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Crimson13

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Everything posted by Crimson13

  1. Unpacking the .rar file, deleting every but the .esp's and .bsa's, and turning that into a .rar and installing it made this work for me. And I really like the armors, great that all this work paid off, haha.
  2. Huh, not working even when I manually download it. All that comes up after the installer is what I had before. However unpacking the file shows that there isn't interface, meshes, scripts, seq, or textures just FOMod, Logo, UNP, Hothtrooper44_Armor_Ecksstra.esp, Hothtrooper44_ArmorCompilation.esp, Hothtrooper44_Armor_Ecksstra.bsa, Hothtrooper44_ArmorCompilation.bsa, and the IA Armor List text file.
  3. I get the Hothtrooper44_Armor_Ecksstra.esp and the meta file.
  4. Still nothing, going on the IA Nexus board gave me a few possible fixes but they aren't working. Using setstage SKI_ConfigManagerInstance 1 force SkyUI to check for mods doesn't bring it up.
  5. Alright, I'll untick it later when I play again. Still, it's like it doesn't come on period. I started it up with IA and let my character idle while I personally went to sleep. 6 hours later and nothing involving IA showed up when I brought up the MCM menu. This is a end-game save with quite a bit other MCM mods included if that helps.
  6. I've got 211 mods in total with...22 of them non-active, so 189 really. I ran BOSS so IA should be in its correct place which would be at 64 out of 189. Although it seems like I could disable it as well due to the little broom icon next to it.
  7. Ah, I guess I should have explained it more. I don't use Alternate Start just pretty much IA, after I noticed that a couple of the armors I use were also in IA and IA updated to include a MCM menu that allowed you to get rid of armors I was alot more willing to use it. But the MCM menu won't come up at all, I even used the 'setstage ski_' thing at the SkuUI page and it changed nothing.
  8. Is anyone having a problem with this that the MCM menu isn't showing up? It got to the point where I actually went to sleep and it still didn't come up.
  9. Huh, never thought of that for Dawnbreaker. In all honesty though I mostly use the Daedric/Aedric artifacts to look good on plaques, haha. But I figure that buffing them up would give a reason to use them rather than looking pretty. Another thing I'm thinking about adding to the ones that require soul gems to recharge is to get rid of that, kinda of like using power from the Daedric/Aedric realm sort of thing. Again, I'm open to ideas.
  10. So after playing around with some of the Daedric artifacts and Auriel's Bow I thought about it and kinda realized/mumbled to myself that I could make much better gear than the one that were given to you by gods. And while it's funny it feels like it beats the purpose of the legendary items you get; these are things that people search and fight for, weapons and armor that have gone through history and were made by gods. So I'm kinda thinking of making a mod that improves all the Daedric and Auriel's items. I will say though that I don't have alot of experience using the CK but I think I have enough for what I would like to do. What I'd like is the STEP community's thoughts on what would be changed for each artifact (And possibly on how to do it, haha.), I've looked at other mod on the Nexus that do this and I like a couple of them but I figured I'd get as many opinions as possible. Azura's/Black Star: No change. Can't really think of a way to improve either of them and it's great as it is. Dawnbreaker: At max it's enchantment does 15 fire damage plus it's ability to cause the undead to explode and kill others near them or make them flee. The second is fine (I don't think I'd be able to change it anyway...) but I figure I'd ramp up the fire damage. Maybe to something like 50. Ebony Blade: At the start is has a 10 Absorb Heath enchantment and at the end 30, with the enchantment increasing every 4 points when you do 2 kills from people you trust. I think having it at 25 at the start and increasing it by 15 points every two kill with a total of 100 Absorb Heath at the end. Lore wise it's a weapon that grows stronger when killing friends and people that trust you. I can't think of a way to apply that in-game, maybe extra damage to non hostile NPCS? Ebony Mail: Everything else about it seems fine, the only thing I'd likely change is the 5 points poison damage per second to something higher. Since it's an active effect, similar to a cloak spell, I don't want to go crazy with it. Double it to 10 maybe or 15? 