kryptopyr
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Everything posted by kryptopyr
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They are out by themself without a cadre of guards. What kind of weapon would you carry if you were lighting lanterns? I'll admit it would be more realistic if there were a few guards with them, in which case the weapons should be ordinary guard weapons.Yes, but it's like a mailman or utilities worker who is going out to a remote area or has to go work in a dangerous part of town. I'm sure they sometimes wish they had bullet proof vests and armored vehicles, but that isn't going to happen. Their employers aren't likely to provide it, and if the workers could personally afford those items, they probably would be working other jobs. In Skyrim someone with a deadric weapon and the skill to use it could make much more money as a mercenary or bodyguard. As far as the mod goes, I agree that it generally sounds like a nice idea, but it's something so minor that I've never considered it worth the plugin slot or the script additions. I didn't even know that they had daedric weapons. To me that directly contradicts any increased immersion this mod might otherwise add. I vote to drop.
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I would suggest keeping the WAF_FingerlessGauntletsBracers_KRY keyword. It doesn't have any effect on the vanilla functions in the game (so it won't conflict with anything that STEP or USKP is changing). This keyword was added to allow mods to apply certain effects or to otherwise distinguish between gauntlets that cover the full hand and those that expose the hand and/or fingers. For example, I use this keyword in my Stealth Skills Rebalanced mod to exclude certain items from a lockpicking and pickpocket penalty. Another mod might want to use the keyword to apply an variable exposure effect. It's just a modding tool that can potentially help streamline compatibility between mods if modders choose to use it.
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Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
I'm going to try to get the file back up today. I was getting really annoyed by the people who weren't reading the directions, then complaining about missing textures. Plus, I'm also restructuring the file in order to better accommodate certain long-term plans. -
SKYRIMLE Physics Impact Damage Fix (by flexcreator)
kryptopyr replied to DoubleYou's topic in Skyrim LE Mods
Given that this is just a single game setting change. I wonder if it would be possible to add that change directly into the trap scripts, so that when a trap is sprung, the trap's script would change the game setting to allow the trap to cause more damage. After the trap was finished, the script would reset the game setting so that common debris wouldn't be lethal. -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
kryptopyr replied to z929669's topic in Skyrim LE Mods
Actually CCF does change the outfits for all 18 priests, but it does so via script to avoid conflicts with other mods that also edit the NPCs like Consistent Older People. Take a look at the CCF_StartUpScript_KRY.psc file or simply install CCF by itself and test it in-game. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Thanks for all the comments! With that in mind, let me elaborate on a few of the issues I've run into. My first thought was to give the blade an absorb health effect that was inherent to the blade, like silver, where you could still place custom enchantments on the weapon without losing the effect, but also couldn't disenchant the initial effect. This needs to be done using a perk, like the Silver weapons. Unfortunately, it doesn't seem possible to do this using an absorb health spell. I've tried to work around this in various ways, for example by applying both a damage spell to the target and a restore health spell to the wielder. This also doesn't work. I doesn't seem possible to give a targeted restore health effect to the wielder in this way. So... - I could give the weapons a damage health (and/or other attributes) effect, without restoring that same property in the wielder. - I could give the wielder some constant effect (regenerate health, fortify health, etc) whenever they have the blade equipped. - I can do both of these together, or give the damage health effect to anyone using the weapon, while the regenerate health part would only be given to vampires or werewolves. - I could also just go with a straightforward enchantment, rather than a perk, which would allow me to give the weapons a true absorb health effect (and maybe throw an additional secondary effect in as well, so it's something unique). Going this route, I would make it so the effect couldn't be disenchanted, but you also won't be able to add any additional enchantments to the weapon. - Or I can just go with another effect altogether... though from the responses, everyone seems to feel the way I do and think the absorb health is most appropriate. All damages, bonuses, etc, would only take place at night, and the weapons will definitely have to be crafted at the Lunar forge at night. If possible, I'm going to try to make the Lunar forge work like a regular forge during the day and craft only Lunar weapons at night. I don't want to make the effect only work for werewolf and vampire characters, but I do like the idea that the effects would be stronger or have an extra bonus for them. My current thought is that when the player first finds the forge, at night they'll be presented with a bunch of recipe options (something like 20 different recipes for an iron sword). These will all involve the standard sword recipe plus an extra ingredient or two. The player will have to experiment and try the various combinations until they discover the correct ingredients and thereby unlock the rest of the lunar weapons (all of which will require the special ingredient(s) in addition to the standard recipe). -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Something that I wanted to do in CCO that didn't get done for V1 was to fix the Lunar forge. I'm sure I'm not the only one who thought this was something special the first time they came across it in the game. I've always been rather disappointed that it's just another regular forge. In preparing to add this for CCO v2 (which won't be an imminent release), I'm looking for some thoughts, suggestions, or opinions (all of which are generally found in good supply around here). 