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  1. Greetings all, Could someone possibly make it so Harper Lasandra's scale mail chest is available for use by the player? it appears to be a variant of the Scale Mail +2 and Yuan-ti chests with different pants and a set of metal kneepad's different from what's on the adamantine armor Ref pics: Harper Lassandra Scale Mail +2 Yuan-Ti Scale mail
  2. Greetings All, I was recently browsing some list of Armor UUID's and ran across the numbers for the Drow commander set, a chest that looks like Araj Oblodra's and a regular leather drow hood separate from the frayed, covert cowl, or Shadow of Menzoberranzan and thought i would share them with everyone, I hope they prove useful The Drow commander armor uses the same material shader as the Spidersilk Armor and shares the same model chest as the Spidersilk. Drow commander armor: Chest: This can be Supplemented with the spider silk armor (ARM_StuddedLeather_Drow_Commander (Drow Studded Leather Armour)) TemplateAddTo("431f019e-3706-4a23-af48-e29acbc0e43b", GetHostCharacter(), 1) Bracers: (GOB_DrowCommander_Gloves_Leather TemplateAddTo("69e57d02-44a2-4e39-8b2a-502413761219", GetHostCharacter(), 1) Boots: (GOB_DrowCommander_Boots_Leather) TemplateAddTo("b1bf7df1-94e0-43b1-b083-e55eaafde2ae", GetHostCharacter(), 1) Drow leather hood: ARM_Helmet_Leather_Drow (Drow Leather Hood) TemplateAddTo("99cae83d-0afc-4e3b-b003-619b696bc112", GetHostCharacter(), 1) The Araj style chest plate uses a default color scheme. Araj Oblodra Style chest plate: TemplateAddTo("181383f0-c2db-4a15-9786-7d5a396dbfdd", GetHostCharacter(), 1) Bracers and boots with matching default color scheme to the araj chest for convenience Bracers: ARM_Gloves_Leather_Drow (Drow Leather Gloves) TemplateAddTo("f740cc6f-c7dd-4c31-8dbd-04138f59801e", GetHostCharacter(), 1) ARM_Gloves_Leather_Drow_1 (Leather Drow Gloves) TemplateAddTo("e28caa8e-e3d6-4cd3-a275-a58c6255e8ca", GetHostCharacter(), 1) Boots: ARM_Boots_Leather_Drow (Drow Leather Boots) TemplateAddTo("cda7838e-f619-4eea-913c-817ae3f2df09", GetHostCharacter(), 1) ARM_Boots_Leather_Drow_1 (Drow Boots) TemplateAddTo("549d897a-7de3-41f3-8def-9ae899173756", GetHostCharacter(), 1)
  3. Has anyone considered a looks menu type camera view and menu for the equipping and preview of clothing and armor? I find that when im trying out a lot of gear mods for me and my follower, i have to continuously open and close the pip-boy to see what going on. Something along the lines of a fixed/orbiting external camera, along with a compact menu of the players or followers inventory (just apparel) on the side to give a clear view of the characters appearence. I had a look everywhere i could and i don't think it exists, would be a nice mod i think.
  4. Hi all, Hope that someone will be able to offer assistance. Between wanting to install Qwinn's terrific Ultimate DAO Fixpack - which allegedly conflicts with elements of Improved Atmosphere - and finding some of the new IA equipment slightly overpowered, I recently uninstalled all parts of IA except the following: 4.1. Dialog Changes (party-barks.dlg only)7.3. Optional Campaign Mods7.5. Weapon VFX RemoverAfter doing this, I started a new game. I'm now at Redcliffe, and surprised to find Bann Teagan naked except for a sword, shield and underpants. I'm aware that installing some IA assets during a playthrough would result in naked NPCs, among other problems, but surely starting a new game would circumvent this. For further info, Bann Teagan is - I think - the first naked NPC I've encountered. He was also clothed during the first Denerim cutscene (where he berates Loghain and Anora.) I have a handful of questions, answers to any or all of which would be greatly appreciated: Any idea what might be causing this issue? Is it possible to either restore some assets or edit the save game file to preserve the Bann's modesty, without conflicting with Qwinn's fixpack or other mods? When are Bann Teagan's resources loaded - upon selecting Redcliffe as a destination on the world map, entering Redcliffe, or entering the Chantry? (I ask so as to determine how far back I need to reload if I can get a potential fix in place.)Thanks in advance!
