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Esteemed Modders. I hope you are all well. I have 3000+ hours in skyrim and I still enjoy it. However, I am in great need of a good boss overhaul. I am not talking about mere stat boosts. I am talking about actual mechanics. There was a mod called "Violent Alduin" it was exactly what I was looking for (regarding alduin). However, it recently got removed from Skyrim SE and I no longer am able to use it.(I have messaged the modder who ported it and requested it however I received no responses) Alduin is too weak and lacks any mechanics other than a meteor shout which is practically a joke. Lord Harkon, Miraak and Ebony warrior lacks a good boss fight mod. I have used many mods that overhaul them but they did not make the fight memorable. I see Ebony warrior as the final challenge of my playthroughs and he needs to be peak end game fight. Alduin should be very challenging like in the past mod "Violent Alduin". Harkon and Miraak especially Miraak need a deserving mod. I am kindly asking you dear modders to make a quality boss fight mod that will make this old skyrim dude happy. Even porting Violent Alduin from LE to SE would still be appreciated.
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Juvenile Aceles : Adding the possibility to have a pet juvenile Aceles at a high but still reasonable price in a ship would solve the problem of heatleeches. (Adult ones just don't fit) A cool companion/follower for the player of course, with more than one skin available and accessories, why not. A juvenile Aceles heatleech hunter specialized for ship cleaning could also accompany spaceport engineers in major populated landing zones. Dedicated cozy ship/outpost habs for juvenile Aceles could be also be created. Aceles pheromones : Combat - An area spell projecting pheromones that provides protection from mind control or any other anti terrormorph bonuses. Adult Aceles would still be the only ones capable of dealing with adult Terrormorphs, juveniles could fight them or protect you a little, but would eventually have their ass kicked. World, overhaul - Investing in a juvenile aceles and its hab for your ship avoids getting heatleeches. Not being protected gives ships a low probability to get heatleech contamination when leaving a planets. It produces a loss of power in ships that grows slowly until you hunt for them. Heatleeches have a particular taste for engineering bays and storage rooms. This feature should be a little immersive rare nuisance, not annoying or gamebreaking. Aceles pheromones can be sold for a small price by spaceport engineeers because the whole initiative is largely financed by UC, Freestar, Va'ruun and LIST. They offer the option to purge and spray it for you or sell you pheromone cans. But sold pheromones have a rather short term effect and must be regularly resprayed (not at an annoying frequency, it just has to be done sometimes for immersion). So any serious captain with a decent sized ship invests in an juvenile Aceles for his ship in the end. The specific hab is not mandatory but it gives the juvenile Aceles bonuses. And it's good for crew morale, you feel it in your ships/outposts performances.
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Some recomendations on mods or collections would be greatly appreciated, please someone help. What I am looking to acomplish: Easy one click install Preset mod rules (Vortex seems to be having trouble with downloading collection rules atm, I must set them myself. Idk why. I factory reset my pc just in case so everything is fresh, but it persists. Using latest stable vortex) NSFW gameplay like modern games (scenes with romance or working people and maybe catch others in the act) Lots of long interesting quests Lots of armor and weapon choices/variety Next gen graphics Freedom of play Extensive character customization Modern building system/homesteading No survival features Casual gameplay Fun combat New lands Living world Impactful choices Increased faction presence Interesting romances Civil war presence and rebuild after Gamepad focused Story focused Flashy combat and spells (think anime) More ways to level up (like other RPGs) Fleshed out factions and after end quests for factions Realistic AI Npc variation Modern stealth gameplay complete with obstacle traversal marriage and religion worth the effort Multiple followers Multiple children Player reputation precedes them These are the basic points. I want to minimize unnecessary mods and redundancies. I realize that what I am looking for may not exist so I’m planning on creating my own mod list and possibly uploading it as a collection (not saying I definitely will). This will be for the latest steam Skyrim AE. Any recommendations on existing collections or mods for my own, that still work, would be greatly appreciated.