1) What should the enchantment/power on the Lunar weapons be? The vanilla enchantment doesn't match the description. One or both need to be changed. Absorb health is the obvious one based on the game's description of the items, but there are some issues with using this depending on how the next question is answered. 2) Should the enchantment work like any other standard enchantment (i.e. it can be disenchanted from the weapon and learned)? Or should it work more like silver weapons, where the effect is an inherent part of the weapon, can't be disenchanted, but allows you to enchant additional effects onto the item? 3) Any suggestions for what additional conditions/ingredients should be required to craft these items. I have a pretty good idea how I want to handle this, but I'm still open to additional inspiration. I can tell say that it won't be a gimme; the player is going to need to do a bit of work to figure out how the forge operates. -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
kryptopyr replied to WilliamImm's topic in Skyrim LE Mods
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ACCEPTED Weapon and Armor Fixes (by kryptopyr)
kryptopyr replied to WilliamImm's topic in Skyrim LE Mods
Weapons & Armor Fixes is suppose to be adding a SILVER category to the crafting menu. Items with the WeapMaterialSilver keyword should sort under this category. However, I'm not actually seeing a Silver category, and the silver weapons are still under Misc. I've been trying to figure out what's wrong, but from what I can tell everything is set up as it should be. I'm beginning to think the GCK8 category must be broken. Does anybody get a Silver category with WAF installed? You would also need to have CCO or another mod that adds craftable silver weapons to the game before you would see the category. -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
kryptopyr replied to z929669's topic in Skyrim LE Mods
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Skyrim Revisited Pre-Release Feedback
kryptopyr replied to Neovalen's topic in Skyrim Revisited (retired)
Noted. However, I'm shuddering a bit at the thought of releasing this. I can just hear the comments now: "...it's not working, all the IA armors still have the same textures; where are the AMB textures for IA; I install this in place of IA and AMB_CCO, right..." I may see if it's possible to resolve the conflict via script rather than a patch file. I'll let you know when I do this because it's not something you'll see in TES5Edit. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
I'll add a Replica of the Dragonstone to my list. I feel that the condition should require you to have the stone with you (so you can make a proper copy of it), but would you prefer that I use a quest condition instead so the replica can be crafted even after you hand the stone back in? I doubt that I can make it so you can turn the replica in for the quest (not without altering which reference the quest is tagging, which is not something I want to mess with). -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
I don't have much knowledge of SkyRe and know even less about Reproccer. I would ask Gruffys, who seems to be in the process of making a lot of patches for SkyRe: https://www.nexusmods.com/skyrim/mods/50343/? He has a patch for WAF and CCF as well, but I'm not sure whether he has them uploaded yet. -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
kryptopyr replied to z929669's topic in Skyrim LE Mods
I'm actually planning to add scaled weights for the potions, as well as scrolls, and possibly tweaking the weight/value for more of the food/alchemy ingredients. I haven't redone any of the textures or meshes for the bottles, nor do I plan to. If this gets included, then I do think that Diverse Priests should be dropped. There's no reason to have both. I do think this mod is very lore-friendly and doesn't really make any large departures from the vanilla game. The one thing I can think of that might be an argument against including it in Core would be the ability to wear circlets with hoods. This does add an extra enchantment slot, so you could argue it affects gameplay. But except in only one or two cases, the hoods are all clothing items, so I feel this is actually creates a bit better balance for mages or other characters who might be avoiding armor for one reason or another. Whether that's reason enough to exclude it from Core, I'll leave up to you guys. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
There are actually some settings that I did leave at vanilla but prefer to alter. Personally, I like to lower the gem chance to 5% and use one of the Slower Mining settings. I also like to use the variable Tempering and Enchanting Tweaks, which are off by default (though I'm still playing around with what values I like best). But, yeah, most of the settings are what I consider to be best. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
It both fixes and expands on the vanilla system. The default MCM settings aren't closest to vanilla. I generally like to default to vanilla, but I felt in this case I needed to do it this way in order to make it easier for other mods to add CCO support without hindering their ability to be used alone. To get closer to vanilla and remove many of the added things: MENU OPTIONS - Set Recipe Complexity to "Simple" - Deselect "Eastern-style" and "Non-lore Fantasy" items (though this really just a setting to be used by other mods and won't have any effect on the vanilla items that CCO changes) - Deselect the two Breakdown options (though maybe this would be considered an expanded feature appropriate to STEP?) - Deselect the three options under "Additional Items" (I think only one of these is selected by default) Again, I'm not sure if the Unenchanted Variations would be considered a fix/expansion suitable for STEP or not. This allows you to craft unenchanted faction armors if you are a member of that faction, and unenchanted divine amulets. MINING & MATERIALS - Change gem list to Vanilla. (However, I feel that the Unleveled options are actually better balanced, even if you aren't using mods that de-level the rest of Skyrim). BALANCE - Set Silver Weapon Bonus to 0 (this resets this to the