20 feels like too much but... Hircine's Ring: Grants additional transformations to werewolf's and allows non-werewolf's to be able to turn into one without contracting Lycanthropy. At least that's with my game, it seems like that's the vanilla situation as well. Don't see a need to change it. Mace of Molag Bal: It has a 25 Absorb Stamina and Magicka and a 3 second trap. Since Molag Bal is the creator of vampires I figure adding a Absorb Health to it makes sense along with moving the enchantments up to 50. The soul trap seems fine considering lore-wise again Molag Bal is the one who made soul gems possible. Masque of Clavicus Vile: Prices being 20% better is pretty damn good so I think I'd leave that alone. +10 to Speechcraft and 5% Magicka regeneration not so much; +15-20 feels better and let's at least make 25% Magicka regeneration, maybe add a 0 to the 5 and make it 50%. Really, what's 5% Magicka regeneration going to give? Mehrunes' Razor: In Skyrim is has a 1.98% to kill the target instantly, in Oblivion it had, based on the players Luck stat which Skyrim doesn't use, a maximum of 10%. It feels like a bit too much, maybe 5% would be better but at the same time it's a Daedric artifact...argh. It's also had a Disintegrate Armor effect in other games which again Skyrim doesn't have. However it could have an ignore armor effect like the Ghostblade. Oghma Infinium: Gives you +5 to all the related skills from the 3 choices you choose from. Considering that it's Hermaeus Mora's artifact, he's the Demon of Knowledge, and the quest to get it is long and irritating I feel like going to +10 feel more appropriate. You are looking at the TES's Big Book of Everything after all. Ring of Namira: Gives a flat 50 to Stamina when worn and when eating a corpse you gain 50 or your health pool and 50% health regen for 5 minutes. Maybe double all of them? Rueful Axe: Not a Daedric artifact but it is involved with Clavicus Vile. Does 20 Stamina damage, but considering Clavicus Vile gave it to a person who wanted to 'cure' his daughter of Lycanthropy so maybe give it a stronger Silver weapon enchantment instead. Really, what does stamina damage have to do with any of the lore behind it? Sanguine Rose: Not much to do with it, I guess increase how the summonable Dremora lasts? It's at a minute, maybe increase it to 3. Savior's Hide: Another item I never got but not because it isn't useful, I just liked the Ring of Hircine way more. Magic resistance by 15% and poison resistance by 50%, useful all around. Maybe ramp up the magic resistance to 25%, poison seems fine. Skeleton Key: Considering that you have to give it up to advance the quest associated with it you really can't keep it unless you don't ever finish that quest or use the console to get another one. An unbreakable lockpick is pretty useful...except that you can get a perk that does the same thing. It does have the ability to 'unlock' potential through what Mercer Frey showed, maybe an increase to everything across the board to show that? Like 100 to Health, Stamina, Magicka, and carry weight as well as something like +5 to all the skills. Skull of Corruption: I will admit that I never used this even when I got the it. It feel fairly quirky compared to any other enchantment in the game and honestly I never liked doing the quest for such an item, even if Erandur wasn't even a good follower. Still, the only thing I could think of would be to increase the damage it does straight up and after it eats dreams. Maybe apply something like an effect to the people that get hit by it? Vaermina's realm is Quagmire, a place described as a 'constantly shifting nightmare realm'...sounds pleasant. Maybe apply a fear effect as well to targets from the horrid visions they get from it? Spellbreaker: Never used again because I was always the sword and spell kinda guy but Spellbreaker seems quite useful. I would definitely want to increase the ward strength though, only 10 points more stronger than a Lesser Ward and 10 points less than a Steadfast Ward. This is something that stood up against Shalidor and gave him the idea of Shalidor's Mirror, it feels like it should be way more powerful than a 50 point ward. Double at least but I feel triple is more appropriate. I also hated the quest to get it... Volendrung: The Absorb Stamina enchantment goes well when you consider power attacks with this. I feel like to should have something extra though, it is called the Hammer of Might. Give it a stagger effect or...would it be possible to apply a AOE stagger effect like when Giants smash their club into the ground? You do a straight forward power attack and it gives the appearance of you hitting the ground and staggering everyone near you. It is a huge hammer given the guard comments, haha. Wabbajack: Yeah, I'm not touching this stick of crazy. Wabbajack, Wabbajack, Wabbajack, Wabbajack... Auriel's Bow: This is a weapon directly used and carried by the main Aedric god, not to mention it's based on an entire questline. 20 points of sun damage and undead take triple that. I propose moving it to 50 points, you are drawing power from Aetherius/the sun itself to use this thing. And a little off topic, but does anyone know how much damage the AOE effect of Sunhallowed Arrows do? See if that modable. Auriel's Shield: Has a couple different effect though out the TES series, didn't know about that. Still the enchantment is has seems pretty useful, find out if it's possible to reduce the amount of hits it requires to charge up? I can't think of another way to make it better. Wow, this is my longest post yet. Possibly the longest post that I've ever done honestly, I surprised myself here. Soooo yeah, I'm open to ideas and suggestions here. Or do you guys feel that there's enough of these kinds of mods around? Haha, I'm hoping I put it in the right forum actually.
  11. So what's the general consensus about using LOOT with MO? Better than BOSS, keep using BOSS? And would one set up LOOT through MO just like BOSS?