  5. how to effectively use the "GetEquipmentSlot" (OBSE) ? here is my f*#@ed up script : ==================== scn aaaArissaQuestScript short ArissaQ short Count ref ArissaRobe begin gameMode if (ArissaQ == 0) AddTopic aaaArissaIntro set ArissaQ to 1 endif end begin gameMode set Count to 1 set ArissaRobe to 18 if aaaArissaRef.GetIsCurrentPackage aaaArissaPractice01 || aaaArissaRef.GetIsCurrentPackage aaaArissaPractice02 || aaaArissaRef.GetIsCurrentPackage aaaArissaPractice03 ArissaRobe.GetEquipmentSlot aaaArissaPracticeRobe else ArissaRobe.GetEquipmentSlot aaaArissaMageRobe endif if aaaArissaRef.GetCurrentAIProcedure == 13 aaaArissaRef.SetIgnoreFriendlyHits 1 endif End =================
  6. Hello everyone. I'd like to have a mod that adds a couple new items to the game that the farmer can equip - shoes, or perhaps rings, that increase run speed. I know there are cheats for this but I was hoping for items that I could find in game. Would this be difficult to do myself? Seems like it would be.
  7. This is one i'm slightly surprised by, google couldn't find anything for it, i tried searching around a bit, but otherwise, no results! i have a mod that allows crafting items, but not improve anything (As far as i know...), any chance anyone may know of a mod to allow this? any and all help is appreciated!
  8. Hail, I just recently started playing Skyrim SE, and so happy I can spend hours (without crashing) with epic mods from all you fine folks and have turned my version into a beautiful, fun and balanced game with these great mods from you all.. I am having a blast!! I am seeking info of a mod that is out for SE or possibly in the works that is or are like Jaxonz Mod, Loadout Mod or Hotkey your gear Mod (just learned of them watching video on super slow net now) This is what I am essentially looking for/alike - and None of these files show up in search on Nexus SSE currently.. I'd like to switch between a set of equipment that is my primary, a set I use for special range attacks/enchants etc like carry weight chants, and for simply roleplay in citys etc etc .. I understand the tedious time it takes to get these mods to shine and ready to use, and in no hurry, I literally have all the time in the world. If anyone knows of a similar mod that I can manage these things that is ready to use, It would prove most useful. Thank you very much! --------- Spells and incantations for those with the knowledge to cast them.. ..like the rest of the great warriors?
  9. I've seen a few variants of this idea already made, but I haven't found any mod that adds a mod option in-game to make any and all equipment invisible. It would be great if a mod similar to Concealed Armors was made but with options for any wearable items rather than just specific armors, much like how Legendary Modification added a new option to all weapons and equipment to add legendary effects to. I'm not sure if there's some sort of coding limitation that has prevented people from doing this before, but if not it would be a super great addition to a lot of games where people don't want to just look at the same three outfits all the time just because of their stats.
  10. Morning modders. Quite a while ago, I posted about creating a small staff overhaul Here. I'm finally motivated to get started, and I'd appreciate any help or advice. I wanted to start by bouncing some pseudo-code around. See if what I had in mind was viable before I dove into the CK. Duplicate a vanilla staff, and re-classify it as armor / jewelery (find some open equipment slot to equip it to-- I was thinking shields, but that might make things more complicated) Do (Boost magnitude of magic school x spells) While (staff is equipped) Spells will be able to be equipped to the same hand as the staff, but not other equipment (shields, torches)That's the bare bones of what I want to accomplish. I was considering equipping them to the shield slot, but that would classify them as shields-- and as I understand it, it's nearly impossible to equip a spell and a shield in the same hand. Or, if I'm wrong, and that's completely possible, this mod just got a whole lot simpler. Either way. There are a couple of other mods that kinda sorta do what I'm trying to make: Staff CastingCast any spell through the staff, at the cost of the staves' charge instead of player's magicka.Doesn't work on concentration spells-- I'm not sure why.This guy figured out how to equip an item, and equip magic at the same time. OR-- He made a script that generates a new staff / wand to match whichever spell you try to equip, and puts it on your player model. I really hope it was the former, because his is open source and would be a great starting point for mine.Morahirs Staff OverhaulEquip a staff, and get a boon that empowers spells from its school of magicThis guy didn't figure out how to cast and equip at the same time-- the staves are cosmetic and don't do anything other than apply their enchantment. Really frustrating.I would appreciate any and all help and advice. Cheers!
