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Where Can I Find...? - Non-adult Skyrim REQUESTS


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Posted

I'm looking for a mod that makes the Spellsword concept a bit more viable.

 

 

Could try this perk overhaul. Ordinator - http://www.nexusmods.com/skyrim/mods/68425/?

 

it has perks in the alteration tree that makes spells use a point system instead of magicka, as long as you have points, you cna cast a spell, only way to get them back is by sleeping.

 

i havnt actually used it, so cant give full info, but thats what i have read in its messages since its release.

Posted

 

I'm looking for a mod that makes the Spellsword concept a bit more viable.

 

 

Could try this perk overhaul. Ordinator - http://www.nexusmods.com/skyrim/mods/68425/?

 

it has perks in the alteration tree that makes spells use a point system instead of magicka, as long as you have points, you cna cast a spell, only way to get them back is by sleeping.

 

i havnt actually used it, so cant give full info, but thats what i have read in its messages since its release.

 

 

This looks very promising. Now I just have to decide between this and SPERG.

Posted

 

 

I'm looking for a mod that makes the Spellsword concept a bit more viable.

 

 

Could try this perk overhaul. Ordinator - http://www.nexusmods.com/skyrim/mods/68425/?

 

it has perks in the alteration tree that makes spells use a point system instead of magicka, as long as you have points, you cna cast a spell, only way to get them back is by sleeping.

 

i havnt actually used it, so cant give full info, but thats what i have read in its messages since its release.

 

 

This looks very promising. Now I just have to decide between this and SPERG.

 

 

SPERG tends to leave ya feeling over powered, it doesnt seem well balanced IMO, especially if you use the weapon addon for 1 handers. Ordinator on the other hand hasnt had me feeling that way yet, tho i have only maxed a couple trees in my play thrus. if ya use Mod organizer, use both, one on each save profile.

Posted

So before I installed Windows 10, I was able to go into the console, click on an object or NPC and display all sorts of information about that item, such as health, magicka and (this was the really useful one) the last mod that updated that object.

 

I always thought it was an artifact of SkyUI or EFF, but I have both installed and clicking an object in the console only shows the refID now. Any ideas which mod it was that showed all of the information above?

Posted

Hello,

 

i´m searching for a mod with changes the dungons. I mean, it should randomly generate them, so you can allways go in to a new dungen and not allways the same.

Does someone know a mod like this?

 

Thanks

Posted

So before I installed Windows 10, I was able to go into the console, click on an object or NPC and display all sorts of information about that item, such as health, magicka and (this was the really useful one) the last mod that updated that object.

 

I always thought it was an artifact of SkyUI or EFF, but I have both installed and clicking an object in the console only shows the refID now. Any ideas which mod it was that showed all of the information above?

 

Sounds like Mfg Console, which was previously included in SexLab but removed for the 1.60 version. (The next update is apparently going to put it back in.)

Posted

 

So before I installed Windows 10, I was able to go into the console, click on an object or NPC and display all sorts of information about that item, such as health, magicka and (this was the really useful one) the last mod that updated that object.

 

I always thought it was an artifact of SkyUI or EFF, but I have both installed and clicking an object in the console only shows the refID now. Any ideas which mod it was that showed all of the information above?

 

Sounds like Mfg Console, which was previously included in SexLab but removed for the 1.60 version. (The next update is apparently going to put it back in.)

 

 

Looks like that's the one. Drove me nuts trying to figure out which mod added it. Makes sense since I updated SexLab to 1.60 with the Win 10 install.

 

Posted

 

 

 

I'm looking for a mod that makes the Spellsword concept a bit more viable.

 

 

Could try this perk overhaul. Ordinator - http://www.nexusmods.com/skyrim/mods/68425/?

 

it has perks in the alteration tree that makes spells use a point system instead of magicka, as long as you have points, you cna cast a spell, only way to get them back is by sleeping.

 

i havnt actually used it, so cant give full info, but thats what i have read in its messages since its release.

