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AJtwins

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  1. I'll go ahead and do that. It's just that none of the mods I use need SKSE. But, I guess I'll spend a few minutes tinkering with it. Thanks for the suggestion!
  2. It would also cause save game bloat. Items on the ground that aren't picked up bloat the game if I'm not mistaken
  3. Nothing is wrong with it. I just don't have it. And, if I can avoid getting it, I will. If however the mod absolutely must have it to function, then so be it. Thanks for the support!
  4. why?If it absolutely must, then it can, but right now,I don't have it installed. I figured the mod would be easy enough to create without SKSE and Script Dragon. Especially because mods like ACE -Combat Skills (a mod that I'm using) doesn't require SKSE, and if the author wanted to implement this idea, he could have. Basically what I'm saying is that I don't think it should require SKSE because other mods that can do things like it don't require it.
  5. I posted it on the site, but I thought to post it here too. I think it's a moderately easy mod to create, yet also I think it is important Background: I'm walking around Skyrim, when I see a group of mages. Before they have time to cast a flash spell, I fus ro dah them, take out my sword, and hack and slash them for 5 seconds as they try to get up. They succeed in getting up. After I stab their bare flesh 10 times with a sword made of steel. My request: Simply to make any unarmored NPCs AND the player die quickly when not wearing chest armor. This should not apply to anybody wearing alteration armor. The reason why chest armor is because gauntlets, boots, and a full helm is not going to protect you vs. a sword/arrow through the chest. At least with alteration armor/light armor, it can be justified that the armor stopped the blows. But a sword vs bare skin equal gg. What I was thinking: ● When not wearing chest armor of some type, or having a flesh spell active, attacks with a melee weapon or bow should do 3x damage. (So not an insta-kill all the time, but more than likely you will die or be severely injured). This applies to NPCs and the player. ● The mod to be script light. It can use a script if it needs to, but I don't want the mod to kill my system. ● The mod to not require SKSE or Script Dragon.
  6. I accidently pressed submit. But that's really all I need. To anybody who wants to help, I greatly appreciate it.
  7. Background: I'm walking around Skyrim, when I see a group of mages. Before they have time to cast a flash spell, I fus ro dah them, take out my sword, and hack and slash them for 5 seconds as they try to get up. They succeed in getting up. After I stab their bare flesh 10 times with a sword made of steel. My request: Simply to make any unarmored NPCs AND the player die quickly when not wearing chest armor. This should not apply to anybody wearing alteration armor. The reason why chest armor is because gauntlets, boots, and a full helm is not going to protect you vs. a sword/arrow through the chest. At least with alteration armor/light armor, it can be justified that the armor stopped the blows. But a sword vs bare skin equal gg. What I was thinking: ● When not wearing chest armor of some type, or having a flesh spell active, attacks with a melee weapon or bow should do 3x damage. (So not an insta-kill all the time, but more than likely you will die or be severely injured). This applies to NPCs and the player. ● The mod to be script light. It can use a script if it needs to, but I don't want the mod to kill my system. ● The mod to not require SKSE or Script Dragon.
  8. Hello modmaker. I saw this mod here http://www.nexusmods.com/skyrim/mods/59843/? and I love the idea of it. However, I cannot make it work for my game, and I do not fully understand what the mod does exactly. So basically, I'm asking for a mod like this that makes it so illusion spells affect all people, and the more higher level spells affect enemies more often. So, to make it easier, I want: Higher mastery equals high spell durations. No perk is 10 second duration, novice perks is 15 seconds duration, and subsequent perks would increase the duration by 15 seconds.Any perk mentioning the spell being stronger will instead make it last longer by 10 seconds (animage duration lasts 10 more seconds, etc.)Better level spells = lower chance of target not being affectedLevel is not dependent on an enemy being affected; an enemy level 1 has the same chance of being calmed as an enemy at level 46.Calm, fury, and fear would fail 50% of the timeFrenzy, Pacify, and Rout should fail 25% of the time.Master illusion spells do not fail.I think this makes illusion progression make more sense; as time goes on and you accumulate better spells, your spells fail less often, and last longer. It also makes illusion effective in the late game without adding +20 level affected. And it makes illusion possible to level up during the late game. And in addition, I also want illusion spells to affect the undead and automatons. It sucks being an illusion mage when half of Skyrim is immune to you. So: Animage also makes your illusion spells affect the undead.Master of the Mind makes it so all illusion spells never fail.I don't mind if you edit vanilla perks or anything, I just want the mod functional and easy to use. And optionally, you can make it so muffle, invsibility, and courage like spells gain very low exp. While not mandatory in any way, it would make illusion more fair to level up instead of spammign muffle for an hour. To anybody who helps me, thank you very much! I do greatly appreciate you.
