bushca5 Posted September 18, 2016 Share Posted September 18, 2016 Hello there is a mod that turns the restoration ward spell into a shield does anyone know what its name is pleaseand thank you for answering Link to comment Share on other sites More sharing options...
lofgren Posted September 18, 2016 Share Posted September 18, 2016 SPERG does this, and a lot of other stuff besides. If there is a standalone version I am not aware of it. http://www.nexusmods.com/skyrim/mods/24445/? Link to comment Share on other sites More sharing options...
DOVAHKI1N Posted October 9, 2016 Share Posted October 9, 2016 Hello, I have no idea how I missed this, but: I do not have Skyrim: High Resolution Texture Pack (Free DLC)Released: 7 Feb, 2012 installed O.O Never even realised it was there. Should I install it? Or don't bother and use mods like Skyrim HD? I ask because I am wondering whether that missing DLC could be part of the reason I get so many CTDs- maybe mods need that DLC as a Master or something. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 9, 2016 Share Posted October 9, 2016 There are no mods that require that DLC as master. The plugins are dummies solely there to have the BSA contents loaded. Some people claim that the High Res DLC contains errors and that you shouldn't use it. There is an Unofficial High Res Patch (UHRP) available if you do wish to use it. There are also some mods which claim to have 'optimized' all the textures from the game and that the High Res DLC is redundant as a result. Link to comment Share on other sites More sharing options...
LadyCrystyna Posted October 10, 2016 Share Posted October 10, 2016 (edited) I'm working on an MCM Skyrim version of my mod. The script is done contains toggle options and a slider option. What I would like to know is how to get the constructible object to use the float count from the slider option? Edited October 10, 2016 by LadyCrystyna Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 10, 2016 Share Posted October 10, 2016 I'm working on an MCM Skyrim version of my mod. The script is done contains toggle options and a slider option. What I would like to know is how to get the constructible object to use the float count from the slider option?Only way I can think of. Make multiple versions of the constructible object each with a condition that a global variable (GV) be at the same desired value. Then in the MCM set that GV accordingly. Example:Your MCM lets users pick between smelting 2 ore for 1 ingot, 10 ore for 5 ingot, or 20 ore for 10 ingotYour MCM sets a GV at 2, 10, or 20Constructible object version one has condition for the GV to equal 2. Ingredient required amount is 2 and result is 1Constructible object version two has condition for the GV to equal 10. Ingredient required amount is 10 and result is 5Constructible object version three has condition for the GV to equal 20. Ingredient required amount is 20 and result is 10 You can use any numbering on the GV that you want. A sequential 1, 2, 3 works just as well. I tho find it easier to keep the GV at the desired value. Link to comment Share on other sites More sharing options...
LadyCrystyna Posted October 10, 2016 Share Posted October 10, 2016 (edited) I'm working on an MCM Skyrim version of my mod. The script is done contains toggle options and a slider option. What I would like to know is how to get the constructible object to use the float count from the slider option?Only way I can think of. Make multiple versions of the constructible object each with a condition that a global variable (GV) be at the same desired value. Then in the MCM set that GV accordingly. Example:Your MCM lets users pick between smelting 2 ore for 1 ingot, 10 ore for 5 ingot, or 20 ore for 10 ingotYour MCM sets a GV at 2, 10, or 20Constructible object version one has condition for the GV to equal 2. Ingredient required amount is 2 and result is 1Constructible object version two has condition for the GV to equal 10. Ingredient required amount is 10 and result is 5Constructible object version three has condition for the GV to equal 20. Ingredient required amount is 20 and result is 10 You can use any numbering on the GV that you want. A sequential 1, 2, 3 works just as well. I tho find it easier to keep the GV at the desired value. Thank you very much, seems I have a lot of work to do. Is there a max limit to recipes that will cause the game to crash? Edited October 10, 2016 by LadyCrystyna Link to comment Share on other sites More sharing options...
ArchangelSarielz Posted October 10, 2016 Share Posted October 10, 2016 So just doing a bit of research is there anyway to tell if how many Skyrim mods on Nexus use external assets and how many do not? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 10, 2016 Share Posted October 10, 2016 @LadyCrystynaNo limit to recipes. You can have as many as you want. So just doing a bit of research is there anyway to tell if how many Skyrim mods on Nexus use external assets and how many do not?No. No easy way. There isn't any such field that authors fill out when uploading their files. You'd have to check each mod individually and determine for yourself. Tip: if you click on the magnifying glass icon next to the file name on the download page, you can see the contents of the downloadable file. Only those with BSA files would need to be downloaded and have the BSA contents examined. Link to comment Share on other sites More sharing options...
LadyCrystyna Posted October 11, 2016 Share Posted October 11, 2016 (edited) @The Pale RedguardThank you so much for your help. I'm now able to continue building my MCM version of my mod. Edited October 15, 2016 by LadyCrystyna Link to comment Share on other sites More sharing options...
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