Jump to content

Search the Community

Showing results for tags 'vanilla'.

  1. I am looking for Oblivion location enhancement MODs for settlements and cities. I am not so keen of current existing MODs though. Whilst I appreciated some of the enhancements of the Better Cities MOD - such as areas of Bruma - I was not so keen of other areas, such as the Imperial City. I personally felt that the original Imperial City is one of the most impressive cities throughout the entire game and did not need further enhancements. Kvatch Rebuilt MOD did a great job at restoring Kvatch, with it's own well imagined, non lore-friendly, questline. I've even tried Sutch MODs - fully restoring the cut city of Sutch. Personally though, these don't feel like lore-friendly, vanilla-friendly, 'Bethesda work'. At least to me, they don't flow nicely within Cyrodiil. I feel that a problem with adding too much is that areas can become stale and boring. I understand more merchants can be added, but the game has many merchants already. More immersive features and immersion could be implemented, such as having to use anvils with repair hammers to repair weapons and armor. I feel these would be lore-friendly and somewhat vanilla-friendly additions indeed. I am not sure what concept art does and doesn't exist. I understand though some concept art is drastically different compared to existing locations throughout the game - such as current Anvil and the original concept art. It would be nice to have any possible cut locations, such as settlements and farmsteads, reimplemented in a vanilla-friendly, lore-friendly manner - using existing vanilla assets. I love how different parts of Cyrodiil use different styles of architecture - seen throughout the different cities. If every Cyrodiil city had the same architecture, that would be quite boring. I do feel Cyrodiil, with it's existing locations, could be further enhanced in a vanilla-friendly and lore-friendly manner. I wish I could motivate modders to work on brand new enhancement MODs but admit a lot of the modding community has left the forever aging game. As for NPCs which become obsolete and forgotten once quests for them are completed... if they haven't got existing homes to live in... perhaps these could claim a newly implemented house throughout a city. At least to me, this would be vanilla-friendly and lore-friendly. These NPCs which stand around doing nothing could be reimplemented into enhanced cities, adopting brand new roles, tasks, goals and routines. This would further enhance the game in my opinion. We could discuss many ideas, which would take many countless hours to implement, however. I dislike the Creation Club with it's paid MODs for games such as Fallout and Skyrim, but there is one thing which caught my eye - "higher quality MODs". It made me think - why not have MODs of a higher quality for Oblivion, too? Following Bethesda concept art. Implementations which naturally flow throughout the existing game's world and environment. Creations which look and feel like they could have been created by Bethesda themselves - without the bugs. Performance friendly. I've tried modding myself but have ran into issues I haven't been able to overcome. Any suggestions?
  2. After about a year I finally managed to solve a dilemma. <<can a television be placed on a TV cabinet adjacent to a wall of the play cell?>> I decided to post here as the solution is useful to both modders and common users, to be careful I installed "scrap everything" with the patches even though they couldn't do much with a "non-wall wall". Now I'll explain how to place everything you want in vanilla when the doormat system can't help! Totem phase: draw from the deck and use your jar of greed take your table with the rounded tip, it will be your s#*&#33; trolley now you can use the low gift packages for almost all cabinets, tall for the disproportionate vanilla tables. In this case I use the pile of clean sheets from the Bethesda creation kit. Unfortunately I can't share my package because a furious user has declared a monopoly on Bethesda objects, in any case there are so many mods that I add these contents. look at the light green lines, your thickness must be well centered. The red line indicates that there must be some space between the edge of the table and your thickness. now the green box indicates the object you want to position, do you see that there is some space left between the edge of the thickness and the lower edge of the object? In this case it was not positioned well! In fact the object must be perpendicular to the rear edge of the table; from the point illustrated you must push the object back without fear. place two cards face down and end your turn Save the game! Cleaning phase: now open the console and type TCL > the costruction menu> click on the surface on which to place the object and cancel the action > the surface shown in red will not have a collision until you type TCL again click on the table and cancel the action, the totem will lose solidity and you will have to start the cleaning phase all over again. Therefore, concentrate on the table and place it until it appears green and so that the object is positioned as you wish. Now that the positioning is complete, reopen the console and use the TCL command. From the surface the interpenetrated edges of the table and the thickness will protrude. destroying the table the object will rise upwards. Destroy the thickness and the object will sit perfectly on the surface. F.A.Q: after the destruction of the table, the object fell into the furniture instead of rising, should I report it to the competent authorities? This happened because you didn't push the object back from the thickness, load the save and fix the totem. I placed the table but I can't click the table and thickness to destroy them... do you want to be banned? First of all, let's calm down, your attitude is really grumpy, this happened because you didn't respect the ladder structure of the totem by positioning everything perfectly and with commitment in relation to the front edge of your shitty cart. no seriously my complaints were excuses, I think I fell in hate with you... Let's say I understood it, do you want to argue? I think I'll criticize your English by blaming you instead of sending a shitstorm of feedback to google translator. Because I'm racist and I love you, I love you madly!!! At least my country has an official language ^-^ you know what I think I saw a video where he explained this system -_- yes I think I saw it too about six years ago, but the TV always went inside the cabinet and I gave up; I understood the errors, reduced the times and made it industrial and effective. Enjoy!