 

 

This looks very promising. Now I just have to decide between this and SPERG.

 

 

SPERG tends to leave ya feeling over powered, it doesnt seem well balanced IMO, especially if you use the weapon addon for 1 handers. Ordinator on the other hand hasnt had me feeling that way yet, tho i have only maxed a couple trees in my play thrus. if ya use Mod organizer, use both, one on each save profile.

 

 

That's what I'm going to do: finish the games I'm playing now with SPERG, then switch to Ordinator for the Spellsword.

Posted

 

 

 

 

I'm looking for a mod that makes the Spellsword concept a bit more viable.

 

 

Could try this perk overhaul. Ordinator - http://www.nexusmods.com/skyrim/mods/68425/?

 

it has perks in the alteration tree that makes spells use a point system instead of magicka, as long as you have points, you cna cast a spell, only way to get them back is by sleeping.

 

i havnt actually used it, so cant give full info, but thats what i have read in its messages since its release.

 

 

This looks very promising. Now I just have to decide between this and SPERG.

 

 

SPERG tends to leave ya feeling over powered, it doesnt seem well balanced IMO, especially if you use the weapon addon for 1 handers. Ordinator on the other hand hasnt had me feeling that way yet, tho i have only maxed a couple trees in my play thrus. if ya use Mod organizer, use both, one on each save profile.

 

 

That's what I'm going to do: finish the games I'm playing now with SPERG, then switch to Ordinator for the Spellsword.

 

 

Just use TK Combat you don't have to switch anything. TK Combat will allow you use you cast spells from enchanted weapons which drains magicka.

Posted

 

 

 

 

 

I'm looking for a mod that makes the Spellsword concept a bit more viable.

 

 

Could try this perk overhaul. Ordinator - http://www.nexusmods.com/skyrim/mods/68425/?

 

it has perks in the alteration tree that makes spells use a point system instead of magicka, as long as you have points, you cna cast a spell, only way to get them back is by sleeping.

 

i havnt actually used it, so cant give full info, but thats what i have read in its messages since its release.

 

 

This looks very promising. Now I just have to decide between this and SPERG.

 

 

SPERG tends to leave ya feeling over powered, it doesnt seem well balanced IMO, especially if you use the weapon addon for 1 handers. Ordinator on the other hand hasnt had me feeling that way yet, tho i have only maxed a couple trees in my play thrus. if ya use Mod organizer, use both, one on each save profile.

 

 

That's what I'm going to do: finish the games I'm playing now with SPERG, then switch to Ordinator for the Spellsword.

 

 

Just use TK Combat you don't have to switch anything. TK Combat will allow you use you cast spells from enchanted weapons which drains magicka.

 

 

I don't understand what you're trying to say, sorry.

 

Is there a way to save my Uncapper settings from SPERG when I switch?

 

Kind of related: is there a way to disable the crafting skills from contributing to levelup?

 

Posted

 

 

 I don't understand what you're trying to say, sorry.

 

Is there a way to save my Uncapper settings from SPERG when I switch?

 

Kind of related: is there a way to disable the crafting skills from contributing to levelup?

 

 

 

yes, if you are using MO, just go into the the folder for sperg and copy or cut it's uncapper.ini file and paste it somewhere, or jus tput it right into your skse folder.

 

and for the other part, open the uncapper.ini file and find these lines:

 

 

[skillExpGainMults]

; Set the Skill Experience Gained Multiplier to

; betwen 0.0 and 10000.0

; Using too low or too high values may crash the game. Handle them with caution.