  11. This is a mod that I have been dying to see implemented for a short while now. One of my favorite things to do is to mod up skyrim into an RP style game and fully immerse myself into the world. However, there's no penalty for forgetting to properly equip what you need when you need it, and as such I find myself charging into combat wearing my street clothes, because I simply forgot to switch equipment. Also I find it strange that you can openly switch armors in public - which means you are undressing and dressing in public - and have zero repercussions if you are seen by a guard. Not to mention how inappropriate it would be to just start stripping in a crowded pub when there is a perfectly good room to rent just down the hall that has privacy and no prying eyes. So, here's my concept design, and if anyone would be willing to be a go-to teacher / consultant on how to do some of these things, I could crack open the Creation Kit and take a shot at it myself - I'm completely lost as of right now, and doubt my capacity to do it myself with no help. All equipment would be locked on the character - you cannot equip or unequip from the menu (Not 100% sure how this is done, but I have seen this in other mods. I'm guessing keeping track of what you have on you and making sure that it is auto-equipped or auto-unequipped when there is a change would work. Perhaps running a script only after the item screen is closed or the favorites menu is opened would work to reduce stress on papyrus.) Instead, you use a hotkey to open your "Wardrobe screen" which is essentially a container menu with just your equipment listed. In the wardrobe screen, it will ask you to select one item to take off or put on, and depending upon your choice one of the following will happen: removing a piece of equipment would play an animation that cannot be cancelled (to penalize doing it in combat or public areas), and then you would be left with no clothing in that slot until you opened up the wardrobe screen and applied a new piece. equipping a piece of equipment would play a reversed version of the 'remove animation' for that slot, which also cannot be cancelled (for penalty sake again), and would only equip the item after the animation is finished (so if doing it in combat, there's additional time to be caught with your pants down, and take an unarmored hit. Very bad situation to be in if playing at higher difficulties.) All primary armor types would have their own short animation. This is supposed to be slightly tedious, but to cut down on the amount of tedium, it would just be very simple animations, possibly speed up slightly - crossed arms raising and going up followed by bending over for armor (both chest and pants). Grabbing at the neck for an amulet (similar to the eating animation, just without food and perhaps lowered and extended a little), a modified version of the bound-hands animation for a ring, bending over and grabbing your head and moving your hands out for helmet, bending down and grabbing each leg at a time for boots, unequip animations while equipping weapons to make it appear like you are placing them on your person, grabbing each wrist and going up the arm for gloves. Just for ideas. The idea is to make it take a little bit of time to add to the danger of doing it at the wrong time or place, but not so much time that it's just simply irritating and a death promise. The goal is to have it be possible to at least have a chance to survive a surprise attack if caught off guard, but severely reduce -to the point of removing- the odds of walking away unharmed. Perhaps the optional (MCM) feature to be forced to either pay for a room or leave if you are in an inn (good business idea for the innkeeper), or to have certain areas add a small (25-50, etc. - configurable) bounty added if you are caught changing armor due to Line of Sight from any human NPC (animals wouldn't care, of course). Guards would approach you immediately upon LOS in these cells and try to arrest you / get you to pay the fines. It would be a lot more slack outside of these areas. If you are removed from an inn, there would be a trespassing flag on that inn for a certain amount of time (2-3 in game days or so?), to prevent abuse. If caught by an NPC there would be a short delay (the length of time to put another piece of clothing on at least) before an additional bounty would be applied. Multiple NPCs catching you at once would increase the amount of gold on the bounty (doing it in a crowded market would be a bigger crime than in the back alley way at night and a passerby catching you off guard.) A small window of time between the bounty being applied and the LOS check would allow the check to see how many NPCs can see you during that animation, and the bounty being applied before the delay kicks in. This could also reduce NPC's attitude towards you if you are caught for a short time (or perhaps some of them are a bit more... provocative towards you for a certain time, depending on personality.) I'm not sure if it would be possible to auto-close a container menu after a single item has been selected, but I'm sure keeping track of what item was selected first (via papyrus / temp .ini or something) would circumvent any issues that would arise from being able to select multiple items at once. Do any experienced modders either have some insight on why this cannot be accomplished using the CK / or are willing to stand up to the task of creating this? Or are simply willing to share contact information and be a sort of guide / teacher to show me how to do it myself?