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A LOT of mods I use inspired me for this. A list of Mods that would use METAL to tie it all together AND still be lore friendly (technically.) I have the vison in my head, but don't know anything about creating mods. Here's the list of mods I've thought of, what order they should be used in, and what mods inspired them (or maybe even depend on) "Battle Bard" would be the base mod to all this. Inspired by Immersive Weapons, Epic Music Replacer, and Odin. IA influence: A set of instruments that can be crafted/looted and be equipped & used as weapons. It'd re skin lutes, flutes, and drums into guitars & basses, microphones, and....well, drums with a with lore friendly metal designs. Guitars = Battleaxe, Bass = Warhammer, Mic (no stand) = Dagger, Mic (w/ stand) = Greatsword, Drums: Snare-Buckler (light shield)/Kick- Heavy Shield/Cymbals=War axe. Odin influence: Ability to "electrify" these items (my answer to making this "Lore Friendly") Epic Music Replacer influence: it was the only mod I found that had any metal tracks. Honestly it was the inspiration that started all this. Just because it was tagged as "Not Lore Friendly." So I thought "how could this be made lore friendly?" and ended up down this rabbit hole. lol "Metalhead" is part Immersive Armors, part Apachii Divine Elegance, and add a dash of RaceMenu. Not really "lore friendly," but adds a collection of clothes/armor and hairstyles/tattoos/warpaint (or should I say "corpse paint") to look the part. wouldn't be a requirement from a technical standpoint, but if you're a Metalhead....you're gonna want it. "Rock Star" would rely on Ordinator and you have to get your speech level up to unlock the "performer" perk. Then re work that to where, if you have one of the instruments equipped, you actually play metal. "Rock Band" would rely on Amazing Follower Tweeks and SPID to actually create a band that performs with you. "Moshpit" = Inspired by "Civil War Battles" and "Tavern Fights." Since you'd need to unlock "performer" to unlock "earthquake," Having "earthquake" unlocked will allow you cast "Frenzy" on the nearby townsfolk instead of (or in addition to) them giving you gold. Essentially creating a moshpit. "Groupie" = "Amorous Adventures" inspired. Unlock the "Serenade" perk to play a power ballad. Which will trigger a "groupie" to talk to you and initiate a romance quest. "Metal and Molag" = Inspired by "Vigilant" and just about every other DLC. Plus Elder Scrolls Lore. This would require/include EVERY mod listed here. A new land (which looks straight out of Metalocalypse) that use to be a part of Skyrim is being conquered by Molag Bal to be a part of Coldharbour. (I'll call this place Skyharbour) After completing both the "House of Horrors" and "Mind of Madness" quests, Boethiah speaks to you asking you to defy Molag Bal and spark a rebellion against him to re claim Skyharbour. The storyline starts by you getting lost on the way to Skyharbour and winding up in some rhelm where Sheogorath is re living the time he invented music by killing a woman (admiring the sound of birds) and making music instruments from her remains. He likes the idea of spreading chaos, but wants you to use the WabbaJack yet again and wants to see what effect it has on the instruments he made. This is how the "metal instruments" came to be. By doing that, he's impressed and transports you to Skyharbour. Then, the rest of the DLC would consist of recruiting band your band members by completing their quests. Then performing at multiple locations across Skyharbour, insisting rebellion all the way till Molag Bal finds out and confronts you. Being the boss battle that ends this DLC quest. I know I should've probably put this all on separate posts. But its all related and I wanted it to be cohesive. Again, if I had the time and modding know-how, I'd create this myself.