  9. I have Undeath (though I don't know exactly what it adds), but I also wanted to add this to it because it just seems to fit with Necromancy. I don't like all that corpse preparation because I just end up summoning atronachs because I can summon them in the middle of battle, they're more powerful, more recyclable, and more useful than finding all the ingredients to raise an undead. But with this mod, I can still do vanilla Necromancy, but have the option to make them powerful. I also know that this mod isn't a hard mod for anybody interested to make.
  10. I want a mod sorta like SkyRe, where you can enhance raised dead enemies using a branch of the necromancy tree. I don't want to overhaul anything else, but I want the mod to make it so I can use things like Human Flesh and Hearts to make it so Raise Undeads are stronger, more faster, last longer, all kinds of effects. So here's what I was thinking. At levels 50, 70, and 100 (2 ranks): Necromantic Army: You can raise additional creatures (1 additional, 3 additional, and 6 additonal, but for each one raised, 15% of your health, stamina, and magicka are used until the thralls die. At levels 40 and 60 Necromantic Power (2 ranks): Necromantic Power: NPCs raised with human flesh in their inventories are stronger (spells and attacks are (twice and three times) more powerful. At level 60, 80, and 90 (3 ranks): Necromantic Life: NPCs raised with a heart in their inventory resurrect themselves 1, 2 and 3 times (according to the rank), and each time, they become stronger (spells and attacks are more powerful, and they get a 40 point health bonus per resurrection.) Also, all raised NPCs durations last 1 in-game day (except thralls) The heart is consumed. At levels 80 and 100 (2 ranks): Necromantic Life Force: If your health reaches 0, one of your raised deads die instead, your health, magicka, and stamina bars are refilled, and you become ethereal for 10 seconds (you can still do combat and cast spells while ethereal). This effect happens once or twice (depending on your rank) a day. I think this mod is a good idea because it doesn't completely overhaul vanilla necromancy, while making necromancy much more powerful and balanced. With this mod, there will be a reason to use an undead as opposed to 2 Dremora Lords/Potent Storm Atronachs. What do you guys think?
  11. Make a mod so that it is possible to enchant blind weapons with whatever enchantment you want, just like any other weapon. If you know the spell, the bound weapon would just be with where ask your other weapons and arbor are in the enchantment menu. And, to apply a different enchantment, just enchant it again, and it will "override" the enchantment. The reason I want this is because I want me archer to have a fear and frost enchantment on her primary weapon of choice, the bound bow. So to anybody who helps me, thank you very much. Note: It has to be made compatible with my bound weapons mod, otherwise the bound bow would be too weak.
  12. Also, you could just drop them :P I can't mod, but can give suggestions.
  13. There are also some in the knapsack in the torture room, so you may be counting those.
  14. I accidentally posted this 3 times; how to delete 2 of them? Edit: A mod deleted them. So, any help?
  15. I want to play as an Ice Mage. but in Skyrim, it is literally impossible to play on Expert Difficulty as an Ice Mage if you have combat mods installed; there is just no way. All monsters with the name ice/frost (Ice wolves, wraiths, dragons, etc), falmer, automatons, undead, and nords all have resistances to Frost. In comparison, Only Dark Elves and Fire Breathing Dragons resist fire, and fire kills all undead and automatons I believe. Shock has no resistances or strengths at all. While I understand haveing some type of resistance, I don't think a human being should be able to shrug off magically conjured Ice; I'm not throwing ICe cubes (which would hurt as well, let's be real); I'm throwing giant Ice stakes at you; I'm hurling magical ice blizzards that would not only freeze but also cut your skin. Just because you live in a cold climate doesn't mean you can just shrug that off. So, I'm looking for a mod to have reduced frost resistances. To preface this, I know there's a potion/enchantment that removes frost resistances, but that is pretty weak considering I want to be a pure Ice Mage. I don't want to have to invest in Alchemy or Enchanting early in the game to have this one bit of change in my game. So, I want the following for this mod: The undead might not have an internal body-temperature of 98.6 degrees Fahrenheit, but I still don't know why the Ice won't hurt them severely. So, undead are 10% resistant to Frost.I already have a mod that changes the Nord racial ability into "Nords get 50 more stamina" which I believe makes sense because nords are warriors. So, I don't need nords to be affected by this mod, but if you would like to, make it so nords are 0% resistant to frost but they get 50 more stamina as a racial ability.Falmer are 0% resistant to frost; they're just elves, why are they immune? I live in a cold place, and I can't just shrug off a pointed ice stake.Dwarven Automatons, constructs, centurions, etc are 25% WEAKER to ice. They are steam-run machines; frost should freeze the water in them and make it harder to function; not just shrug off. They need to be damaged by frost magic in my opinion.Reduce all other instances of resistant to frost by halve.
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