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Axxaw

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  1. Ugh, It would be something literally right there that I had overlooked. Can't even hold it against Darknut. Oh well, thanks.
  2. Okay, so I've managed to stumble through most of this mod and managed to get to the point of destroying the Heart. However, I can't figure out how to freaking escape... I've exhausted everything I could think of, but I'm now reduced to looking the answer up. Problem with that though is I haven't been able to find anything at all about any part of this mod online, and there's nothing in the readme about what I'm supposed to do. All I can do is hope someone on these forums managed to figure it out. So.... how do you leave the heart chamber after destroying the Heart? Because I'd really like to know.
  3. So they updated when I wasn't looking, sneaky. But anyways, yeah that seemed to have fixed that problem. So now I only need to figure out what's making it take so long to load up when I launch the program. Thanks for the assist.
  4. With my new laptop I'm experiencing a strange issue while playing bethesda's morrowind with MCP. As far as I can tell there are two problems. The first is that MCP takes an unusually long time to open (even the properties window takes forever to come up). Once it's up I can use it as normal, but that leads into the second problem. Once I apply the patch and get into Morrowind, all the animals stop moving. They just sit there in place, even when they become hostile towards me they don't move to attack. I have to save and reload to fix it, but sometimes entering and leaving a cell will make the problem return again. I can't understand what's going on. I'm still running Windows 7 on my new pc, but It is the 64bit version, rather than the 32. Other than that and the fact that it's a core i5, I'm not sure what else hardware wise could be screwing things up this badly.
  5. The Dark Brotherhood assassins are just a random event. There is no trigger for it at all, the attack just occurs at random.
  6. http://keke.itarium.ch/uploads/alchemy/ That website will let you select the ingredients you have to make the most costly potions you can possibly make, no matter what ingredients you have on person. Make sure you select the thief stone and get the well rested bonus before sessions and you can get to 100 in no time flat.
  7. I personally go minimalist since I think magic is more or less strong enough for the vanilla game. I use Mighty Magic, but I only use the module that switches the "Fortify Magic School" effects of enchantments and potions. That gets rid of the "0 cost" spell exploit and also gives a way to boost the power of my spells (up to double damage with max enchanting and 4 slots. Which is the same as taking any of the 5/5 weapon perks). The only other thing would be nerfing impact but I'm still not totally sure what I want to do about that yet.
  8. You can do the first part of Discerning the Transmundane anytime you want, just go to his outpost. But after you return to Septimus you can only do the second part after you reach level 15.
  9. I would recommend creating a shortcut to the directory for easy access. Moving the game like that would probably create problems, and I haven't been able to tell steam where to install the game where I want it to be.
  10. One more piece of advice, if you have all the enchanting perks up the middle path of the skill you can make fortify destruction enchantments and put them on your helm/armor/ring/necklace. They won't make your spells more powerful but they will reduce the casting cost of the spells. At 100 enchanting with all the middle path perks you can use those four slots and have your destruction spells cost no magicka at all.
  11. With the vanilla game there isn't much you can do to increase the power of destruction spells. You can use Alchemy to make Fortify Destruction potions, you can also use poisons to make enemies more susceptible to the spells with weakness to poison/fire poisons. Make two of them and use a bow to hit the enemy, then pop a fortify destruction potion and let 'em have it.
  12. Armor doesn't reduce spell damage, you need magic/fire/frost/shock resistance. Since your a Breton you get 25% magic resistance by default. What I recommend is traveling South East from Morthal until you see a Standing Stone Icon on your compass, go to that stone and it will give you an additional 25% magic resistance. There is a quest in Riften that starts at the chapel called the book of love as well, complete that for 15% magic resistance. That gives you 65% magic resistance and you will last much longer against mages. Resistances cap at 85% so you can either go through the alteration skill tree and tick two levels of the "Magic Resistance" perk for 85% or enchant a 20% resist item if you have all the enchant perks in the middle line pf that skill. If that's not enough for you what you can do is start enchanting fire/frost/shock resistant gear, they will stack with the 85% magic resistance to reduce the damage taken even further. You can put them on necklaces and rings, but also on boots and shields.
  13. I find that sprinting though them and using whirlwind sprint after passing the last one will get you through the gate, once you get to the first gate the shout timer will immediately deactivate so you can sprint a second time.
  14. http://skyrim.nexusmods.com/downloads/file.php?id=1175 This will let you increase the level cap to 252, it requires SKSE though. It won't work without it.
  15. All you should have to do is go back to where you opted in to the beta patch and select "none". After that steam should download the 1.4.27 patch again.
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