  3. I’ve been trying to figure out what mod conflicts with what and how to arrange it for months, i had no issue previously except for floors not loading but now even characters show as a missing texture. With all enabled, it says it is missing a master even though i shouldn’t be. mod list: https://www.nexusmods.com/newvegas/mods/42507 https://www.nexusmods.com/newvegas/mods/43135 https://www.nexusmods.com/newvegas/mods/67883 https://www.nexusmods.com/newvegas/mods/57174 https://www.nexusmods.com/newvegas/mods/42666 https://www.nexusmods.com/newvegas/mods/35794 https://www.nexusmods.com/newvegas/mods/58277 https://www.nexusmods.com/newvegas/mods/84945 https://www.nexusmods.com/newvegas/mods/55334 https://www.nexusmods.com/newvegas/mods/53635 https://www.nexusmods.com/newvegas/mods/34703 https://www.nexusmods.com/newvegas/mods/64339 https://www.nexusmods.com/newvegas/mods/34832 https://www.nexusmods.com/newvegas/mods/67666 https://www.nexusmods.com/newvegas/mods/43534 https://www.nexusmods.com/newvegas/mods/71228 https://www.nexusmods.com/newvegas/mods/66537 https://www.nexusmods.com/newvegas/mods/54460
  4. Anyone know of an existing step by step guide to editing vanilla NPC's in creation kit? I found quite a few tutorials on how to create new npcs and add them to the game, but none for editing vanilla npcs properly and safely. What is up with that? Anyone out there willing to type up a guide for us newbz? I just want to edit npc physical appearance like hair, scars, tattoos, eye color, skin textures, clothing, etc., but I'd like to use existing vanilla game items and mods like SOS, KS Hairdos Renewal, and any male/female skin textures from nexus or other places to make said changes. I've tried other tutorials, but what typically ends up happening is I save the changes I've made and they look perfect in creation kit, but then the changes don't transfer to the game resulting in no changes at all, gray face, missing textures, neck seams, or bald heads. Anywho. Anyone out there willing to walk myself and others through this process? Thank you in advance!
  5. Ive come to nexus forums seeking help to remove a custom bodyslide i manually put in the female nif files. This was done a time ago and now i want to turn my female body to vanilla as I cant seem to change it now. The body was made with bodyslide and instaled with their not recomended instructions. Ive tried uninstalling the game and deleting the femalebody nif but to no avail. I also tries deactivatiang all the body and texture mods but i still have the custom female nude body. In other words im looking to revert from the custom body I MANUALLY installed the original skyrim one. (PS): I dont remember how I did it so a step by step guide would be of much help.
  6. So, I just got an awesome new gaming desktop, I was ready to play SSE. I was SUPER excited, I booted it up without any mods, and it worked amazingly, running on ultra graphics amazing fps. So i was like.. YEH! and downloaded several mods! and an Enb!!! Got the tools ready ((because i've modded before)) Loot, SSEDIT, NNMetc... :3.. So i started playing. Worked really well! I didn't lose any frames, was running silky smooth. Then I tried to enter Helgan Keep. It was on a loading screen for 3 seconds. Then CTD... So i did a lot of searching around the web. I cleaned any mods with SSEDIT, didnt work CTD again. Disabled every single mod one by one. Didn't work CTD.I ran the game without the use of any mods or anything at all. I disabled the touch keybord thing CTD.. Uninstalled the ENB didn't work CTD. Lowerd the graphics to the bare minimum. Lowest possible.. and still CTD at helgen keep door. I tried using start a new life mod. All this does is crash when i click "new game" .I've uninstalled and reinstalled the game and i still crash when trying to enter helgan keep through either doors, or the cave. Help? anyone? I've been searching for hours. Since yesterday. <- > Can anyone help....at all?
