Jump to content

poncington

Supporter
  • Posts

    21
  • Joined

  • Last visited

Nexus Mods Profile

About poncington

poncington's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. I'm trying to balance out my stamina mechanics with a combo of wildcat, (SGC) Dark Souls Movement and Stamina Regen, and conditional stamina costs SPID. I deleted all of the movement related stuff from SGC in sse edit and kept the stamina regen delay and stamina regen rate stuff while wildcat handles the stamina cost of attacks etc. I have the stamina regen delay on a short fuse of 1 second but you have to stop doing almost anything except walking or sitting still in order to get stamina back. Stamina regen speed is at 3.5x speed to come back much more quickly as long as you are really resting. The only thing I'm missing is the out of breath stamina penalty when I run out of stamina from attacking. If I run out of stamina while sprinting it takes about 4 or 5 seconds for stamina to start regenerating but if I run out of stamina during an attack it uses the 1 second delay that it always uses after I attack with stamina still in the bar. I want to make it so if I ever hit zero stamina for any reason whatsoever my character gets out of breath and needs 4 seconds to start regenerating stamina the same way it does when I run out of stamina while sprinting. If anyone can point me in the right direction I would appreciate it. Hope that made sense.
  2. Right click on mo2 and click start as admin. do the same with skse launcher exe. Make sure all exe's and folders related to the game are made whitelisted by your antivirus.
  3. https://www.nexusmods.com/skyrimspecialedition/mods/51312/
  4. 100% of the magicka used to summon would be on hold until the summons death Maybe twin souls would just half the amount of magicka tied up with your summons. Thralls would be a special case and stay the same as before In order to have that many summons at once in early game you would have to put everything into magicka therefore becoming vulnerable in other ways if you want to use destruction along with summons then you need to allocate stats and perks properly creating weakness in other areas. nothing wrong with it IMO If someone chooses to game the system to make the game easy they only cheat themselves. then again if having zero cost spells is how they enjoy the game then so be it. I personally use the "no stacking enchantments" mod so you can only have one layer of fortify or whatever. if someone decides to go with free summons the limit would be the game engine and the stability of their pc. personal choice. maybe instead of patching every mod it could just look for whatever flag is associated with summoning spells and apply a reverse fortify magicka spell that ends when the summon dies? I can't really speak to this since I don't know the system well enough but maybe there's a common thread with all summons regardless of whether they're vanilla? I don't know. Either way thanks for thinking about it.
  5. What if instead of placing hard limits on the number of summons you just have your magicka tied up until the summon dies? Then you would get to summon more minions by having more magicka, getting perks and items to reduce conjuration cost, and using potions/items to raise maximum magicka. You would still have to be careful and save enough magicka to use other spells of course. if you want to summon an elder god that uses all of your magicka up at once feel free but until it dies your magicka stays gone and you either hide or use your dagger. Or take the balanced approach and just throw a few cheap skeletons out as distractions so you'll have enough power left for other spells. I think it would be cool. :whistling:
  6. I have several enemy mods installed including high level enemies, enemy plus, increased enemy spawns, hunt of hircine (patched for enemies only), rebalanced encounter zones - lite, skytest, dfb random encounters, a few mihail monsters, and maybe I forgot some. I still get wolves, skeevers, elk, giants, mammoths etc on the tundra and I can see that dfb random encounters is still working but I never see any of the hunt of hircine monsters anymore like minotaurs, imps, ogres etc. It seems like once I kill any of them they stay gone forever even if I set timescale to 10000000 in a distant town and come back after the cell respawns. I installed a mod that changes cell reset time to 72 hours and still never see any of the hircine monsters. Now that I think about it, it's been awhile since I saw any monsters from enemy plus but I could be imagining it. I can post my load order if it helps. Really would like to have all the monsters from all my mods around so I can keep fighting them. I do keep my bashed and merged patches up to date. I run merged patches without levelled lists and then the bashed patch with only levelled lists. Thanks!
  7. I hope this isn't the wrong section since technically it isn't about creation kit but it is about tweaking a mod. I'm trying to give an armor rating to the dwarven colossus in mihails dwarven colossus mod since it dies way too easy. When I look at it's armor in tesv5edit through mod organizer 2 it shows up as clothing with an armor rating of zero. I changed it to 750 and saved. When I loaded my game up to fight the collosus it still takes full damage equal to my attack rating with no reduction. Do I need to change it from clothing to something else? do i need to reinstall the mod? I'm not sure if it just saves to the version of the mod I have installed virtually or if it actually changes the mod itself in the download folder. Any pointers are appreciated. Thanks! EDIT: I did google the problem and found posts stating I needed to change the armor type because clothing can't have an armor rating. I changed the type to light armor and added the keyword "armorlight" and it still won't work. I tried doing it with creation kit but it won't work in MO2. I tried to follow instructions I found online and made some progress by changing the steam id in the tools section in MO2 and enabling multiple masters in the skyrim editor .ini but when I open the mod the creation kit just closes. Not sure where to go from here. Sorry if I'm missing something obvious. EDIT2: Not sure why but edits to stats made in tes5edit made through mod organizer have no effect on the game. I did get the creation kit to work through mo2 with this guide https://www.nexusmods.com/skyrim/mods/21690/ after banging my head on the wall for a while. The changes I made in the creation kid DO WORK even though I changed the same things that I changed in tes5edit. The dwarven colossus now has 1000hp and 600 armor rating. Part