageLightMaintenance.esp MCWT_GovernableGatekeeper.esp MCWT_ArnielsAppeals.esp MCWT_AWizardsWalk.esp MCWT_ErratumEtc.esp MCWT_ExpiditeTheExpirate.esp Moonlight Tales Special Edition.esp AHZmoreHUD.esp NARC SE for Vanilla.esp NARC SE patch - Convenient Horses.esp Perfect Legionnaire - Troops Re-equipment.esp Predator Vision.esp Qw_ArsMetallica_SMIM_MergedAll Patch.esp SimplyFasterArrows.esp SimplyKnock.esp Unique Uniques.esp WetandCold.esp YOT - Convenient Horses.esp YOT - iNeed.esp YOT - Wet and Cold.esp LPBards.esp LPBardsAnduniel.esp LPBardsEnderal.esp ESFCompanions.esp Realistic Damage.esp Combat Regen.esp shoutcraft.esp mjhSkyforgeWolfArmor.esp DBDAS.esp UFO - Ultimate Follower Overhaul.esp RDO - UFO v1.2i Patch.esp RDO - CRF + USSEP Patch.esp Modern Brawl Bug Fix.esp
  12. I can't believe nobody has mentioned the Unofficial Skyrim Special Edition Patch: https://www.nexusmods.com/skyrimspecialedition/mods/266 This is pretty much necessary to clean up a ton of bugs that Bethesda has left in the game.
  13. I've been playing around with new spells and altering existing ones. Using this mod as an example: https://www.nexusmods.com/skyrimspecialedition/mods/16535 How do you calculate the base magicka cost of a spell? Clearly you have to base it on what the spell does and what level it is (Novice, Apprentice, etc.), at the very least. The mod above, for example, adds a new Cure Disease spell to the Restoration school. By default, it's a Novice level spell and has a base magicka cost of 79. How is that cost calculated? And if I wanted to increase the level to Apprentice or higher, how would I calculate the increased cost?
  14. Fortunately, no .dll files in these particular mods, so that wasn't it. After doing a lot more reading and work, I think I've isolated my problem to not properly converting the BSA files. Once I did a more careful and thorough job of that, I repackaged the mods and loaded them into MO2. After a quick run through the C.K., and checking the load order with LOOT, I've booted up the game and it's working fine now. I'm at the title screen listening to the music, and no CTD (yet at least). Unfortunately, I don't have the time right now to give the mods a real acid test and actually play the game with them. But it seems the worst hurdle has been jumped. I've got them loaded and running. Thanks for the help.
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