  7. Okay I've look through all the ammo mods and I didn't find any that did what I want. If I missed one please let me know. I think all the ammo weight mods apply only to Survival mode. I want a mod that gives all ammo, stimpacks, and RadAway some kind of weight in NON-survival games. Even if it's simply the weight they have in survival mode. I like a lot of what survival does. It was great for about 2 full play throughs (and about 3 failed characters because the builds were just BAD for survival) but it takes too damn long to play on every character. I just don't have the time IRL to walk everywhere in game and I don't want to have to side with BoS every time I play just for the sake of quicker travel (plus that recently started to bug become bugged where the Vertibird takes off and lands immediately without me giving any kind of command to land). I'd hoped siding with the Institute would let me get around that with the teleportation but it only lets you IN from anywhere you still have to walk from CIT when you leave. Anyway rant done. If I missed a mod let me know. If someone would be willing to make one I'd be forever grateful. If I knew ANYTHING about modding I'd try to do it (with the absolute lack of knowledge I can only hope it's a simple stat change mod). Anyway Thanks.
  8. "hilde" in riverwood was the first i noticed with an invisible body..below i attached 2 PNG's showing what mods I use, which could possibly make a vanilla out invisible? thank you for anyhelp
  9. Hello everyone! I have a simple question. Lets say I got a mod from Vanilla that I made, I want to convert it to SSE. I go there and update the ESP file too. BUT Do I need to update the texture paths on Nifs too? Changing to paths to SSE folders? Thank you!
  10. I've been working on a new worldspace for the past few days, in an ESP independent from any ESMs (vanilla or otherwise). Now I wish to load it with the vanilla ESMs in the SE CK, so I may use the defined statics/textures for region generation, but upon attempting to save my plugin together with the vanilla ESMs, the CK freezes for several minutes before closing itself without making changes. I have made the recommended edits to the CreationKIt.ini, but this still happens. Is there anything I can do to fix this? Here's my full ini settings: [General] bUseVersionControl=0 SLocalSavePath=Saves\ SLocalMasterPath=Data\ SLocalBackupPath=Data\CheckInBackup bUseEyeEnvMapping=1 uGridsToLoad=5 bExternalLODDataFiles=1 fAnimationDefaultBlend=0.2000 fAnimationMult=1.0000 bFixAIPackagesOnLoad=0 bLoadTheUserPlugin=0 bCreate Maps Enable=1 bDisableDuplicateReferenceCheck=1 bCheckForMultiFileForms=1 uExterior Cell Buffer=36 uInterior Cell Buffer=3 bPreemptivelyUnloadCells=0 SFaceTestSoundName=Data\Sound\Voice\Test\CharGen QA1.wav iTextColorRegionFormB=160 iTextColorRegionFormG=160 iTextColorRegionFormR=160 iTextColorLockedChildFormB=0 iTextColorLockedChildFormG=255 iTextColorLockedChildFormR=255 iTextColorLockedFormB=0 iTextColorLockedFormG=0 iTextColorLockedFormR=255 iTextColorMyFormB=0 iTextColorMyFormG=120 iTextColorMyFormR=0 bClearPersistenceOnVCSort=0 bAllowNonGroupedVersionControl=0 iFullSaveCellThreshhold=20 SFile Path= bLight Radius=0 bMaximize Editor=1 bPreview=0 bAllowUnsafeSave=0 bAllowMultipleEditors=1 bEditorHotLoading=1 bAllowMultipleMasterLoads=1 [MAIN] bDrawWaterRefLinks=1 [Display] bSAOEnable=0 bLoadMarkers=0 bDynamicWindowReflections=1 fShadowFadeTime=1.0000 fGamma=1.0000 bShadowsOnGrass=0 bActorSelfShadowing=0 bStaticMenuBackground=1 iTexMipMapMinimum=0 fLightLODStartFade=5000.0000 iSize H=300 iSize W=467 iAdapter=0 bEnableImprovedSnow=0 iEnableShadowCastingFlag=1 [PreviewMovement] bRecreateEveryUpdate=1 fPreviewLandTextureTiles=8.0000 SPreviewLandTexture=Landscape\Dirt02.dds SPreviewLandTextureNormal=Landscape\Dirt02_N.dds iPreviewTextureSize=256 iLightAmbientColor=8421504 iLightDiffuseColor=16777215 fCamera Pan=1.0000 fCamera Zoom Ortho=0.0010 fCamera Zoom=0.2500 fCamera Rotate=0.7500 [MESSAGES] bSkipInitializationFlows=1 bAllowYesToAll=1 iFileLogging=0 bAllowFileWrite=1 [Movement] iAutoSave Time=0 fClip Dist=300000.0000 fLand Mult=1.0000 fCamera Pan=5.0000 fCamera Zoom Ortho=0.0010 fCamera Zoom=2.0000 fCamera Rotate=1.0000 fObj Move=1.0000 fObj Rotate=1.0000 iSnap Angle=45 iSnap Grid=64 uFlags=60 [Archive] bInvalidateOlderFiles=1 bUseArchives=1 sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa SResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa [Papyrus] bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 [Flowchart] bPerforceEnabled = 0