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I've already posted this elsewhere but I realised that it probably won't get seen in that place so I'm putting it here too. I've been thinking quite a lot lately about how the Militech Canto works visually. The cyberdeck is great, with or without mods, but what's always annoyed me is the fact that quickhacks on other things, like cameras and turrets, don't apply the blackwall effect despite the fact that it does when Songbird uses it on objects and machinery (assuming she uses the Canto). I think it would be brilliant if all device quickhacks carried Blackwall residue. I understand that this might not make complete sense considering that it doesn't require the Blackwall to do these quickhacks however I feel it would heavily add to the aesthetic of the Canto to have those lingering effects after quickhacks the same way Songbird has the lingering effects on hers. In theory this would also include the sound design, however I feel like that's not as crucial of an element. I wasn't really sure what to do with this because I'm not capable of modding this in but I still feel like not sharing it could be a waste. I'd also love to read other people's input on this. To add to this, things like turrets could potentially have glowing red lights similar to the Chimera during it's possession, not sure how difficult adding that would be though and how exactly it would work or if it's even a good idea. Also, if someone wanted to go all out with this mod, they could rework the canto to work in a specific way. Here’s the idea. Since the Militech Canto is supposed to be an endgame item, it could have no quickhack timers and delay since the entire point is that you’d be using the Blackwall to hack into the devices which would be much much faster. This would actually turn the Canto into what I believe it’s actually supposed to be combined with the added effects of the Blackwall to signify how you’re hacking things with such ease. Also, you could make it so it either has more ram or doesn’t use ram at all but that’s a big maybe as I think the Blackwall gateway quickhack is supposed to eat into your health via overclock and that makes complete sense canonically so maybe just on devices or something.
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As the title suggests, my idea is to overhaul the vocation level system, introducing additions, nerfs, and buffs. Firstly, depending on the class, there could be strength, weapon mastery, range, and attack speed buffs. For example, classes like Warrior and Mystic Spearhand could experience a scaling attack speed increase. For instance, at level 3, it could be +7%; at level 6, +12%; and at maximum level, +20%. Similarly, other classes like the Warrior could receive similar bonuses. For vocations such as Mages and Mystic Spearhands, reaching maximum level could also result in an increase in attack range. Additionally, for Mages, there could be improvements in incantation speed and maximum magic range. Since vocation levels are relatively easy to max out, there could also be a nerf to the experience required for the next level of the vocation that both players and pawns have to attain. If the rewards for maxing out the vocation are deemed too significant, a level cap could be introduced, ensuring that reaching maximum vocation level doesn't diminish the end-game experience. I believe this will significantly enhance the feeling of being rewarded for maxing out or leveling up your vocation. Personally, I feel that the current system is lacking; merely adding augments and skills is not enough. Mastering a class should bring additional rewards.
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SSE A ideia to make the Speech Perk Truly Impactfull?
TheBxushis posted a topic in Skyrim's Mod Ideas
I have seen some mods that change how to use the Tree perk Skills, other that while not related directly. could be tied as it's relate to the sma end goal. In general, the speech perk is mostly used for trade and some other rare ocasions. but as a menber of the mod BUVARP. some ideias started to pop up. some as.: Realist Followers.: -Some follower will no longer be acessible after one quest, if they aren't your housecarl, they may refuse for being busy at the day. -Followers might auto unfollow the player based on amount of time spent + actions (not interacting with them, crime, etc, based on type) -Hirelings will stay regardeless, giving now a benefit, but will from time to time auto engage with the player after some time to renew the contract -Followers will auto relax ( A message will appear at the top to inform the player that follower moved to X place to relax for a while ) -Followers will now send the courier to ask help from the player, this improving the relationship and easier acess to them. -A additional Rank beyond friend or lover wold work as an extra variable to define that. -Ability to teach an aquired ability or sugest new behaviors for followers based on location