Jump to content
⚠ Known Issue: Media on User Profiles ×

shadowknyght

Supporter
  • Posts

    12
  • Joined

  • Last visited

Nexus Mods Profile

About shadowknyght

Profile Fields

  • Country
    United States

shadowknyght's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I don't know about whether or not you're talking about the records inside esl's or the whole issue with it counting an esl as an esp as far as load order is concerned, but I think I just found away round the latter. The first Smashed Patch you'll make needs to be under 255 mods. That's known by most who use Mator Smash. What I just "discovered" is that by leaving the old Smashed Patch checked, you can smash any number of new mods together with no issue. The issue occurs when Mator Smash tries to create a new patch to put into the load order, which may be over 255, but it seems to have no problems inserting new data into an already created patch. I'm hoping this helps and is not just a post by a dummy who happens to be late to the party.
  2. The idea is kind of similar to the idea behind Modded Loot by DServant, who's mod is capable of adding armor and weapon mods that aren't on any leveled list into the game as loot and equipment for NPC's. The only difference between his idea and what I'm thinking about is that the mod I'm thinking about would also be able to take enchantments from mods like Summermyst and Wintermyst and add them to the armors that it adds to the game, as well as add tempered versions of the armor or weapons as well. That way someone would be able to add a weapon or armor mod to the game and find enchanted and/or tempered versions of that armor in the world. And the enchantments they find could be enchantments from any enchantment mod they have in the game. Now I know that Wintermyst has a skyproc patcher and mods like Loot and Degradation adds enchantments and tempering. However those mods, if I'm not mistaken, rely on the leveled list, meaning any armors not on a leveled list, like Immersive Armors, wouldn't be affected by the enchantments or tempering added by these mods. Now I've already put this as a suggestion to DServant. I don't know if it's considered disrespectful to put it here as well. If it is, I am deeply sorry, because that's not my intent. I just wanted to get the idea out there and perhaps draw some attention to DServant's amazing mod. Modded Loot.
  3. To some degree it's almost like Poke'mon if I'm understanding your idea correctly. You capture souls in soul gems, then using a spell you cast whatever is trapped in the soul gem as a summon creature, that'll fight for you.
  4. I also think it would be kind of cool. Kind of your own running wrap...rap...sheet and remind you of where you have bounties so you can be careful.
  5. Honestly it could be a relatively simple mod. All it would need to really do is add x% to movement speed and add x to carry weight when you're unarmored. I wouldn't give so much of a bonus to magika/stamina/and health regen, but it could give something. Could also set it to poll only when a piece of equipment is added or removed, that way it wouldn't take too many resources. It couldn't be linked to whether the character has an armor score or not, but it could be linked to clothing or empty body slot, so it would only trigger upon having just clothing or an empty body slot. It doesn't seem to be too difficult scripting wise...says the guy who can't write scripts.
  6. Hey everyone. I've been a member of Nexus for a year or two now, I want to say. I never really talked too much in the forums but I thought I'd at least say hi. I definitely want to thank all the amazing mod authors out there who's kept Skyrim so vibrant that Bethesda made an updated version of it. I just relatively recently built a serious system running the best chipset my mobo could handle and a GTX 1070 card. I run about 275 or so mods using Wrye Bash. I use NMM currently. I considered getting MO, but the installation was a little more complicated than I wanted to deal with at the time. I'm a big fan of Follower Mods, especially voiced follower mods. Right now my goal is to set my game with all the things I liked out of SkyRe without having to worry about the patcher for any random armor set I come across and whether or not it's compatible, which was honestly my only complaint about SkyRe. I have ideas for mods but typically they are way beyond my feeble ability to even attempt to implement. Perhaps one day I'll create a mod that'll be worth sharing. Anyways, that's about it.