  12. So first off I'm using Blender 2.49b. I realize this is an older version, but it's all I know how to use and I am comfortable using it. I am trying to create a custom fox companion based off of Carbuncle from Final Fantasy XV. After altering the fox mesh, I choose the garnet mesh as what I want to use to recreate the little head gem thing that Carbuncle has. I exported the top and bottom layer NiTriShapes from Nifskope as .obj files and imported them into Blender. After modifying them and re-positioning them to where I wanted them, I used boneweightcopy to copy the fox mesh's weight painting onto them. I take care of the rest of the steps (adding material property, etc), for the process before exporting my meshes parented to the skeleton, with Fallout 3 settings. I get the exported mesh converted, and afterwards I use it as a quick mesh replacer for the Snow Fox. When I get in game I can see that something is wrong, as the gem is doing its own thing (aka floating in a particular position), even though I did boneweightcopy on it. Here are the meshes together in Blender (with one of the gem layers selected in weight painting mode): Here is what is happening in game: This is not the first time this has occurred for me, and I still don't know what is causing this. I have tried creating an amulet out of the werewolf totem skull and the falmer eye gems before, and had this same issue occur (meshes just floating and/or doing their own thing even after having the boneweightcopy applied). Image of that project in Nifskope (I think? Was from a while ago, after all): Image of that project in game: Is it there something I'm not aware of that needs to be done yet? Like is there collision still being applied or some havok settings that could be causing this? What can I do to resolve this issue so I can finish this mod?
  13. Hello, I've been working on a mod to add a new race. I've got most things working how I want to, but I'm having trouble with one very important aspect. I can't prevent the race from equipping weapons or armor. (There's a reason for it) I've unchecked all the weapon types in the race menu, yet they can still equip weapons that I've unchecked. I based the race off of a Nord, and modified things from there. It was only showing a head originally, so I put NordRace in the "Armor Copy" thingamajig. Does that have something to do with it? If so, how do I get the body to show up with the Nord appearance, yet not copy everything from the Nord race? The race SHOULD be able to equip clothing, but NOT light or heavy armor. I've tried writing a script to just zero out any armor rating if they equip armor, but it didn't work. I can't find anything on google. The results talk about preventing unequip, but I have the opposite problem, and I can't seem to find a way to do it. Is that not possible with Creation Kit/Papyrus? Thanks.
  14. Here's something I've wanted since the game came out: using the Take All option on a companion's inventory doesn't take their currently equipped gear as well. There's gotta be a way to do that with f4se
  15. Kinda bugs me that swapping armor is done with a click of a button, and suddenly you have just swapped one of the heaviest sets of armor in game for another. I think swapping clothing/armor components should have a delay, and maybe an animation, at the very least for the armor slots. The heavier the armor, in terms of weight and class, the longer they take to equip or remove.