  11. Let me start off by saying that I am not looking for a body replacer. I have no interest in any mod that changes the vanilla body meshes. What I'm looking for is a simple reskin of the existing character meshes to use a texture similar to (but not exactly the same as) the raider body texture, one with mud and dirt to better reflect someone who actually lives in the wastelands. I'd created one in the past myself, but I had far too many issues with bad seams and odd interaction with skin color differences, so I had to get rid of it. Is there currently a mod like this in existence at this time?
  12. Hi, recently I have started up a new Mass Effect 3 with a lot of new mods installed, such as textures and DLC mods. I'm at the part where you first enter the War Room after the first nightmare sequence. The problem at hand is when I leave to go through the scanner that will lead into getting to the Galaxy Map room, the game instantly crashes as soon as Shepard stands in place of the scanner to get scanned. Now I know I can easily fix this by clicking the "Repair Game" option in Origin, however I have load of mods installed so if I go to repair then it's obviously gonna overwrite my game with vanilla files and I'll have to reinstall all of them again, which could take up to a whole day. I have the vanilla version of Mass Effect 3 backed up, so I could obviously replace the corrupted file that is causing the crash upon entering the Galaxy Map room with the vanilla fresh file. However I do not know which file it is that I need to replace. If anyone can help me out with the issue or knows a better suggestion and informs me of it, then I will highly appreciate it.
  13. I am looking for someone to make the model for vanilla DLC Ancient Falmer Armor that Gelebor wears for females. There's already the female version armor that Gelebor's brother wears and if the Dragonborn is female, she gets to wear the Ancient Falmer armor. But there aren't any meshes with it yet. There's a reddit request about the female Gelebor armor, and has shown the possibility of making them. But they haven't been released yet. Plus, someone who requested the model has deleted their reddit account. I need someone who can make and upload them. I don't have blender, nor enough money to model versions of it, so I am hoping for someone who can easily do those things. I don't have much modding experience to be honest. Thank you for reading this and I hope to read your response. https://www.reddit.com/r/skyrimmods/comments/5yfucc/request_female_gelebor_armor/ https://imgur.com/a/VuBlX
  14. So to start i've noticed that the Captain at the beginning has the vanilla armor over the CBBE remodeled one. It didn't bother me if it was only her but as i've progressed ive noticed other females having the same issue. its not terribly game breaking but it is distracting. ive searched the forums and the internet for help but i cant find any. thanks in advance.
  15. I am doing a complete vanilla playthrough before modding my game. I have an ILS on my save. It's just one save I've been overwriting because I don't care a whole lot about being able to rescue things with a previous save. I just want to get familiar with the vanilla game first. If I load the first save I made in the doc's house at the beginning, that loads, and if I then load my save, it loads. If I load my save when the game starts or "continue," then I get an ILS every time. This ILS behavior seems to be baked into this save now, because subsequent saves still result in an ILS. This seems to be a known issue and I'm curious if anyone knows why it happens and if there's any way to permanently fix it.
  16. Hi, sorry for my english, it’s not my native language. I want to ask: I have my Skyrim whit 77 mods installed, and I want to revert to vanilla to start a new game, but I have a save game whit this mods that I don’t want to lose. My questions are: If I uninstall all mods I can lose the game save? If I save the load order and if I reinstall those mods I can play whit the game saved? And, is the last XD, if I uninstall the mods the vanilla will work fine? Thank you.