and time. some concepts that has been done by cloudedtruth and the mod Outfit NPCs. Utility.: - Pretty much like Immersive Speechcraft, but now will require location, time and relationship Immersive marriage and simple romance.: - It's now required a little more than the amulet of Mara for a NPC to say "yes", now having to visit the chosen NPC and redo their quests a few times + speech for better chances. - Bard or writer skill to conquer faster. - possibility to conquer new npcs based on speech skill - Love confort can be given by wench, bard or flower girl based on relationship and fame. (This concept being propely done by MannyGt, but being abit outdated. Trade and barter: kryptopyr has done it already. Realism.: - Fancy NPCs may not be interacted easly based on race, time of the day and location. requiring events in proprer places in other to work. if the player bother a NPC during a dialogue, will trigger for example the guard to interrup the player. - Tweak the time until a npc can use a pharse, so to be less repetitive. -
so im going to hit you with an idea ive been mulling over while at work i have no modding experience when making them so feel free to shoot me down for it if it doesnt work, seems pointless etc. it concerns mage staffs and how seemingly useless they tend to become later game the vanilla staffs are built in with pre-made spells not upgrade-able, uncraftable (without other mods) would it be possible to delete that. and turn the staff into a possible 1 hand or 2 handed equipment that doent have its own spell but amplify's the current spell you have equipped in the magic menu? lets say you have basic novice fire balls equipped in your hand. well equip said staff (while still using soul gem charges for possible balance ) will boost the speed or range or out right power of the spell equipped. that just the general idea, i went into thoughts of extras from there maybe able to craft certain staffs that serve better for each school of magic like staffs that benefit counjerers more then restoration users etc like speedier summons or just a general specific set of choose-able buffs you could add when crafting them if that doesn't work? to keep fair the varying levels of soul gems can buff the strength during the crafting process or last longer, but in return a debuff like faster magic depletion
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Ok, so I'm no game designer, story writer, or any form of mod creator. Hell, I can barely UV wrap a cube in blender correctly without one image being sideways. So I come to you, oh forum gods, in the hopes that some God sees my idea and thinks 'Hey, thats pretty good' So, a good, good large chunk of the audience and player count for this game plays it for one thing, and one thing only right? And that would be Settlement Building. Youtube channels are literally dedicated to it. EvilViking13, Skooled Zone, and plenty of other youtubers are dedicated entirely to the crafty bois. However, I feel like the availability and creativity of the possibilities are pretty low. For example, the inner city base game sucks as it is, and inner city would have been a perfect place. The sizes of the settlements blow, and sure there are mods that expand areas and limits but the game isn't designes around this and causes it's own issues. When I want to create a settlement, I want it to be big, I want it to be my own. I want the layout to be 100% Josh, not 20% Josh and 80% crappy blue shack houses with big ass holes in the roof that make zero logical sense. So, my idea? A new land, a fairly big new land. I see all these new big projects, such as FO4 Miami, FO4 New Vegas, and I think they're great. But it's time the Settlement Bois got one. An entire new land, new city, new gigantic settlement areas. I want to be able to create a thriving settlement, full of hundreds of people. I want to create something of the gods. However, base game I understand this would be too easy, a week at best. So further upon this idea, the settlement resource system would have to be completely overhauled, not just to expand game time, but to bring some realism. You go to sleep a soldier, and awake with the knowledge to craft entire buildings? I don't think so buddy. -So, the first steps for your character woul dhave to be some sort of research system. Yes, yes, I know. Massive Cliche. But it bloody works, and makes bloody sense. -Next, you'd have to put a lot of effort into finding resources and building sources. For example, Build a mining colony near a mine to get Concrete and metal. Build a Foresters in a forest for Wood, plants, fertilizer. Factory settlements, just like in new vegas, for crafting items such as screws, guns, armour, spring. Brotherhood recon teams (FOR THE IMMERSION) for circuitry, optic lenses, nuclear material. City settlements that trade items (depending on what your supply settlements craft and trade with them) -City settlements could also have a massive overhaul; Taxes Rent Designated zones for Retail and Living And these are just a few ideas I can think of off the top of my head quickly. Settlement building showed us that it's time to stop mooching off of existing places, and be the emperor to our own lands, our own world. Let's get this idea trending, so that some MODGOD sees this and takes this from idea to reality <3
