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Posts posted by MisterB1969
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Hello there I have several patches I have on my plate, the one I'm currently attempting is an Immersive Add on for "The Holds" . I have used SSE to turn "The Holds" and the "The Holds usleep patch" and turned them into ESM's. And I actually save quite frequently, However, when I hop back into CK to do more work and All that work is gone. I've tested this several time, and have even re-installed the creation kit. But its not saving any world edits. HELP!
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I am using Vortex.
When ever i level up, i do not get the option to choose an ability or a perk. The last time this worked, was when i was using TGIO (The great immersive overhaul) , after that, I haven't been able to resolve the issue.
# Automatically generated by Vortex
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
Dragonborn.esm
ccqdrsse001-survivalmode.esl
ccqdrsse002-firewood.esl
Unofficial Skyrim Special Edition Patch.esp
unofficial skyrim survival patch.esl
TKChildren.esm
Morningstar - Minimalistic Races of Skyrim.esl
unofficial skyrim creation club content patch.esl
Campfire.esm
Khajiit Merchants Buy Stolen Items.esl
SimpleChildren.esp
WetandCold.esp
TrueStormsSE.esp
Cutting Room Floor.esp
Guard Dialogue Overhaul.esp
Weapons Armor Clothing & Clutter Fixes.esp
Book Covers Skyrim.esp
BetterQuestObjectives.esp
BetterQuestObjectives - BCS Patch.esp
BetterQuestObjectives-CRFPatch.esp
Qw_BookCoversSkyrim_CRF Patch.esp
Qw_WACCF_CRF Patch.esp
SkyUI_SE.esp
Trade & Barter.esp
Hephaestus.esp
WICO - Immersive People.esp
MisterB's Lootable Things.esp
RealisticRoomRental.esp
JKs Skyrim.esp
Hunting in Skyrim.esp
Hunting in Skyrim - WACCF Patch.esp
Hunting in Skyrim - Balance Patch.esp
attack commitment movement speed fluid.esp
MisterB's Unique Harvest.esp
Guards_Armor_Replacer.esp
Common Clothes and Armors.esp
Skyrim Alchemy Fixed.esp
Convenient Carriages.esp
Conner's Survival Mode.esp
NarrativeLoot Complete.esp
Lootable Things - Narrative Loot Plugin.esp
Nordic Ruins of Skyrim.esp
MisterB's Unique Loot.esp
MisterB's Court Wizards Wear Better.esp
LovelyHairstylesLITE.esp
UNPB Vanilla Outfits.esp
EZonesRedone LE.esp
WICO - Immersive Character.esp
WICO - Immersive Dawnguard.esp
WICO - Wild Hunt Gears.esp
HallgarthAdditionalHair.esp
Realistic Haircolors.esp
More idle markers.esp
sexyfolloweroverhaulsse.esp
Tomebound.esp
CollegeEntry.esp
MagicalCollegeofWinterhold.esp
Immersive Followers.esp
immersivemeat.esp
Hunting in Skyrim - USSEP Patch.esp
LeveledItemsLevelWithYou.esp
RegularVendors.esp
Convenient Horses.esp
JKs Skyrim_Cutting Room Floor_Patch.esp
hunter_camp.esp
CC_Ferry_Patch.esp
CC_JKIvarst_Patch.esp
3PCO.esp
Cathedral Landscapes.esp
Cathedral Weathers.esp
CathedralWeatherMCM.esp
KS_Hairdo's_Lite.esp
Survival Mode Patches - Campfire.esp
OpenFaceGuardHelmetsSSE.esp
Guards Attack Hostiles.esp
Woodaxeweapons.esp
MCoW_Cutting Room Floor.esp
J42_ArmorRatingRedux.esp
DIVERSE SKYRIM.esp
Common Clothes and Armors - CRF Patch.esp
MA-DiversifiedDivines.esp
SkyRem - Gabi.esp
GIST soul trap.esp
honedmetal.esp
MissingEnchantedJewelrySE.esp
NoBSAIProjectileDodge.esp
Quest Conflict Fixes.esp
Realistic Nighteye - Original.esp
PrvtIRoyalArmory.esp
Sabrecat_Backpacks.esp
saLa_Hairs.esp
Skyrim Horses Renewal.esp
The Eyes Of Beauty - Elves Edition.esp
TheEyesOfBeauty.esp
WetandCold - Fur Hoods Fix.esp
timescale10.esp
icepenguinworldmapclassic.esp
Qw_WACCF_OpenFaceGuardHelmetsSE Patch.esp
Skyrim Unbound - Patch - GDO.esp
CRF_FacegenForKids.esp
FacegenForKids.esp
TKChildren.esp
TESGLoadingScreens.esp
CathedralWeathersSeasons.esp
StormLightning.esp
Obsidian In Cathedral.esp
CathedralWeathersPatch.esp
TrueStorms_Wet&Cold_Patch.esp
Wet&Cold - WaterFix - Addon.esp
UIExtensions.esp
SkyRem - Ava.esp
Bounty Gold.esp
GIST-RusticSoulGems-patch.esp
Brows.esp
FNIS.esp
DifficultyCustomizer.esp