  16. Well I think I made the title explanatory enough; I am looking for a mod that will allow companions to put on radiation suits automatically in irradiated areas. I am using Companion Behavior Overhaul, which allows companions to suffer from radiation, but I would like to be to just give my companion(s) A) two armors, one armor and the second a radiation suit or B) just the radiation suit "behind" their default armor. Then the companion could equip the right armor for the right environment. Effectively this would be a "companion's own hotkeys" to have the best DR when not in a radiation zone, and then to have radiation protection in a radiation zone... or storm. Does something like this exist, or is it possible to create? In the eyes of someone who doesn't make mods, this is just a simple script right? P.S. Playing FO3
  17. Hello all; back with another request. So it occurred to me the other day, while working on a new character, that I wished there was a better monster hunting mod. Some sort of radiant bounty hunting quest, almost akin to a kill-and-collect quest in a typical MMO; go kill X giants, and bring X of these items they don't usually drop that are going to drop because you're on this task. Complete that; okay, now go find this BIG giant that spawned radiantly at this location because you're on this task, kill him, and bring me his loincloth. Now, this already seems like the scripting would get overly complex. And it's far too directed for Skyrim anyways; our incurable wanderlust and need for absolute freedom as players wouldn't allow it to succeed anyways. So it's not what I want. What I WANT, is to be able to kill any old giant, and collect his loin cloth. Maybe kill a few. Or his toe (But those are far too valuable as an alchemy ingredient to be wasting...), or his hand, or SOMETHING...fasten it to a leather harness or an iron chain...and hang the damn thing from my character's belt, in one of the back left or right slots. Like a damn Witcher. This trophy would confer a fantastic visual effect, as well as some sort of bonus enchantment. That can't be disenchanted, preferably. A giant trophy could give you a boost to 2h damage, and increase your stagger output. A mammoth trophy, fashioned from the iron bound tip of one of their tusks perhaps, could confer a heft stamina boost. A troll trophy could give sizable boost to health regen. You kill that bandit chief? You should be able to collect his head, or his ear. And wear the damn thing with pride. It could confer a boost to loot found in chests, or looted off bodies. A dragon trophy? Fashioned from a claw, scale, tooth? Eye, maybe? The ultimate prize. It could reduce shout times, increase shout magnitude, confer a damage to all fire and/or frost effects, increase your ability to intimidate and persuade people (Dragons have proven in various settings to be both charming, and intimidating...) My point is, this is something that NEEDS to happen. I was inspired by the Warmonger Armory, and the belt mounted dragon priest masks. It's BRILLIANT. It makes me want to hunt them all down; especially with a mod that changes their effects to be more unique, it creates a purpose for them for characters that would otherwise not use them. I have Ahzidal and Morokei on my 2h spellsword right now, and swap out for Rahgot as I need that extra boost. It adds UTILITY. It's not a huge change to gameplay, just an extra way to gain EXTRA...UTILITY. Also, I think my Altmer would look pretty badass walking around with a troll's head swinging from a chain on his belt. Somebody, please make this happen.
  18. I have been working on a rather large quest mod. For this mod I need some new creatures (at least one, preferably more) and armors (at least 1 set). I am looking for a person/people who would be willing to help me out. If you are good at making armor and/or creatures and are interested in being a part of a large scale mod please feel free to pm me or respond to this topic, and I will be more than happy to give more detailed information on what the mod is and what is required! Thank you for your time. -HeirOfTheSeptems
  19. It's not necessarily immersive, but for the sake of convenience (and because, until follower AI is improved I'll mainly just keep using them for pack mules to get their perks) it would be nice to have access to follower inventories from a greater distance. Besides, the fact that they can just teleport whenever pathing gets tricky is as unrealistic as teleporting items into their invisible pockets. Ultimately I want maximum realism, but until followers stop getting in front of me when I'm aiming, pushing me when I'm on narrow walkways and blocking my way in general, I just want to be able to make them as convenient and unobtrusive as possible.
  20. I really like the changes Oscuros Oblivion Overhaul (OOO) makes to the Oblivion all except one - That is the nerfing the reflect damage stat of the Chorrol Shield. It's usually one of my goals in the oblivion play through to find items with reflect damage to making my character feel like he/she is getting more powerful and with the nerf the shield is seriously weak. I think the mod could be simple as having an esp file that specifies the stat and have it load after OOO. Similar to the one mod that exists to revert wine effect back to the original. I'd like to hear your input on this, if its possible.
  21. Is there any mod that allows the clothing-item gloves and armor bracers to be worn at the same time? It doesn't really make sense that I can't wear gloves when armor bracers don't even cover the hands. Did a few searches, didn't really find anything relevant. I'm new to modding and Morrowind in general, maybe I could make this mod myself... seems simple enough. Or, perhaps, would there be a mod already that serves this function?
  22. Ok so it's no secret that before the war both Enclave and US military had secret bunkers full of stuff such as weapons and gear.Those who knew about the bunkers died and the bunkers were forgotten. So I am proposing a mod:a military bunker full of stuff secretly stashed away. That way modern armors and weapons can work with lore.