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at first my English is very bad. there are a few mods who tried Overhaul the Smithing System, but i think there ist still more potential to make Smithing better. for those who wants Smithing be more Realistic it would be better you need to Craft the Components first before you can Craft your Weapon or Armor itself. At the Anvil you Craft the Components and on the Workbench you combine the Parts. The Quality of the Product will depend on how often you have crafted this. I also admit that the Smithing Perks of Vanilla Skyrim is awful. The Perks should not be able to Unlock just by level. Iron and Steelsmithing is ok, it's logical that the normal Smithes from Skyrim know about making Iron and Steel Armor and Weapons, but how you know suddenly how to craft Elven-, Orc-, or Falmerarmor? it would be more realistic if you learn this Perks from different ways. Dwarven-Smithing: Because the Dwemer disappeared it would be realistic if you can discover the Mysteries of Dwarven-Smithing by Dwemer Ruins through reading Books lost there or Inscriptions on Walls. Elven-Smithing: There could be an wandering NPC an Elf who is an scholar who studies the History of Elven Smithing. This one can teach you the Mysteries of Elven Smithing. Orc-Smithing: Would be easy to learn in from the Orc-Smith in one of the Orc-Fortress. Glas-Smithing: the DLC Dragonborn and the Island Solstheim would be a good Answer to this. An Vulcanic-Island where a Skaal-Smith could you teach this Perk. Ebony-Smithing: There is not much i know about this Material in Skyrim, so i think it could be a Quest for the Divine Zenithar who will teach you the Knowledge about that Daedric-Smithing: perhaps a small Quest from Hermaeus Mora, who will give you this Knowledge in Exchange for another Knowledge, he didn't know yet. Dragonbone-Smithing: could be connected with the Main-Quest of Alduin. If you found the Sky Heaven Temple there could be a Secret Champer where you see your Dragonborn Ancestor who crafts Dragonbone Weapon and Armour, so you will learn it from your Ancestor so, whats your Thoughts about this? :happy:
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I was playing skyrim the other night and playing as a nord vampire/werewolf hybrid thanks to the mod tahts lets you play both at the same time. Although I was thinking what about my characters dragonborn blood surely that should really enhance my vampire and werewolf blood and abilities. So I have some ideas I know It's a long shot for someone to create this but you never know if you dont ask right? Tribrid Transformation - This transformation lets your excess the full power of your bloodlines being vampire, werewolf and dragonborn. I think a cool transformation animation and glowing green eyes with a pupils in the eyes not like the ugly original vampire lords eyes. Even add Dragon wings to the transformation. Keep The transformation as human form but with glowing Green eyes like similar to the green eyes In The Originals series to give you more of an idea. Transformed Powers - Super speed around 200 speedmult - Super Jump around 500 to 800 jumpheightmin. Note maybe add gliding to the jump so you can last long in the air. - Enhanced Senses like smell and night eye - Bat Travel - Make a vampire - Paralyze surround enemies in a certain area - Teleport behind enemie npc Normal Powers/abilities - Vampire Lord - Werewolf Transformation - Seduction - Invincibility - Fear enemies maybe add some vampiric animation to it - Maybe some blood magic spells for the people who like to cast spells Passives - Disease Resistance 100% - Poison Resistances 100% - Unarmed damage increased by 20 - Movement Speed Increased by 20% - Jump Height increased by 200 jumpheight - Relexes dodge chance 20% - Stamina, Magic, Health regen 200% at night time 8pm to 5am - Every neck bitten you gain 1 health 1 magic 1 stamina - Every Dragon soul stolen you gain 1% increase to Movement speed, Jump Height, Unarmed damage and 1 armor rating maximum being between 30 to 50. Weaknesses - Silver damage increases depending on the stage your on like stage 1 your take 25% percent damage then just plus 25% for each stage maxing out at 100% extra damage at stage 4 on the hunger system. - Sun Damage 1 every second at Stage 4 - Fire damage deals the same kind of damage as silver does its depending on the stage you're on. - While in the sun your passive abilities are halved - When transformed into a tribrid npcs attack on sight. Ring Of Enhancement Maybe a mini quest to fight a boss to get a ring that increases all your passives by 10% or just add a ring. You could add maybe a little Dragon, vampre and werewolf faces to the ring. I think the harch weeknesses balance out the gamplay more specially if you play on the hardest mode so It shouldnt really be too overpowering. If anyone is interested in making something like this then great, if not I hope some of the ideas. Help you come up with your own idea's. :) Ryan