vanilla +20 bonus). However, I feel that changing this to a percent is actually something of a fix. It makes the bonus greater for stronger weapons than for weaker ones and allows it to increase when the item is tempered and to scale with the player's skill level. - Set Stalhrim Enchanting Bonus to 25%. Again, I think the 10% default value is actually a fix. The description in the CK for the perk that gives this bonus indicates that it was intended to be 10% not 25%. MODS - If you really want to revert to vanilla and remove all new recipes added by CCO, then you can deselect the Complete Crafting Overhaul option here, and just leave the 3 DLCs selected. MOD OPTIONS - Change "Craft Dawnguard Items" and Crossbows to the Dawnguard only options. I'm not sure whether this would be considered a fix or not. It always seemed strange to me that crossbows are completely unheard of outside of the Dawnguard, and that even after learning how to make them, you still can only craft them at Fort Dawnguard (it's not like the Skyforge; there's nothing particularly special about the forge at Fort Dawnguard). -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Improved Closefaced Helmets_Legendary.esp should be placed after Clothing & Clutter FixesYou don't need aMidianborn_Skyforge_Weapons.esp if you're using aMidianborn_Book of Silence_CCO -
1st set - I like the ash from 4 best, but 1 is also nice. For the temple, my choice is 4. I don't care for the pattern of the steps in 1. 2nd set - I like the road in 4, I like the larger, more defined stones and their color (dark stone surrounded by light ash, rather than vise versa). For the combination of ash piles/basalt pillars, my choice is 1 or 4. These have the right degree of contrast between them. 3rd set - prefer the ash in 1 and 4. For the stone, my choice is 4 4th set - for the rippled ash, I like the larger ripples in 2. I'm not sure I care greatly for any of the combos though. I like the regular ash texture with the dark streaks and fewer rocks in 1. 5th set - I think 4 blends best overall, but I do like the building textures in 3. 6th set - 3 is my favorite combo for building + roof. The roof texture in 1 and 4 just seems to call attention to the blocky angles of the mesh. However, I like the darker doors and lighter ash in 4 over those in 3. 7th set - 4 would be my choice. It's a toss up for second between 1 and 2. I feel that the ash in 3 is consistently too dark. 8th set - torn between 1 and 4. I like some of the distant detail in 1, but the middle detail with the small rocks in 4 is really nice. I feel that 4 probably blends best overall. 9th set - 4 or 2 (I can't really see much difference between them). 10th set - 4 seems to blend the best while still providing nice detail These are nice shots, Es. Thanks for all of the compares you've been making recently. It's nice to see all these textures side by side.
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ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Sounds good. You can send me a message here with a link, and I should be able to get it up this weekend. Thanks a lot for your time in making these patches. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Before you release a patch... I'll probably be updating CCO this weekend to correct a few minor bugs that have been reported. The update will change the book text as well, so you might want to wait for 1.2 before taking the time to upload a patch. -
There are two additional bugs involving soul gems that I believe were addressed by ASG, and I'm curious if anyone knows whether Smart Souls (or USKP) also fixes them. 1. Filled soul gems dropped on the ground or placed in a container can lose their charge. [uSKP does fix this] 2. Filling an empty soul gem does not change its price (so if you try to sell a gem you filled yourself, the merchant will still value it as if it is empty). I did some searching, but I couldn't find an answer to this. Does anyone here know?
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There are a couple of game settings that I've noted, one of which might control this effect. I haven't had a chance to experiment to see if changing either of them will alter the value/number of items you can take. If anyone else wants to play around with it, here are the settings I suspect might be involved: fValueofItemForNoOwnership iFavorFriendValue
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Aiming takes practice
kryptopyr replied to alexbeugelsdijk's topic in General Skyrim LE Discussion & Support
You could also look at the following settings. I haven't experimented with them, but I suspect they might only apply to NPCs: fCombatRangedAimVariance fCombatAimProjectileRandomOffset I can't find anything that looks wrong with your script. Does the messagebox appear before the CTD? You may want to use "debug.notification" instead. I don't think it will change the CTD issue, but I find it easier for testing scripts like this, as it doesn't forcibly interrupt the game action. Unfortunately, the CTD may be a result of the script trying to alter the course of a projectile while that projectile is in flight. It may not be something the game it capable of handling. I hope you figure it out. This is a feature I would like to see. If I think of anything that could help, I'll let you know. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
Okay, I can read the downloaded manual. The online one that is linked to in the description doesn't appear to have the font imbedded in it (and it must be a font I don't have on my computer) because the text was just a garbled mess of letters and symbols. -
ACCEPTED Complete Crafting Overhaul Remade (by kryptopyr)
kryptopyr replied to statmonster's topic in Skyrim LE Mods
I looked at requiem in TES5Edit (the manual doesn't open properly for me, the text is illegible). I think it needs a fairly significant patch to really run properly with my mods. If you simply load them before requiem, then only some of the changes are going to get through, and those might end up resulting in greater inconsistencies, not fewer, since other similar changes will be overwritten by Requiem. Requiem rebalances a lot of things (is the inflation rate really as bad as it appears?), and without first spending a lot of time playing with requiem and understanding that balance, I wouldn't want to attempt a patch by myself.