  17. Might anyone please be able to post me a screenie of a completely vanilla Skyrim SE Folder set? My installation blew up spectacularly when Win10 Explorer went mental and created 200 empty folders in the Common folder. :sick: I think I found the culprit but need to rebuild. And yes - I used Brataccas' nice clean-up mod, too. Just want to be absolutely sure... Thank you! Mine is here: https://postimg.org/image/9nd8pwjtd/
  18. So I'm really at a loss as to why this is happening. It seems I get a CTD virtually anywhere north of Whiterun, a little bit east of Morthal, and just north of Windhelm. Basically anywhere in like a really wide v shape on that section of the map seems to have an invisible barrier that makes me crash instantly every single time. For instance, I can walk from Whiterun to Morthal if I keep to the west a little, or walk to Windhelm along the road from Whiterun, but if I were to simply try walking around Whiterun's northern walls, I'll keep crashing in the exact same place. There's also a small area just south of Kynesgrove where this happens.. But yeah, I basically can't go anywhere up there, including Dawnstar or Winterhold. I can be inside both Whiterun and Windhelm without any problems as well, this is only happening when I approach their outer northern borders or stray too far north in various other nearby areas. I originally thought it had something to do with script heavy mods (I had things like FNIS, XPMSE, Immersive Patrols/Armors, Populated Cities/Lands, Roads, Paths, etc..) but pretty much exhausted my options in investigating that after playing around with LOOT, TES5Edit, Save Game Script Cleaner, starting new games ad infinitum etc etc, and so I've finally reverted back to a completely vanilla install, having uninstalled, verified game cache and so on and it's still ******* doing it. It should be known that I'm running on something of a potato (I have an Acer with an AMD E2-6110 and R2 graphics, 4gb DDR3 L memory), but I've previously played all the way through the vanilla game on this same machine without issue, and I made it perhaps a quarter of the way through with about 50 or so mods after that before losing interest in that build, all of which was possible thanks to running on low settings, removing shadows, the memory patch, performance textures, various ini edits, tweaks to virtual memory, optimizing system performance and other crap.. Before reverting to vanilla I started running Skyrim Performance Monitor again and, as usual, everything appeared perfectly fine, nothing coming even close to any thresholds from the start and all the way through to these repeatable CTD's. The same is true now that I'm back in vanilla, only moderately better. And just as before, I can still spawn like 25 dragons + 50 or so various other guards or creatures in resource intensive places like Markarth, or no clip at speed around the whole ******* map relatively smoothly, but as soon as I approach these areas, even just while walking, it's like I hit an invisible border and instantly CTD. I haven't raised my ugridstoload or anything like that.. My ini's are basically default except for removing shadows, disabling depth of field, making less grass and reducing its range.. And I haven't changed any memory or Radeon settings at all since my previous playthrough. I don't currently use an ENB or ENBoost, either. So yeah. I basically have no idea what the heck to even do now. I'd be happy if I could even just do a vanilla playthrough again, or maybe put together a simple survival build, but I'm completely lost at this point. So if anyone has any idea as to why this is happening or perhaps knows how to fix it, or can even just offer a viable way for me to work around it while still enjoying the rest of the game, I would be so, so, sooo immensely grateful..!! I've seriously logged like 60 hours in the past week alone just trying to figure it out... And please, don't simply suggest buying a new pc, as that's an impossibility for the foreseeable future and will only serve to exacerbate the depression.. :| Thank you in advance..