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[WIP] Sanctuary : City111 Hello everyone. I m Hagal (the name is an acronym of my real name HAGiu ALexandru - i don't know why i used my real name on the forum ). Anyway , everything started with this picture : On my last playthrough i've started building a concrete city in Sanctuary Hills (i've built a lot more than what you see in the picture above) but i've come to realize that , thanks to the game engine's problems, i won't be able to complete the city and maintain it in a playable state (high fps). Also, that i wouldn't be able to share it with anyone thanks to my huge mod list. Anyway, i've decided to restart my project , but this time, it will be a mod and not just a settlement build. My plan is to do a complete overhaul to the whole Sanctuary Island. To build a city that looks like it could exist in the vanilla game. I plan to remove every house in Sanctuary Hills, terraform the whole island, add new buildings and try not to break any existing quests in that area. Inside the city , i plan to add 5 buildings with full interior (the townhall is excluded from this) for players to use as houses for settlers. Also, alongisde the main road, most of the buildings will have stores that players will be able to use as...well...stores. I also plan to "trash" the city , so that players will have to clean it before they can use it. The mod is far from done. Usually, i m able to complete 1 building per day (2 if i m really in the mood or i m working on some simpler buildings). I plan to work atleast 4 days a week on the mod (on the 3 other days i m usually bussy and depending on how i feel , i might be able to build a building or not) .That means i should be able to build atleast 4 buildings a week. Screenshots (for more screenshots/videos just check the updates bellow) More screenshots HERE To Do List: build the buildings (only the esentials -walls,windows,floors,stairs,lamps,balconies,etc) -Currently Working onterraform (some of the terraforming will also be done while building the buildings)fix quest markers and other stuff like thisoptimize the mod add in furniture that can be moved around while in workshop mode"trash" the citypolish the modregenerate LODrelease If you guys have any suggestions or want to help ( creating buildings and stuff like this ), just leave a comment here or pm me for more informations. Also, if you have any questions, don't hesitate to ask
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Ok, so...I'm a newbie at this requesting stuff. I don't wanna upset anyone if this topic is offlimits, so I apologize now. I'm kinda asking because I'm really into the Naruto Overhaul, but when I lost it, I found out I couldn't redownload it. I've been trying to find a way to get it back, but as far as I've heard, the Overhaul on here has been under mod review for over a year. As for downloading off of Bethesda Net, it hasn't been working either. So I was wondering if someone could design a NEW Naruto Overhaul, a redo that ditches all the unneeded spells (The ranks weren't really needed, only the strongest ones) as well as fixing some of the spells to being more useful. The other idea I have had is more mythological based. What I was hoping would be if someone could create an armor and sword combo based on the 8 headed Serpent, Yamato no Orochi, that is really strong BUT takes a while to actually locate without the use of Console Commands? The armor would be white in color, and each piece of armor comes with two enchantments (unless you craft it. However, the crafting requires Stalhrim, Daedra hearts, and different gems for each part). I'm working out what each enchantment IS, but you can destroy the armor if you really dislike it, and put the old enchantments on whatever armor you like. The sword, meanwhile, is able to do damage on par with a Dragonbone one handed axe, is a one handed Sephiroth-style sword, is able to swing very quickly. It also has an enchantment to allow it to do 30 unblockable, armor-ignoring damage which can be disenchanted as well (also, the sword is craftable without the enchantment). The resulting combo should be good enough for end game, considering that you can only find it in one place: Skuldafn, in a chest near the steps to Sovngarde. I know this is kind of a long post about the armor, compared to the request for a Naruto Overhaul and the idea about the Orochi sword, but I really liked the idea about the armor. Edit: I just realized how my first post sounded, and it was really dumb... and also, I forgot to add the actual details about the armor in mind. I am an idiot... Uh, File down below is a good description for what I had in my head.