RealisticHumanoidMovementSpeed.esp
Vokrii - Minimalistic Perks of Skyrim.esp
Vokrii - Skyrim Alchemy Fixed Patch.esp
Vokrii - Tomebound Patch.esp
Vokrii - Trade & Barter Patch.esp
Vokrii - WACCF Patch.esp
RealisticWaterTwo.esp
Skyrim Unbound.esp
Realistic Water Two - Landscape Fixes.esp
JKs Skyrim_RWT_Patch.esp
Skyrim Unbound - Patch - WACCF.esp
RealisticWaterTwo - Watercolor.esp
Misc Dialogue Edits.esp
More Dialogue Options.esp
WACCF_BashedPatchLvlListFix.esp
PrvtI_HeavyArmory.esp
XPMSE.esp
Bashed Patch, 0.esp
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Well thank you, alot happened. Suffice to say I lost my pc after my operation. However in the next few weeks I'll have a new one. Then I might be able to start on this. For the time being however, I want to actually get some time playing for awhile and finish my last update for unique loot. Then I can perhaps start on this, which will take up all my time and energy.
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I had an idea last night, since I'm merging both unique loot and lootable things. That I would like to make containers that will have loot based on the occupation of the owner of that station. I, blacksmiths would have a chest full of smithing goodies.
Ah, the other idea was a thought on a idea for my smithing perk tree overhaul. Smithing would be broken into a smithing perk line, a prospecting/jeweler line, and survival line. The survival line would include skills to craft and treat items made of wood or leather.
Arrows, bows, hide/fur/leather armors.
The prospecting line would help with foraging for more ore, smelting, and learning hgher tiers of jewelry craft.
The main lsmithing line I want to split intro three branches. Nordic, Meric, and a then a branch that let's you work on magic smithing, dwemer, daedric, and dragon bone. The Nordic branch will include: iron, steel, plate, sky forge, ancient Nordic, and then stahlrim.if I got my progression right.
The meric branch would split so you can learn elven, and or orcish crafting techniques what do you think?
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Food and Drinks
One of the biggest overhauls will be about Food & Drink, as well as Skooma. The basis for these changes can be seen on my mod page, f" Magic of Food and Drink Redone". I go under the assumption that most players are using a timescale of 12:1 (12 game minutes for 1 real life minute). So an hour of game time passes for every 5 minutes, or 1 game day for one real life hour. It makes things nice and easy. I'm not sure how to automatically set this for players with the mod yet.
The food and Drinks will have one minor change to how you see it on the mod, all the foods will have their instant health restore removed. Magicka and Stamina restore remain, because those values are more nebulous as opposed to health. So foods will have a buff and a long term heal over time. Though soups, stews, and drinks will generally be a bit more complex. And I'll be using the "Vanilla" patch version of the mod.
Skooma
I'm going to make specific effects for skooma, along with the danger of getting "hooked" on it.
"Feeling Unstoppable" will be a "x" % health regen bonus for about 90 seconds, based on the type of skooma it is. This effect will also include a "X" buff to damage resistance.
"Feeling Wonderful" will be a "x" % Stamina & Magicka regen bonus for about 90 seconds, based on the type of skooma it is.
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ENEMY SCALING
I thought it was time to start talking about some of the Enemy Scaling I wanted to do USO. I usually play normal skyrim on Adept - If I'm not playing a magic based character. Journeyman - If I am playing a magic based character. And I will bump up my difficulty by 1 if I start using a follower. I generally limit myself to no more than 2 followers and 1 pet when I am playing. So I'm usually playing Master difficulty with my warrior and 2 followers.
