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Elizinator

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Everything posted by Elizinator

  1. update: it is somehow related to vampirism. ive tried disabling vampire combat abilities in the Better Vampires menu, to no effect.
  2. im having a bizarre behaviour in which swinging with a 1handed weapon will sometimes be weirdly fast. i have to my knowledge only one mod which affects attack speed, being Better Vampires. however, even uninstalling this mod does not fix the problem. getav weaponspeedmult only gives a weird value if used precisely in the middle of a "fast swing", which of course does not occur all the time. the speed will increase from 1.2 to 2.08 :O clearly, there is a script running which changes the speed dynamically. cant imagine where i would have acquired this, or what is running it, or which script it is (i investigated my script folder, and didnt find anything that looked culpable, but there is a ton of stuff in there) or how to get rid of it. any ideas? also, this only affects me. NPCs attack as normal.
  3. im looking for a mod which adds some animations for "cool stuff" do dovahkiin to do. particularly, id be most interested in exercise animations. i already have FNIS and dovakhiin relaxes, so sitting on ledges and "dancing" are covered. anyone know if such a mod exists, like the old oblivion pose and animation mods?
  4. i dont have this mod, and never have. among the spell mods i do have are Phenderix and Apocalypse, but both are on my ASOS exclusion list, and all kill-spells i could find are additionally added to the automatic spell exclusion, and yet still, every caster i encounter - and i mean EVERY ONE - such that every single zone dominated by bandits, necromancers, vampires, or any humanoid NPC, is impossible, as i get 1-shot by every caster. it is the only spell they use.
  5. ok, ive tried posting this in other places, but i dont even get responses most of the time, so here it goes: i need a sort of detective, OR, some method of discovering WHICH spell just hit me. because every high-level caster in the game right now is using a green ray of death against me, that regardless of health, magic resist, elemental resist, or any other defense i can think of, ALWAYS kills me if it hits. thus, i conclude that it actually is a mod-added "kill spell". i just dont know which mod, or what spell. i have alot of mods, and more than one spell mod. so if anyone knows where this "green bolt of death" is coming from, or knows some console command or log i can check to see what spell it is, i really need to know so i can instruct ASIS to ignore it, and not make every caster i face unbeatable.
  6. still getting freezes right at the first moment of combat (or not at all - aside from the first instant of combat, the game never freezes) and enemies getting spells from ASIS despite the mods being in exclusion lists
  7. ive trid looking with every keyboard i can find. even google gives me nothing of use. im looking to bind numpad 9 -12 to favourites. any mod to do this? i dont want to insta-cast spells or anything like that, i just want to have 12 favourites instead of only 8. still looking for a working "no-glow" mod from my last post to get rid of mod-added spells' glow effects.
  8. since "no more glowing edges" went dead and locked, is there any mod anywhere that removes the spell glow effect from spells? including mod-added spells? im well aware that would necessitate scripting, but the author of the aforementioned mod said he had done that before he went dark :C
  9. both, actually. its in the exclusion sections of both automaticspells.ini, as well as ASIS.ini, and when that didnt work, i tried adding keywords like "Telekinetic" and "Barrage" in Automaticspells.ini under the Phenderix heading. nothing has any effect :c
  10. as obvious as that sounds, that would only be an ideal solution if i didnt want ANYTHING the mod did. in which case, i wouldnt have installed it in the first place. its important to remember that the mod does not add any spells to NPCs. it adds vendor spells, and ASIS adds those spells to NPCs, wherein lies the problem. i have told ASIS not to do that in every way i know how, and yet it does it still. many of the spells from Phenderix's mod i use, and are important to my game. so just yanking the whole mod out would be sortof like curing the disease by killing the patient. im hoping someone knows something enough about ASIS to tell me what im doing wrong so i can keep the mod and yet not get 1-shot.
  11. this wasnt bothering me until recently, when a few weird things started happening. first off, enemies are casting Phenderix spells at me. spells so overpowered, i dont cast them myself. im getting 1-shot at level 40 by a few of them. i do use ASIS, but Phenderix's magic mod always has been on the mod exclusion list, so the spells never should have been given. yet they are. so i went to QASMOKE and rested for 30 days to get cells to respawn, and maybe the new mobs wouldnt have those spells, right? ive never made such a big mistake. i just dont know why it was a mistake. within 30 seconds of finishing that wait, i crashed. i shot a spell at a dragon, and the instant it hit him, my game froze. so i loaded. one crash can happen. same dragon lands, breathes frost on some guards, and the game CTDs so i loaded. again. this time i kill the dragon, and engage the bandits he was fighting. and my FPS drops by FIFTY. then, of course, it crashes. in all of these cases, papyrus log described nothing of real interest. a few normal error logs about better vampire sun effect scripts and such. nothing to tell me why shooting a dragon freezes my game, or why prior to that, the very first hit in melee had a 20% or so chance to do the same. i have tried to give skyrim a playthough 4 or 5 times now, and every time i do, mods which are acclaimed and "Stable" render my game unplayable at level 40+. it just wont run properly. eventually - and i know this from experience - it will be crashing every few minutes in exterior zones. its already ramping up to that. i use BOSS. i have a proper bashed patch. i have cleaned my Skyrim and Dawnguard .esm. i havent screwed with many script mods, except those i need, and i havent uninstalled them. i have no save bloat. papyrus logs describe fewer and fewer problems as i solve the ones i did have, and through all of this, crashes become more and more frequent. and i still cant kill these goddam phenderix-casting super-bandits.
