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Found 4 results

  1. To start off, Here's My Load Order & My Plugin Order . I'm using Mod Organizer, and my Specs are in my Signature =D As you can gather from the title, I am getting completely Perma-Staggered anytime I am affected by harmful magic. Example: A Necromancer casts Flames at me. Each time I take damage there will be a "Clanking" sound, akin to the sound of Metal or a Ward Spell, and I will become unable to move. It becomes an ongoing cycle, even with Projectile Magic, as the Stagger keeps me in place, unable to block or dodge the next Projectile, and so on.. effectively Stun-Locking me. I first noticed this while doing LOD testing before I officially started my playthrough, when I got attacked by a Mage in the wilderness, but I guess I dismissed it. However now, Combat is essentially un-playable, and I would REALLY appreciate some help. I have been doing a lot of reading, searching, and troubleshooting and I have found that it seems​ to be something happening with the Scripts in my Save. Things I have tried: the short version Disabled groups of Mods at a time, to rule out any that would be Problematic Once I could not find any solution doing that I re-enabled everything, cut-pasted all Saves into a new Backup Folder, restarted PC (because why not) and then Started a New Game. Player.Advskill leveled my skills until I had a new character that was the same Level, in the same type of Armor, and had the same Skill-Progression. Then I spawned a Necromancer, allowed him to let-loose on me, and I did not stagger once. This made it clear that it was an issue with my specific SaveGame somehow. I got SGSC (SaveGameScriptCleaner), and went to work trying to clean various things. Each time I used a copy of the Original Save, and I started with just cleaning Orphan Scripts. Didn't Work. Each time, using a fresh copy, I tried to then clean Orphans + Other, Orphans + Other + Broken Actives, So on & so forth. After each new copy was cleaned, I would try it out, and nothing Fixed the issue. Eventually I had tried every cleaning option, including using them all at once. Still didn't work. I desperately want to save this SaveGame and not have to trash it, is there anything I'm missing, or any suggestions? I'm no Modding Guru or anything, but I understand enough (at least I think) So if I have to do anything unconvential, or complicated I'm willing to do so, I just have no idea what to do next, of if this is even Fixable. I'm not sure what other info I should provide aside from this, but if anything is needed let me know! I greatly appreciate ANY help that anyone can give, Thanks!
  2. Hi , I was wondering if you can give me some feedback on an idea I have for a mod. I want to create a custom bible or Canon for each God/Prince in Skyrim. This book would give the player info on how to worship the God as a follower and the option of a short quest to become a Priest plus earn an enchanted Holy Symbol. Much like the Daedric Quests but all Gods will be featured. The Canon will also give the player insight, inspiration and motivation to carry out specific tasks for each God. So imagine the player has a holy book for their God, an enchanted Holy Symbol and plenty of role play material to be a Priest, but is stuck with the same old spells. Bummer. Do you know of anyone who might be interested in working with me to develop a few new spells and rename existing spells so the player can have custom spells or "Divine Magic" representing their God? If all goes well, the player would enjoy a more flavorful game and really feel like the Gods are more then artifacts keepers and short term bonus givers. The player would feel like they are part of the larger struggle and blessed by a God to do great works in their name. Thank you for your time and please feel free to ask me any questions. Snappy73
  3. I've played with characters who were fairly strong in alchemy, but I've never really focused much on creating or using poisons. Recently I've been looking at some of the different alchemy effects, and I have a few questions about poisons. I'm hoping I can get some feedback or suggestions from some of you who might have more experience using these poisons in the game. If you're familiar with these effects and understand how they work, then you can ignore the next few paragraphs (in fact, I'll just stick them in a spoiler for tidiness). However, since there does seem to be a fair bit of confusion online about how these effects actually work, I'll go ahead and take the time to clarify them before going further. Balanced properly, the four different poison effects seem okay with regard to Health: Damage Health deals permanent damage over a short duration (modded to add duration); Ravage Health decreases max health instantly but only temporarily; and Lingering Damage Health does permanent damage over a longer stretch of time (modded to increase duration and magnitude). My question mostly concerns the Damage, Ravage, and Lingering Damage effects as they apply to Magicka and Stamina. Is there much difference between these effects as they apply in game? Does a Lingering Damage Magicka or a Lingering Damage Stamina poison have any noticeable effect on enemies? Even with the slightly higher magnitudes and longer durations that I see in some mods, it just seems as though most enemies are going to make up for this with their normal regeneration rates and, at best, the Lingering Damage would simply counter their regeneration (making it essentially another Damage Stamina Regen poison). What effect does Damage Staimina and/or Ravage Stamina have? Given that in the vanilla game power attacks only require 1 point of stamina, partially reducing an enemies stamina seems fairly pointless. Even with some of the combat mods that adjust the way stamina works, it seems that unless you really manage to seriously ramp up the magnitude of this poison, it's not going to have much noticeable effect. Likewise Ravage Magicka seems like a weaker counterpart to Damage Magicka, neither of which seem very useful unless you stack several of the higher magnitude versions. Theoretically, both of these should be limiting the number and/or type of spells that enemies are using, forcing them to use fewer or less powerful spells until their magicka recovers. I'm not sure I've ever noticed this in game, which might be more of a reflection on the limited number of spells that most enemy mages are given. Anyway, I'm hoping someone can shed a bit of light on these effects. Maybe I'm not using them correctly, or haven't found the right situation for them. However, after playing around with the effects for a bit and figuring out exactly what they do, I feel that there's a lot of redundancy and ineffectiveness in these poisons, and I'm wondering if there might not be a way to rework these effects to make them better and more useful.
  4. Hi all, i just reinstalled Skyrim and followed STEP:Core v2.2.9. I added RealVisionENB and some of the recommended Mods as well as some others (mainly Witcher type stuff). Everything was done with ModOrganizer, sorted by LOOT and bashpatched with WryeBash. The only changes in the INI files are the ones described in STEP and RealVisionENB. The game runs smoothly and there are no CTDs, even after several houres of play, but every magic i cast (be it from a staff or from my hands) goes off to the top left of where i aim (see Screenshots). Lesser Ward, Clearvoiance and the Witcher Aard Spell seem to work correctly, but i didn't test many others. The only mods i could think of which could interfere are "Dualsheath Redux" and "1hWeapons on Back" but removing them did nothing to help my problem. I'm NOT new to modding but i never encountered this specific bug and google was no help. My Full Modlist: https://pastebin.com/tH9xWwWu Screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=303180934 https://steamcommunity.com/sharedfiles/filedetails/?id=303180875 https://steamcommunity.com/sharedfiles/filedetails/?id=303180915 https://steamcommunity.com/sharedfiles/filedetails/?id=303180895
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