  7. What I'm envisioning is a mod that would take any overflow beyond the 565(I think) armor cap and change it to health buff. Not necessarily on a one for one basis, but maybe for every 5 points over the cap it would give you an extra 1 point of health. To make it a little more fair, you could also impose a movement and/or stealth penalty based on how much beyond the cap you go. So for every 5 points beyond the cap you get an additional penalty to your stealth or movement. Of course there would need to be a way to differentiate Armor granted by spells and enchantments as opposed to regular armor, that way you won't get a penalty for things that should be weightless. This should apply to NPC's as well.
  8. It seems that adding a tree is exactly what they did in SkyRe, so it seems that it is possible. But T3nd0 is a very good modder so it may take quite a bit of skill to do so.
  9. The mod I'm thinking about, wouldn't adjust the armor caps themselves. The mod would instead turn any armor points over the cap into extra HP. This would work similar to the HP buffs that can be applied to armors as per normal. I guess the formula would look like: If Armor > Armor cap then HP=HP+(Armor-Armor Cap) else if Armor <= Armor cap then HP=HP Or something like that.
  10. I know we are aware of the armor cap in Skyrim. I know why it's there, however I would like some sort of mod that would reward characters with armor ratings over 567 or 662 or whatever the cap is. I don't know how to mod myself, however I do have an idea for a mod that would remedy this issue. The idea is for armor ratings over the damage cap to be translated into Hp. It would be temp HP, of course similar to HP gained by armor with hit point buffs enchanted on them. This would allow characters who go over the armor cap to still benefit from the armor they wear. Now how much they get per x points over the armor cap is something I'm not sure about. It would need to be a number low enough so that you wouldn't need to buff weapons, however it would need to be high enough to make a difference. Maybe 10 HP for every 50 pts of Armor over 567. The ratio I mentioned would mean a character with 2067 Armor Rating would reduce damage by 80% just like normal, but also have an additional 300 HP. That may seem a bit broken, but It is pretty hard to get an armor up that high. I'd imagine even harder in Light Armor. And if it's not the ratio could simply be changed. to something like 5 HP for every 50 pts of armor over the cap or it could be adjusted up if that's what is needed. Of course this would need to be distributed across all enemies as well, but ultimately I think it'll work just fine. You could even do things were the extra HP is negated by magic, to minimize it's effect on things that don't necessarily need to be buffed.
  11. Hey everyone. This is my first post here. BTW, thank you to all the mod developers who've made this game amazing. I'm at level 47 and I've just recently encountered a major glitch. I just recently finished the quest where you have to attack the Dominion base to rescue some guy who was associated with the Stormcloaks. When I returned to Whiterun and try to do some smithing on the 18+ glass armors and things that I'd aquired, I discovered that I couldn't do it. I can go to the smelter and the smithing pit just fine, but when I attempt to use the tanning area, the smithing table(Where you upgrade your armors) and the grinding stone, it doesn't work. What specifically happens is that I go to to the animation to sit down or start working on it, it displays the menu for a brief moment, then I stop the animation and draw my weapon. I draw my weapon using the the smelter and smithing area as well, but it atleast allows me to actually use them beforehand. I've used tfc command, but sometimes it won't let me actually craft the item or when I get up after using the tfc command to exit out of the smithing area, I can't draw or use my weapons. I had just recently used Optimizer Textures before I noticed the glitch, so I went back and restored all my old textures and BSA's. That didn't help at all, so I went into the original install file and pulled the textures and BSA's from their. I've uninstalled and reinstalled my animations. I'm in the process of uninstalling and reinstalling my mods. Since Optimizer Textures didn't touch my original mods, only the ones in the data folder, I'm hoping that reinstalling them using NMM will fix the issue. If not, I'm kind of at wits end. I'm at Lv 47 and I'd hate to start all over, after reinstalling the multitude of mods I have, so I'm really hoping this works. If not, I'd really love some suggestions. The reason I haven't included my load order is because it was working fine before using Optimizer Textures, so I'm assuming it has nothing to do with my load order which I BOSS regularly. Thank you for any help or suggestions that you can give me.
×
×
  • Create New...