  12. i remember a mod that added "broken up" versions of most of the vanilla armours, so parts could be worn independently, or mix/matched more like Oblivion or even Morrowind. anyone remember this one? i cant seem to find it
  13. i am looking for some mod or method that remove spell effect glows. in particular, those from mods. i think they still look like a shiny plastic-wrap, not much improved from morrowind. i can find ways to change alteration effect, but alot of modded spells add those effects also, and mods dont seem to touch those. is there any way to do this without dangerously unstable scripts?
  14. ive been having this problem for two days, and have a deeply unsatisfactory workaround simply put, if i have the ely's uncapper .dll in my DATA/SKSE/plugins folder, the game will not start. removing it, and the game starts as normal, with all SKSE-dependant mods functioning without error. i have tried a full clean skyrim install, a clean SKSE install, a clean Elys Uncapper install - three different versions in fact. i have tried removing virus scanners, editing uncapper .ini to enable auto-update, change splash screen to zero, nothing helps. the SKSE team in emails suggested i generate a crash dump. none was produced, because the game does not actually crash. rather, the SKSE window briefly appears, but thereafter, nothing happens. in task manager, Skyrim is not among Programs, but it IS in Processes, running at 30k-40k. i can play my game with no problem if i remove that .dll from the DATA/SKSE/Plugins folder, except that obviously the uncapper wont function that way. when doing a fresh install, i tried loading the game with NO mod, only SKSE and uncapper installed, and this problem occurred still. any ideas? i want to play with uncapper, but apparently cannot.
  15. and its a good thing nobody responded. a single day has been enough to convince me not to return to this f*#@ing game. buggiest game i have ever played. ill play oblivion if i need to; superior in EVERY WAY.
  16. addition: im thinking of using CBBE. way more support, and way more variety
  17. armed to the teeth kinda does this. rather, it swaps your weapon to your back or side when un-equipped. not quite the oblivion experience, but its about as close to it as skyrim can manage. the intrinsic designs of the game are very difficult to overcome =/
  18. arright erryone, im considering returning to skyrim. a review of the Races menu mod convinced me but now i need more mods. probably a lot more. and ive been out of the game a year now, so i dont even know what to look for. im searching for those "must have" mods in all the categories please, if you respond, number your suggestions so they comply with my numbered requests. itll make it a whole lot easier to work with xD 1: Spells: i need more SPELLS. weapons and armour are easy; i can do that myself, and just nt use what i dont like. but i need some great spell mods. im definitely going to be using Midas' awesome stuff, but is there anything else 2: Cosmetics: i need something for beautiful faces and such. im going to be using the delightful race menu mod, so it must be compatible with that, and UNP bodies. hopefully new makeup and warpaint will also be usable with race menu? im not sure how tis all works, so advice would be appreciated. 3: Talents and Perks: i dont much like the base system, and i used to play with a modified version. i need something that alters the way certain perks function. specifically, id like my skill-scaling back. i want my spells and weapon damage to scale with skill, and for the perks to do something else. i know i had a mod like this once, and i hope it, or a superior on, is still around and popular. 4: Enemies: this is the one that has always ruined my game previously, due to instability. all the previous kinds of mods are relatively stable, but once you start adding new beasties to the spawn tables, things get wacky. is there anything that adds new and exciting monsters in quantity without large risk of ruining my save? 5: Stability and Performance: in oblivion i use FCOM convergence with no difficulties at all - and over 200 active mods - and can play for hours without CTD. is this vision even possible in skyrim, with any level of diligence? 6: TBBP: this confuses me. RaceMenu says that many of its features require a "TBBP" skeleton. so which are those? it gives no links or suggestions. is there a UNP version? assuming this is basically the BBB from oblivion, do i need a special animation pack for it to work, or will it work with the base game immediately? i REALLY want RaceMenu to work, and some jiggly wouldnt be so bad either. i dont want to do anything piecemeal and interrupt my experience, so im jumping in with both feet. 7: Utilities: obviously, this is a big one for any heavily modded game. i can get SKSE, i have wryebash already - and know how to use it - and of course the dreaded NMM. what else do i NEED for a smooth, safe experience? thanks everyone!
  19. im looking for a remodel of the daedric claymore, particularly for purposes of bound swords. any advice?
  20. i appear to be having this same problem, except for me its only a few locations. one is way up north, east of the entrance to pale pass. the other is Xedilian, the quest dungeon in shivering isles. i entered the dungeon, and did the quests, and walked 10 feet out the door, and CTD. now, whether i fast travel or walk directly, i CTD whenever i get anywhere near xedilian. any ideas? i also have OOO, or rather, FCOM convergence, and with such a massively complex install, its not hard to get something wrong, but this seems too specific.
  21. im looking for a martial arts animation replacer with BBB. does any exist?
  22. actually i turned MAO off because of the problems it produced, namely changing ALL default races to another folder, and leaving only the player to use the default one. this has the advantage of working whichever race you play, but the disadvantage of wrecking any mod which requires the NPCs to use the defaault folder for new animations. thanks for the advice, however i havent the skill to implement it. scripts are beyond me. wouldnt know where to start T_T
  23. im using a number of animation mods, and mayu's animation overhaul breaks them. so in order to get my character to use the cool attack animations only, is there a way to change the animation path for a custom race?
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