of the confusion was caused by the fact that the colossus needed to be respawned by travelling to a distant place and time travelling with set timescale until a new colossus spawns with the effects of the mod being applied. Now I just need to figure out how to turn it into a patch so other people can suffer too. I would also rather have it as a patch myself that I can put after the mihails colossus mod to change it's stats without over writing the mod. If this isn't possible I'll just be happy using it how it is I guess but it would be nice to learn to do it properly. EDIT3: Success is mixed but I've learned some things. The armor that the colossus wears doesn't seem to be able to provide armor even if you add the desired rating, change it from clothing to heavy armor, and add the keyword "heavy armor". It also shows to be wearing another clothing item called "FXDwarvenSteamCenturion" in CK but it doesn't show up in tes5edit for some reason. It seems to be able to hold an armor rating and function in game but it's source is the main game which I assume means that if I modify it I'll get unintended consequences with other enemies in the game if they use it as well. CK won't let me do anything except press save without letting me choose to make a new file so it automatically affects the current game. Trying to find a workaround for this. I was able to make a functioning mod to give the colossus the desired amount of hit points with a patch esp added after the main mod in load order. Considering giving up on the armor and just adding more hit points.
  8. do you have skse with shesons patch and enboost? also maybe a merged patch and a bashed patch. i could be wrong about this but i thought the legendary patch replaced the individual patches.
  9. i use this and everything works pretty well https://wiki.step-project.com/Guide:ENBlocal_INI i believe you use the dx9 calculation and subtract 350 if using windows 10. from the link above Download Boris's VRamSizeTest tool, run VRamSizeDX9.exe, and note the number it shows after "Video memory available." Then, if you are running Windows 7, subtract 170 from that number; if you are running Windows 8/8.1, use the number provided by the tool; and if you are running Windows 10, subtract 350 from that number. Use the result as the variable here. (Example 1: If VRamSizeDX9.exe shows 10240, and you're running Windows 7, you should subtract 170 to get 10070. Example 2: If VRamSizeDX9.exe shows 4064, and you're running Windows 8, you should use 4064. Example 3: If VRamSizeDX9.exe shows 11168, and you're running Windows 10, you should subtract 350 to get 10818.) For more information, please refer to this post.
  10. I thought it would be cool if there were some new perks that open up when you go past 100 in skills with the community uncapper mod. I figure it should probably be geared towards sticking to a max of 199 in skills since that is supposedly the highest you should go if you want to avoid weird issues. I know perk mods are already out there but I was thinking of something simpler that extends the perk trees upwards a bit rather than completely redoing them. Ideally it wouldn't touch any existing perks and could be added mid playthrough. I've seen the ones that exist that add higher levels of perks lower in the perk tree but I'm thinking more along the lines of unique perks that add something new for players that venture into the 101+ skill levels. I haven't fleshed it out yet but If anyone has other ideas I would be curious. Here are a few ideas off the top of my head that I find myself wishing already existed (very rough ideas at the moment) Illusion 133 - (name?) all illusion spells affect enemies 20 levels higher Illusion 166- affect enemies 35 levels higher Illusion 199 - affect enemies 50 levels higher Illusion 150 - Grandmaster of the mind (lol) illusion spells affect any enemy including dragons Illusion 150-(name?) illusion spells that normally only effect humanoids can now be used against any foe ========================================= One Handed advanced critical strike- all hits have a chance to have a secondary effect 133 - 5% chance 166 - 10% chance 199 - 15% chance swords - double critical damage axes- target bleeds twice as fast and twice as long mace- fus do rah effect knocks back target and stuns for 3 seconds (paralysis) ============================================================ Stealth advanced sneak 166 -sneak is always active even when standing and running 199- sneak is always active even when sprinting ============================================== These are just a few off the top of my head. Thanks for looking and please add more!
  11. Did you install the enb particle and shader patches? http://enbseries.enbdev.com/forum/viewtopic.php?t=1499
  12. UPDATE: I think I figured it out. I didn't realize I had to configure beth.ini with MO2. Now that beth.ini is pointed at my MO2 .ini folder it works like it should and my ultra enb settings are kicking in. Everything looks good again! *************************************************************************************************************************************************************************************************************************** Sorry if I'm being dense but I installed twice with the same results. I'm using Mod organizer 2 and did my best to work within the virtual file structure according to online instructions but I must have missed something. Using the texgen.exe through MO2 I generated textures to a folder on my desktop in my Dyndolod folder separate from the game folder and added the output to a .zip file which I added to MO2 as a mod after dyndo resources. Texture packs are noble skyrim, amidianborn landscapes, and some foliage from tamriel reloaded grasses-plants-shrubs. This is of course later in load order after the official texture packs. I ran dyndolod through MO2 and sent output to external dyndolod folder on the desktop then added it to a .zip file which was then added as a mod with MO2. It is installed since I can change options in the mcm and I can see the main cities with lights in the windows from far away. I just can't seem to get certain things to look right. Here's what I'm talking about. From a slight distance
  13. I'm fairly happy with my character so far but I know cbbe isn't the latest and greatest. I'll probably revamp at some point with animations and better skin. I did get the pony tail to flop around with HDT but it flips out sometimes and flies all over the place for no reason. Not sure if there's better hdt hair options out there yet.
  14. Here's my first attempt at DYNDOLOD with texgen. Suggestions welcome.
×
×
  • Create New...