  19. OK so I had a request for me to put one of my mods onto bethesda.net for the PS4 as its quite a simple mod I figured this would be easier enough. I knew about the restrictions for bsa files on the ps4 but seeing as my mod only used a rotated vanilla asset (just because I thought it looked slightly better) i thought that it would be a simple task of changed the models in the mod to use the vanilla version instead of my rotated one. The problem is I cant seem to find a way of telling the custom models to use the nifs in the vanilla bsa. I've tried just straight copying the original item's model file path into the custom item's one but it still looks in the data folder. For example if the vanilla path is "folder 1/ folder 2 / model" for the original item if i put this in the custom item's model file path it brings up the error symbol showing it cant find a model. Basically my question is, is this a possible thing to do or not and if so where am I going wrong? Thanks :smile:
  20. Hello! I just wanted to know how to change the stats of the vault suit ? Is there anyway of changing it, I like it alot and really feel the immersion when using it ð but its becoming weaker and weaker as I progress the story, so can anyone tell me how to change it to asd a little bit of damage resist, radiation resist and energy resistance. Thank you ð¤
  21. So I'm working on this little project for SSE, as I have yet to find a gameplay mod which fully satisfies me (don't get me wrong, there are plenty of amazing gameplay mods so far). I figured "why not make my own?" and thus, COMPLETE VANILLA OVERHAUL was born. I am making this forum post for general feedback on future ideas for the mod, and friendly critiques for what I have already created. =========================== CORE VALUES: The best mods are the ones which you forget are installed in the first place - clean, simple, and as minimalistic as possible. Hence the word "Vanilla" in the mod title. "Complete Vanilla Overhaul" brings several small tweaks into the game, which may not be noticeable individually, but when woven together through the magic of the CK, will provide a richer, more difficult, and more rewarding Skyrim experience. Compatibility is also something which I am keeping in mind during the development of this mod - all changes will be made via new spells, abilities, and perks to avoid editing as few vanilla assets as possible for maximum compatibility between mods. =========================== GENERAL CHANGES: (NOTE: Most (if not all) effects listed below can be lessened or negated via Perks!) 1. Leveling up all skills is 40% slower. 2. Natural health regeneration has been reduced by 99%. If you want to regen health naturally, you better have some enchanted items equipped. 3. All Restoration spells are 25% weaker and cost 25% more Magicka to cast. 4. Dual-casting a spell costs 12% more Magicka. 5. The player deals and receives 40%~48% more melee/bow and spell damage. These damage modifiers are not tied to your desired difficulty level in any way. 6. Sneaking, Lockpicking, and Pickpocketing are 20% less effective. 7. All melee attacks cost stamina - the amount of stamina drained is determined by how long the attack animation lasts. So naturally slower weapons will consume more stamina. 8. Bows drain stamina while you are pulling the string back, but does not drain stamina just by holding a shot. 9. Bows take 50% more time to fully draw the arrow back. 10. Buying and selling prices are 50% worse 11. Protection from Light and Heavy armor has been re-worked so that Light Armor is no longer on-par with Heavy Armor during late-game. (these last 2 are pretty important) 12. The world is de-leveled, but there are precautions put into place to prevent you from being one-shot by high level enemies. Basically, this is just an easy method to increase enemy diversity without actually manually changing encounter zones. Damage dealt and received will be manipulated against enemies who greatly out-level you so that the battle is not slow/tedious/impossible. 13. De-leveled loot. But there is a drawback - you must have the respective perk for the item-type that you are wielding/wearing. If you do not have the perk for the item/type which you have equipped, you will gain a debuff. For example: Debuff "Inexperienced: You are not experienced enough to use Deadric weapons to their full potential. Damage -15 points" A similar Debuff will be applied for armors as well. =========================== CHANGES TO RACES: (NOTE: all numbers are subject to change) All races will keep their vanilla abilities, although they may be tweaked a bit, they are not replaced/reworked entirely. All edits to races are done without actually messing with vanilla race files directly, so you can still install your favorite race mods. Argonian - - The only race in the game that does not have HP regen reduced by 99%, but instead is reduced by 23%. - Disease resistance from 50% > 35% - Histskin unchanged - +5% to melee and magic resistance due to their "tough skin". - +10% to persuasion - Magicka and Stamina regen increased by 50% if you are swimming - All Health, Magicka, and Stamina potions are 10% more effective - +15% and +15 points to Alchemy - Enchanting is 15% worse Breton - - Magic Resist from 35% > 18% - Whle Dragonskin