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Greetings All! This is my first thread, so bare with me. The Militarized Minutemen mod is a great addition to the game. But I was wondering if a railroad equivalent would doable. To be honest, I am more so interested in a uniform/outfit overhaul aspect of the railroad. The railroad probably has the worst vanilla uniforms. even when allowing for armor slots via mods, the suit is just not compatible and it's bulky and ugly(subjective). A new lore friendly uniform would be amazing. The suits wouldn't look as crisp. would be more so akin to secret agent wear or operative outfits. Maybe a focus or optional color choice for stealth? The mods that gave inspiration to this idea: CROSS_ReconBrotherood By Niero CROSS_Straigdae By Niero Militarized Minutemen by Corvalho1 The Mercenary Pack by L0rdOfWar If a full overhaul isn't practical, a new underarmor tagged outfit replacer with some modular aspects of it would be fantastic.It could eventually even make it's way to console because the size of the mods I've listed aren't crazy at all
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This is such a small grievance, but since I have 0% experience in modding games, I'm turning to you lovely people. I think each of the major cities you can visit in Oblivion having their own patron Divine is great, but the chapels in Anvil, Bravil, Kvatch etc. don't look as if they're specifically dedicated to Dibella, Mara, Talos etc. Sure, they're also meant to be places of worship for all Nine Divines, but I can't help but think how cool it would be to see a visual difference between, say, the Chapel of Dibella and the Great Chapel of Arkay, with the architecture reflecting the specific Divine the buildings are named after. Again, a very small grievance, though if anyone would be interested in creating such a mod, that would be awesome :smile:
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So I'm in the process of adding perks from many different mods, I finished my alchemy tree saved the mod installed it threw nexus mod manager. When I opened my skills the icon for the tree was blank, when I select the tree the screen goes blackish? shows the first first perk for a brief second then changes to another perk tree. In the creation kit I made sure to connect the perks and remove perk requirements that wouldn't fit my newly made tree. The only thing I can tell that is different aside from the perks themselves is that while in the creation kit the level brackets have shrunk and the perks don't all fits in the shorter space. Am I selecting to many perks in a single tree? Did i miss a crucial step or did I have I broke the tree? Thank you for any help or tips!
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Skyrim has been running smoothly for the most part since I picked it back up a couple weeks ago. I've added a few mods since then and had a lot of mods already installed. Everything was still pretty good. Today I decided to use TES5Edit to clean up dirty edits crashing my game. I did this because I was experiencing a crash multiple times around Morthal. After I cleaned it up, I decided to go ahead and update Expanded Towns and Cites and then the RS Children Overhaul becasue ETaC has a patch for it so I figured I may need to update. So, now when I start the game up I am presented with the Skyrim logo but no smoke and no options. The RSChildren patch is downloaded but I'm not even sure what that's doing. I've uninstalled and reinstalled with no luck. Actually, when I uninstalled RSChildren(and patch), the game crashes upon main menu. I've looked through the forums and other places already but none of these solutions have helped. They were often caused by a mod that I don't even have. Any Ideas?
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ever play dead space 3? remember the weapon crafting in that? why hasn't that been a mod in fallout 4? its the direction that i thought bethesda was going in when they first announced it until the released it as it is now. but i'm surprised no one has decided to do that. so you'd have various frames and then those frames allowed different receivers, barrels, and calibers. the pipe weapons would be the lowest level and higher level parts would obviously be unlocked with weapon smith and science. i should of requested this mod sooner, but really i figured someone was already gonna jump on this idea. only problem now though, is that the modding community is late in the game and compatibility is a bit of a issue with other mods now, however, there is AWKCR which might help with this issue. point is, it would be an awesome mod and could be expanded to work with the melee weapons too. the armor however already kinda has it so that i cant imagine changing.