  23. So when I start a new game, all the guards only equip steel daggers. They have other weapons in their inventory (when killed or pick pocketed) but will not equip them, even when attacked. The only exception seems to be that they will equip ranged weapons. All other NPCs seem to be fine, this issue is limited to guards and occasionally soldiers. I have tried removing all weapons mods and that has not fixed the problem, so it has to be something else. This also only happens in new games, the oldest continuing save game I have is unaffected, even when accessing Solstheim for the first time a few weeks ago (All Redoran Guards equip proper weapons). This is driving me crazy and help is greatly appreciated. Here is my load order, I use BOSS. Have at it. Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espApachiiHair.esm3rdEraWeaponsMoS.esmClimatesOfTamriel.esmBrawl Bugs CE.espChesko_Frostfall.espStaticMeshImprovementMod.espStaticMeshImprovementMod-DragonbornTernFix.espStaticMeshImprovementMod-FurnitureChestSnowFix.espChesko_WearableLantern.espSkyrim Flora Overhaul.espWetandCold.espWetandCold - Ashes.espSkyUI.espAMB Glass Variants Lore.espChitinGoggles.espCloaks.esp1nivWICCloaks.esp1nivWICSkyCloaksPatch.espDragonBoneEbonsteel.espFaceMasksOfSkyrim.espHothtrooper44_Armor_Ecksstra.espHothtrooper44_ArmorCompilation.espImmersive Weapons.espkimono's witcher silver swords.espWandererarmor.esp3rdEraWeapMoS-lvlList.espDr_Bandolier.espEquipping Overhaul.espDeadlyDragons.espflaho_shi_eagles_nest_ENG.espCivil War Overhaul.espDifferently Ebony.espDragon Souls To Attributes.espFireAndIceOverhaul.espSFO - Dragonborn.espConvenient Horses.espdD - Enhanced Blood Main.espaMidianborn_Skyforge_Weapons.espClimatesOfTamriel-Dungeons-Hardcore.espClimatesOfTamriel-Interiors-Cold.espClimatesOfTamriel-Nights-Level-7.espPredator Vision.espBrevi_MoonlightTales.espdovahkiinrelax.espDuel - Combat Realism.espCombatDramaOverhaul.espDragonCombatOverhaulDragonborn.espThe Dance of Death - Ultimate Edition.espUFO - Ultimate Follower Overhaul.espWATER.espWATER Plants.espWATER DG.espWATER DB Waves.espSkyFalls + SkyMills + DG + DB.espSkyFalls Dragonborn Small waterfalls.espKonnektorDragonborn.espImportantInformationOverhaul.espaMidianBorn_ContentAddon.espAncientTonguesGreatSword.espAncientTonguesSword.espGhosu - Auriel.espWetandCold - Holidays.espEnhancedLightsandFX.espELFX - Exteriors.esp
  24. Hi. At first: Sorry for my bad english, but I'm not a native speaker. I'm searching for a mod which keeps the look of the standard outfit of a companion, even if the companion actually wears a different armor/equipment with better stats. For example: I gave Aela a new armor but I think her standard outfit looks better. Therefore I would like to make her look like she wears her standard outfit, but with the stats of the armor she actually wears. I hope you understand what I'm trying to say.
  25. Ok, my idea is this. A custom quest given by Arngier to travel across Skyrim and retrieve powerful materials which are then forged by Euroland Greymane into armor and weapons worthy of a Dragonborn. Once forged, the Greybeards use dragon souls obtained by the Dragonborn to imbue the equipment with the Power of the Dragon. The equipment could be forged to the Dragonborn's specifications, heavy or light armor, a shield, and a choice of what type of weapon, one handed, two handed, dagger, bow, sword, axe mace, etc. Naturally, the equipment should be a custom model. I personally think a Nordic type look similar in appearance to the carved Nordic Armor only more dragon like would be very cool for the armor and of course dragon themed weapons to match. I wish I had the skill to make a mod like this myself but I don't. So I shall just submit my humble idea to the talented modders here on the Nexus, and hope that one of you likes it enough to make it.
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