WOLVES
- Wolves aren't too bad for me at adept, but I feel they should have a slightly improved health.
- I want to give wolves a weakness to fire damage.
MUDCRABS
- Mudcrabs are a joke, I want to improve their health slightly and increase their armor rating.
- I want to make them weak against shock.
GIANTS and DRAGONS
- I think generally Giants and Dragon health and defenses should be reversed. Because I think a Dragons should be tougher than a Giant in the end.
SKELETONS and DRAUGR
- SKELETONS and Dragur are a joke really. I don't think I rarely see Skeletons and Draugr scale with the player, so I think if Increase the scaling for Skeletons and Draugr they might feel more dangerous and terrorfying.
- I want to make Skeletons have a Huge resistance to bows and crossbow damage. To counter this, make them weaker from warhammers and maces.
- I want to impliment blessed weapons, so the perk i design will either attack to the weapon itself or the monster. Might be easier to perk them with a weakness.
DWEMER CONSTRUCTS
- Did you know all dwemer constructs have a 25% reistance to all forms of magic? I' want to give them a weakness to shock damage.
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Thank you ladykonalea. This will be a solo undertaking, and honestly the implementation will be easier than you think. This will be a mod for LE, however if I can get someone willing to do the uploading, converting, and page maintenance then I could support SSE. Since this mod is not using scripts, or major landscape changes the converting process to sse is relatively easy. My computer however can't handle special edition, and I honestly don't have the energy to keep two versions up to date.
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Once I am out of the hospital and have access to my computer, I plan to work on a new mod which will be a gameplay/Immersion Overhaul. For now I'm calling this USO (Unique Skyrim Overhaul). So I thought I would start a thread about it here in the Mod Talk.
The main core function is to enhance game play, and Immersion through the use of all the mods I've ever made
The Immersion Module, will include the following mods merged:- Magic of Food and Drink reborn (using the vanilla patch) - Link
- Lootable Things - Link
- Magical Tweaks - Link
- Essential Dogs of Skyrim - Link
- Improved Courier - Link
- Unique Harvest - Link
- Rebalanced Economy - Link
- Priestly Things - Link
- Unique Loot - Link
Other Things I want to add
- I also want to tackle certain creatures in Skyrim, and modify them through my own vision. Mainly, Draugr, Skeletons, and Spiders. And possible Giants,Dwemer Constructs, and Dragons.
- I'm implementing my own lock picking difficulties, so lower tiers are harder but the higher tiers are untouched.
- Placing cooking pots, butter churns, and ovens inside Inns where needed.
- Placing smelters in bandit controlled mines.
- Expand the functionality of lootable things.
- add a blacksmith's barrel at forges, which contain crafting materials.
INDEX of TOPICS
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I am seeking someone willing to update the SSE version if my mod Unique loot up-to-date with the current version in Oldrim. Please private message me. I can reply to those faster than being able to check this while I'm in the hospital.
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I went looking into minimum requirements, and My processor don't even meet the requirements. It's two generations behind. :/
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Well I finally got the Perk Version of my mod Unique Harvest and Alchemy done.
https://www.nexusmods.com/skyrim/mods/84650
Now I need to figure out how to make a potion combine option at the alchemy lab. >.<
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Now I know my system is subpar for Special Edition, I don't even have a decent processor.
And I am not looking to actually play, more so to keep my mods up to date for special edition.
Processor: Intel® Core i3-4170 CPU @ 3.70 GHz
Installed Ram: 8 gb
Graphics: NVIDIA FeForce GT 420
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Hey folks I was curious what kind of settings folks use with trade & barter for their F.Barter Max, and F.Barter Minimum.
I personally want a better than average experience then skyrim, but want speech-craft to play a semi important part.
Currently I am using F.Barter Max 4.3, and F/barterMin 2.0.
I want to be able to sell for about 20-25% of an item. But not sure how that would simulate with the settings.
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Okay, I have the initial construction for the green thumb perk. Which will be attached to the 1st rank of the alchemy tree.
The Condition for the main perk is having an alchemy of 20 or greater to use. Though this could change.