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GameMode=Morrowind Morrowind.esm=1 Tribunal.esm=1 Bloodmoon.esm=1 Texture Fix - Bloodmoon 1.1.esm=1 Morrowind Patch 1.6.5 Beta (BTB Edit).esm=1 Poorly Placed Object Fix 1.2.esm=1 Texture Fix 2.0.esm=1 SirLuthor-Tools.esp=1 Better Bodies.esp=1 Unique Banners and Signs.esp=1 Barabus' fireplaces 2.esp=1 Windows Glow.esp=1 Key Replacer Trib & BM.esp=1 JEB_muffin_fix.esp=1 Windows Glow - Tribunal Eng.esp=1 Windows Glow - Bloodmoon Eng.esp=1 Windows Glow - Raven Rock Eng.esp=1 WA_Signy_Signposts(!).ESP=1 Better Skulls.ESP=1 Better Clothes_v1.1.esp=1 Particle Arrow Replacer.esp=1 Psy_VGR_Armour.esp=1 MA_snowprincetomb_v3.esp=1 abotWindowsGlow.esp=1 Statue Replacer - Normal.esp=1 bones.esp=1 ExcellentMagicSounds.esp=1 Shieldfx.esp=1 Book Jackets - Morrowind.esp=1 Book Jackets - Tribunal.esp=1 Book Jackets - Bloodmoon.esp=1 NewBlood_MwTbBm1.1.esp=1 Neo's Unique Creatures.esp=1 Vurt's Grazelands Trees.esp=1 AtmosphericSoundEffects-3.0-Tribunal.esp=1 BetterClothesForTB.esp=1 More Better Clothes.ESP=1 New Voices.esp=1 correctUV Ore Replacer 1.0.esp=1 Sleepers, Awake!.esp=1 LeftGloves_Addon_v2.esp=1 Bloated Caves.esp=1 Graphic Herbalism.esp=1 Vurt's BC Tree Replacer II.esp=1 TLM - Complete.esp=1 New Bodies - Clean.esp=1 almalexia armor.esp=1 Psy_UniqueDremora_T.esp=1 Better_Sounds.esp=1 Golden Gold.esp=1 guarskin_drum_replacer.esp=1 UniqueFinery.esp=1 Unique Jewelry and Accessories.esp=1 Clean MCFC_1.0.esp=1 imperial chain fix.esp=1 UF_HortRobeF001.esp=1 Female Armor - Complete.esp=1 Better Weapons and Armors.esp=1 OTR_Coast_Variety.esp=1 STA_guides_replacer.esp=1 The reason I ask is that my graphics mod has stopped working. I don't see the blur of the background when focusing on one object and the graphics are same as old school.
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I always wanted the dragonborn to be able to move his/her's head left and right while walking and running without changing the direction of travel while moving the mouse around, if used with a hotkey Alternatively, a hotkey could be set for strafe right/left, and the directional key/analog stick would rotate the camera view like in GTA. I think the latter may not be possible though!
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Was recently watching some of the Terminator movies, and I really loved the way the older skeletal models just strode around slowly, unloading minigun fire at the slightest noise. It got me thinking that this would make for an interesting enemy patrolling the wastes in Fallout 4. I'm already aware of the handful of Terminator retextures for the Gen 1's and 2's already available on the Nexus, but what I was hoping for was something that would modify their behavior and leveled lists as well. Specifically, I think it would be awesome if their running and sprinting were disabled, their perception altered accordingly, and their health given a buff. This wouid make them move and feel more like the T-600's in Terminator Salvation. Additionally, they should have armor removed from leveled lists and miniguns added. (I'm not sure if it would be necessary to create a patch so that Skibadaa's miniguns would be included as well.) I've tried noodling around in CK to see if I can edit the values I want to edit, but so far no dice. I'll probably keep at it, but I'm posting this here as well in case anyone wants to take a crack at it/help me figure it out.
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I recently installed an enchanting mod called Enchanting Awakened. The mod would not let me enchant (Mod claimed I didn't have enough soul gem energy, despite using a grand soul gem with a grand soul in it) and it also removed the ability to change the effect of the enchantment (i.e, I couldn't lower the damage of the enchantment.) and now I have uninstalled the mod and it's affiliate mods and I still can't enchant. The Enchanting Table wont work and no matter how many times I try to fix it, it still wont work.
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This is a big one. Might need to wait for full mod support if it's possible at all. Once you guys figure out how to alter/create biomes... Starfields Mars shows from planet view both of these massive planetary features. But when you travel there it just has the standard "rocky desert" biome. [Olympus Mons] is the largest volcano in the solar system. Over twice the height of Mt. Everest.. it is truly huge. [Valles Marineris] (the large feature that looks like two scratches across the surface of the planet) Is the largest above water canyon in the solar system, reaching almost 7km deep in places. Sadly, neither of these features show up when you travel to the surface. Even though they are visible from the planet view. This is a MASSIVE missed opportunity. Even if you only make one part of it a biome you can travel to with a crazy legendary monster at the bottom of the trench. Or at the top of a long climb to the top of the volcano. Or maybe a hidden city. I don't know. Just SOMETHING. It would have to be a big mod. But we should be taking full advantage of things like this, since Bethesda was lazy here.. I'm sure someone on here has plans for some big added content mod. It would be really cool to see these features utilized in some way.
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- mars
- olympus mons
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