is active, all ward/shield type spells are 100% more effective. Original effect of Dragonskin is unchanged. - Conjuration skill +15 and Conjuration potency +15% - +8% Magicka regen - Casting a spell has a 5% chance to instantly regain 10 > 15 > 20 > 25 > 30 > 35 Magicka depending on your player level. - All damage taken reduced by 1% per piece of light or heavy armor equipped. - One-handed damage increased by 10% if also "wielding" a spell in the other hand. - Sneaking is 8% worse - Damage with daggers is 5% worse Dark Elf - - Resist Fire from 50% > 35% - Ancestor's Wrath regens 1 > 2 > 3 > 4 > 5 Health, Magicka, and Stamina point per second for the duration of the spell. Amount depends on player level. Ancestor's Wrath also makes you 100% immune to Fire, and all other sources of damage is reduced by 10%. - Spell magnitude increased by 10% while sneaking and undetected. - Damage with daggers increased by 12%, damage with Swords increased by 6%. - 5% chance per hit to also set the target on fire for 3 seconds, causing 3 > 5 > 8 > 11 > 15 fire damage per second. Damage depends on player level. This effect cannot be triggered again if the target is already under this effect. This effect can only be triggered by a melee weapon. - Magic resist is 5% worse - Buy and Sell prices are 10% worse High Elf - - Vanilla abilities unchanged - Destruction spells cost 10% less Magicka to cast - Restoration spells are 12% more effective - All spells become 1% > 2% > 3% > 4% > 5% stronger if you are below 30% Magicka. Strength depends on player level. This effect cannot exceed 35%. - New Power, reduces all spell costs by 100%, and increases all Magicka magnitude by 75% for 60 seconds. Once this effect is over, all Magicka and Stamina is drained. - Enchanting skill + 15 points and +15% effectiveness - +10% damage with Elven, Glass, Ebony, and Daedric weapons. - Smithing skill + 5 points and +5% effectiveness - All damage +10% is the Target is of Elven/Mer descent. - Effectiveness of Heavy Armor is 15% worse - Damage resistance is naturally 10% worse - Alchemy is 5% worse Imperial - - Vanilla abilities unchanged - Persuasion increased by 20% - Damage with one-handed swords increased by 10% - +15 points to the Shield Perk Tree and Shields block 10% more damage - Buying and selling prices are 10% better - All damage dealt to humanoids is increased by 10% - Critical strike chance increased by 10% - Stamina cost of Bashing with a weapon or shield decreased by 30%. Bashing has a 5% chance to completely knock down the target while simultaneously refunding 10 > 13 > 16 > 20 stamina depending on player level. - All melee/bow damage dealt is increased by 10% if you are above 80% of your maximum stamina. - All experience gained increased by 12% - Damage with bows is 5% worse - Pickpocketing is 15% worse - Lockpicking is 10% worse Khajit - - Night eye is now a lesser power which lasts forever until toggled off. - Noise made from sneaking is reduced by 15% - Dual power attacking with no weapons equipped has an 80% chance to cause the target to bleed for 5 seconds, causing 4 > 7 > 10 > 14 > 19 damage per second. Damage depends on player level. - "Claws" ability unchanged - Movement and attack speed increased by 10% - If sneaking and undetected, can detect nearby enemies after 4 seconds of entering stealth. (similar to the "detect life" spell) - Damage taken from falling is reduced by 50% - +15% to Pickpocketing - Power attacks cost 15% less stamina - All melee damage dealt is 3% worse - All heavy armor is 5% less effective Nord - - Frost Resistance from 50% > 35% - While "Battle Cry" is active, melee attacks and movement speed is 5% faster and attacks cost no Stamina. This effect also increases frost resistance by 100%. - When your health is below 50%, all damage taken is reduced by 1% per each additional 1% of HP lost, maxing-out at 29%. - +12% damage with Two-handed weapons, and power-attacks with Two-handed weapons costs 15% less stamina. - +12% damage to all enemies who are of Elven/Mer descent. - +10% intimidation - If wearing Heavy gloves, boots, and Torso, but NOT wearing a helmet/circlet, adds +5% damage resistance and makes "Battle Cry" last 20 seconds longer. - The effects of Drunkenness reduces all damage taken by 15% - Sneaking Skill is 15% worse - Lockpicking is 15% worse Orc - - Berserker Rage unchanged - 5% chance per hit on an enemy to heal yourself for 10 > 12 > 15 > 19 > 25 > 32 Health depending on player level. This effect cannot be triggered if already active, and can only be triggered when fighting Humanoids and Large Creatures with a melee weapon. The effects of "Berserker Rage" increases the chance to trigger this effect by 10%. - Blacksmithing + 15 point and +15% effectiveness. When wearing 3 or more pieces of Heavy Armor, increases damage resistance by 10%. - Natural +10% resistance to damage. - Two-handed weapons +8% damage - Axes and Battleaxes +5% damage - Sneaking is 15% Worse - Alchemy is 5% worse - Illusion is 5% worse Redguard - - Poison resist from 50% > 35% - Dual-wielding increases all damage dealt by 10% - "Adrenaline Rush" retains its current effects, plus time will slow down except for the player. - Wearing 3 or more pieces of Light Armor increases your attack speed with melee weapons by 10%. - If your Stamina is above 