  12. In all honesty though, who would want to use the vanilla scimitar? It looks more like a dollar store toy than an actual sword, at least with this it looks like a weapon.
  13. The only thing I modified about the Uncapper was the max level of skills, I set it to 1000 instead of 10000. I think anyway, it's been a long time since I touched it. A bunch of those levels came from maxing (To 999.) Smithing, Alchemy, Enchanting, and Speechcraft. All the others are from 200-500 give or take. But yeah, alot of things go down in one hit. With Deadly Dragons and DCO dragons are the only kinda challenge left really. After that the only thing left is fall damage, haha. I remember one time I turned on Assault Mode with 3 dragons in Deadly Dragons with the shortest interval (Which I think is 1 Skyrim hour.) just to see how long I could go and if I could kill the 2 before the others showed up. I think I went to...I want to say 27 dragons before I got a little bored? It was at least a year ago and my memory is crap. Good fun. Although now that I use the Dead Body Collision Fix I imagine that I'd be a maze to get through, haha. And no, no negative damage. In all honesty though the natural health regeneration ingame usually heals me fast enough for most enemies with the health I have.
  14. I use the Uncapper but so far my...well to be honest I don't know if it's the most I've gotten but it's my current level right now, but on my save I'm at 579. I went Legendary once on all the skills just so I could have the little Skyrim emblem under all the skill trees. I mostly abused trainers, once you go through the game and especially once you get the Prowler's Profit from Barenziah's Crown money is hardly ever an issue anymore from all the gems.
  15. So, anybody have any thoughts now that it's been out a while? It seems to do it's job for me but it'd be interesting to hear if it's worked for anyone else here.
  16. I like the idea of traps and/or dead bodies put people on alert. One thing I will say to that is maybe grant an exception to Necromancers to the dead bodies; considering that when you kill one of their comrades and they immediately use the corpse as a thrall they're not to loyal to each-other. Or they think something like 'It's the way he wanted to go, dead and resurrected to fight for me.'. The one thing I think should be granted an exception is the Thalmor, they view all races besides themselves (Altmer) as lesser. I think the only ones in Thalmor Justicar robes that would work would be if the player is an Altmer. Take the quest Diplomatic Immunity for example, donning Thalmor robes to order the soldiers around only works if your an Altmer.
  17. Just a possible compatibility problem, Raven Rock Expanded has a book store which includes some books from Morrowind; them being (from the mod page) "The book of dawn and dusk, Vivec and mephala, Silence, Redoran cooking secrets, Ashland Hymns, Smuggler's island, the four suitors of Benitah), and the large collectable series "36 lessons of Vivec" ". It sounds like they would conflict or have something like there would be 2 copies of the same book, yours and Raven Rock Expanded's. Just figured I would give a heads up.
  18. Does anyone have the problem where you can't end the Message to Whiterun quest because Quentin Cipius doesn't give the dialog to end it and instead just says random Imperial lines? Using setstage cw03 210 to end the quest and setstage cwsiegeobj 1 to start Battle for Whiterun doesn't do anything, I cannot get Battle for Whiterun to start at all. I've gone through Google page after page and nothing comes up saying of a way to that works to fix this.
  19. I know what you mean, I love being Dunmer but man...those wrinkles...
  20. I'd like to ask about the Camouflage perk kryptopyr, you put down 'have 4 items equipped with the appropriate keyword, then the bonus gets applied'. Does the equipment have to match in order to have the bonus, like vampire boots/gloves/armor together or can you mix and match as long as the keyword matches the armor?
  21. I think allowing polls in things like the Banter Inn is a good idea. In my case I figured making a poll would be an easier way of tallying up on what people picked rather than scrolling up & down and trying to remember who chose what. It was more of a fun question rather than anything serious.
  22. Sounds really awesome, however the last 2 nvidia drivers I've used had this problem with playing Skyrim in which the monitor would black out and come back on. And it would happen somewhat frequently. I'll wait and see when it comes out of beta, I still had the current driver installer (332.21) just in case.
  23. So far it's looks great. Really liking it so far, the only issue is seemingly with the BetterNPCs.esp. I've been getting quite a few grey faced NPCs, I couldn't find anything overwriting WSCO via MO so I checked TES5Edit. Seems like it conflicts with SUM, which is a bit worrying. It's likely due to my setup but I'm hesitant to put the BetterNPCs.esp after SUM, it's one of those 'I dunno...' things. I'll give it a try and hopefully nothing bad happens.
  24. Nope, not there. Looks like a permissions thing.
  25. That could be it. I was more curious as to why I couldn't find anything. Oh well.
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