Then I created 5 entries in the perk. Each Entry is listed as follows:
Entry Point: Modify Ingredients Harvest
Function: Set Value
Value = The new multiplier
And each perk entry has a set of conditions
Target = self, Function = GetBaseActorValue, Info= Alchemy, Com >= , Value=Alchemy Skill value, then AND
This allows me to increase the multiplier based below
Alchemy Skill 20 = Value 2
Alchemy Skill 40 = Value 3
Alchemy Skill 60 = Value 4
Alchemy Skill 80 = Value 5
Alchemy Skill 99 = Value 6
So one of the question i ahve, is there a setting in EntryPerk>Function that can simulate randomizing from the lowest multiple
to the new multiplier.? Based on the options it doesn't look like it does. So I assume a script would have to build to simulate
randomization of the harvest multiplier ?
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Hey peeps, I wanted to just talk and work out some ideas about the Food and Alchemy in Skyrim.
FOOD
I'm sure some of you might know my Magic of Food and Drink Mod. Which I feel is a step in the right direction for food. Even with this I might have let things go a bit too far, it's hard to balance food with alchemy. Which is why perhaps, food is best used as a background element with need's mods (such as realistic needs and diseases and Ineeds), without having an effect on the game. Though if they did have effects i would want to limit that effect to 30 seconds (which would be like 10 minutes in skyrim time). This would more than likely be limited stat regen buff.
ALCHEMY
I've been playing a lot lately with alchemy in skyrim, using some of my favorite alchemy mods like CACO or Phitts Alchemy and Food Overhaul. But the one thing I've seen is that there is an excess of Potion Creation, which I don't really like. I mean I understand why Bethesda limits gathering to no more than 1 item from a resource. It does help limit how many potions can be created. But when you add in the fact you can find potions, I think it still allows the Alchemy to loose that special flavor.
So some of the things I am thinking..
1) Keep looting of resources to 1 item, though if I use some of the other things I've seen I could encorporate a limited harvest system. Maybe one that works better than that annoying Green Thumb perk .
2) I would like to encoporate a different alchemy system, that would require a recipe system instead of the system currently in place. There's a mod that does this called Alternate Alchemy, which is definetly a step in the right direction (it does modify the skill tree though).
3) Potions have a 5 second heal over time.
4) Poisons have a 5 second over time effect.
5) potions should have a minimum 1 minute duration, so there would be nothing less than this. I feel that potions like invisibility, would make it more worth the effort.
6) I would like alchemy recipes to unlock the recipe in the menu.
7) Find less potions and poisons in the world
:cool: Make the potions you do make or find, more "Worth it". A inventory should not be bogged down by a ton of potions, unless he's been working at it for quite some time.
9) Allow characters to creation potions in the field.
I am not even sure something like this is possible for me to create with my own limited knowledge, specially the alternate alchemy system. But at least this is enough to perhaps start discussing.
My current load order to simulate some of this is
Alternate Alchemy
Campfire
Realstic Needs and Diseases
and Scarcity (the x2 version)
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I for one am having issues using the drop down menus in my mod files. Not sure if this is because of my internet or what.
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So then, I have this issue with my mesh bodies that I hope someone can shed a little light on.
And as you can see the breasts and butt are warped out of all hell.
I'm pretty sure I got everything right
NFIS (arm fix)
XPMSE Skeleton
UNPB Body
HDT Physics Extension
and of course Bodyslide, set for HDT Physics.
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I need help coming up with a name for a combined mod, which has my mods Unique Loot, Unique Harvest, and Unique Artifacts.
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I'm testing a few things about wet & Cold, seeing if turning off the "wet" package of options, fixes that animation bug.
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Well these are my own mods I am trying to combine, lolz
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I'm sure they do. What little experimenting I did the other day, showed that there were changes I didn't understand how to read on Tes5Edit.
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Yeah, lame title for the post... lolz
I am working on a mod called "Unique Skyrim Overhaul" which will mix a good portion of my mods together.
At the current moment, I have combined Unique Loot, Unique Harvest, and Unique Artifacts so far.
Are there any of my other mods folks would like to see combined into it ?
Update.esm & Unknown Istring ID
in Skyrim LE
Posted
Hey there folks. I am having an unusual issue. The more I try working on my crafting mod updates. I am running into the Unknown Istring ID on certain records in the Update.ESM. I have included several pictures for you to see what I am talking about.
I have tried reinstalling skyrim, I have tried Verifying Integrity. I have tried cleaning it. But I keep on coming into this issue. And have for several months. Its only till recently the more issues I see in the update.esm, the more I feel this could affect my game.
Any help would be appreciated, thanks.