80% OR below 30%, all damage deal is increased by 10%. - Naturally Damage Resistance is 15% worse - 5% chance per hit to poison the target for 10 seconds, at 1 > 3 > 5 > 8 > 11 damage per second, based on player level. This effect CAN trigger again to reset back to 10 seconds, and can only be triggered with a melee weapon. - Destruction spells are 5% worse - Move and attack 5% slower if wearing 3 or more pieces of Heavy Armor - Blacksmithing is 5% worse Wood Elf - - Duration of "Command Animal from 60 sec > 240 sec. - Poison and Disease resist from 50% > 20% - All damage dealt to Animals increased by 10% - Damage with Bow increased by 10% - Sprinting speed increased by 10% - Damage with Daggers and One-Handed Swords increased by 5% - Sneak increased by 5% - Can loot "humanoid flesh" from Humanoids and consume the flesh to regain health and stamina. - Alchemy increased by 10% - Enchanting is 10% worse - Natural damage resist and magicka resist is 12% worse =========================== PERKS: This forum post is incomplete, as I have not gotten to working on Perks yet. However, some ideas that I know FOR-SURE will be implemented. 1. Perks which reduce/remove stamina cost of all weapon types, 1 perk for each weapon type 2. a general re-balance of Vanilla perk numbers. 3. Perks which allow you to equip certain item material-type with no negative effects (see "general changes" if this confuses you) 4. Re-working a few Alchemy, Blacksmithing, and Enchanting perks so that players can no longer exploit "infinite enchantment magnitude". This is as far as I have gotten. Thoughts?
  22. Hi, My game has changed and i have no idea how it has done it but here is the problem.. While in smithing or crafting of any sort the items that i can craft are in a long list instead of the vanilla version were they was in categories so what mods can change this that i could be using or any way that i could put it back to the vanilla category style?? Thank you.
  23. So after doing some work in the Creation Kit for a bit, I decided to test out my new locations. I have an interior and a tamriel world space. Everything in the Tamriel world space loads in perfectly, and even have the marker working, but if I attempt to fast travel to the location, I CTD. So I tried using the auto travel door (the doors used on caves so its just walking towards it to travel), and as soon as load scren pops up, I CTD. I had a COC marker in the interior space, so I attempted to COC to the location, and to my surprise, I loaded in almost instantly. After walking around for a bit and checking to see if stuff works there, I attempted to use the same method to travel back to the Tamriel location, only to CTD on load screen. I've scoured the internet and the only somewhat useful info that matches this circumstance is LOOT/TES5Edit, both of which state that my .esp file is perfectly fine. I have ZERO mods installed right now, and have verified cache files for Skyrim. I just want my travel systems to work, I plan on making this into a rather intense & large questline/location mod!
  24. This is primarily to gauge interest and gather some feedback. I'm currently working on a mod to improve the vanilla "Assault Rifle" in a similar way to my Institute Electrolasers mod. The idea for both is to take a generally ignored weapon from the vanilla game and improve it in such a way that it becomes a desirable weapon in the wasteland, but does not become overpowered. My plans for the Assault Rifle start with some basic changes, things done by several other mods, but bloom into something a bit... more. -Rename to "Machine Gun". Let's be honest, it has to be done. -Rechamber to .308, possibly with an option to swap to Nuka World's 7.62 -Slight damage boost, maybe 10% Those are the basics, here's the more advanced stuff. -Make the "Machine Gun" based on the heavy weapons perk set, effectively making it the base level, common, heavy weapon. -Add a hidden "enchantment" that has a chance to induce fear on the target with every hit. Machine guns and squad automatic weapons are generally intended to suppress the enemy and allow other elements to maneuver. Since there is no real suppression system in place for Fallout 4 this allows the Machine Gun to fill that role. Especially useful if you're running with multiple companions or calling in a Minuteman squad. -New barrels to change up the look and cut a little weight (these will be in addition to the old barrels, not replacements). -And potentially other parts if I, or someone else, comes up with some good options. To be clear, I will not be replacing the existing receiver. So, thoughts, ideas, criticisms?
  25. Greetings ladies and gentlemen! I am looking for some good soul to port great armor mod that is Demon Hunter Armor by Jojjo to Special Edition. Zzjay, who is currently maintaining the mod, told that she's not willing to port it to SSE, but some other person may do it. Unfortunately so far only Seraphim body port appeared on nexus, and as this body type is really specific, it's not one that I and many other people would choose. That's why I'm asking for regular mod port that's based on CBBE, or different version for Vanilla/UNP body. The original mod can be found under this link: http://www.nexusmods.com/skyrim/mods/42169/?
×
×
  • Create New...