; Default game value = 1.0

;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

 

fAlchemy=1.0  <--- change this line so it reads 0.0

fAlteration=1.0

fArchery=1.0

fBlock=1.0

fConjuration=1.0

fDestruction=1.0

fEnchanting=1.0   <--- change this one to 0.0 too

fHeavyArmor=1.0

fIllusion=1.0

fLightArmor=1.0

fLockpicking=1.0

fOneHanded=1.0

fPickpocket=1.0

fRestoration=1.0

fSmithing=1.0   <--- change this line so it reads 0.0

fSneak=1.0

fSpeech=1.0

fTwoHanded=1.0

 

bUsePCLevelNotBaseSkillLevel=0

 

 

 

make sure to save the edit and that should do it. 

Posted

 

 

 

 I don't understand what you're trying to say, sorry.

 

Is there a way to save my Uncapper settings from SPERG when I switch?

 

Kind of related: is there a way to disable the crafting skills from contributing to levelup?

 

 

 

yes, if you are using MO, just go into the the folder for sperg and copy or cut it's uncapper.ini file and paste it somewhere, or jus tput it right into your skse folder.

 

and for the other part, open the uncapper.ini file and find these lines:

 

 

[skillExpGainMults]

; Set the Skill Experience Gained Multiplier to

; betwen 0.0 and 10000.0

; Using too low or too high values may crash the game. Handle them with caution.

; Default game value = 1.0

;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

 

fAlchemy=1.0  <--- change this line so it reads 0.0

fAlteration=1.0

fArchery=1.0

fBlock=1.0

fConjuration=1.0

fDestruction=1.0

fEnchanting=1.0   <--- change this one to 0.0 too

fHeavyArmor=1.0

fIllusion=1.0

fLightArmor=1.0

fLockpicking=1.0

fOneHanded=1.0

fPickpocket=1.0

fRestoration=1.0

fSmithing=1.0   <--- change this line so it reads 0.0

fSneak=1.0

fSpeech=1.0

fTwoHanded=1.0

 

bUsePCLevelNotBaseSkillLevel=0

 

 

 

make sure to save the edit and that should do it. 

 

 

I have these values adjusted to 0.1, since the ini itself warns against using "0". Is this a way around it then?

 

Also, I had adjusted the values of "[PCLevelSkillExpMults]" to 0.01, since I thought this was the contribution. Is this the levelspeed, then?

I thought "[skillExpGainMults]" was used to determine how was a skill levels, not it contribution.

Posted

 

 

 

 

 I don't understand what you're trying to say, sorry.

 

Is there a way to save my Uncapper settings from SPERG when I switch?

 

Kind of related: is there a way to disable the crafting skills from contributing to levelup?

 

 

 

yes, if you are using MO, just go into the the folder for sperg and copy or cut it's uncapper.ini file and paste it somewhere, or jus tput it right into your skse folder.

 

and for the other part, open the uncapper.ini file and find these lines:

 

 

[skillExpGainMults]

; Set the Skill Experience Gained Multiplier to

; betwen 0.0 and 10000.0

; Using too low or too high values may crash the game. Handle them with caution.

; Default game value = 1.0

;(Setting bUsePCLevelNotBaseSkillLevel to 1, will use Character Level instead of Base Skill Level for the subsections)

 

fAlchemy=1.0  <--- change this line so it reads 0.0

fAlteration=1.0

fArchery=1.0

fBlock=1.0

fConjuration=1.0

fDestruction=1.0

fEnchanting=1.0   <--- change this one to 0.0 too

fHeavyArmor=1.0

fIllusion=1.0

fLightArmor=1.0

fLockpicking=1.0

fOneHanded=1.0

fPickpocket=1.0

fRestoration=1.0

fSmithing=1.0   <--- change this line so it reads 0.0

fSneak=1.0

fSpeech=1.0

fTwoHanded=1.0

 

bUsePCLevelNotBaseSkillLevel=0

 

 

 

make sure to save the edit and that should do it. 

 

 

I have these values adjusted to 0.1, since the ini itself warns against using "0". Is this a way around it then?

 

Also, I had adjusted the values of "[PCLevelSkillExpMults]" to 0.01, since I thought this was the contribution. Is this the levelspeed, then?

I thought "[skillExpGainMults]" was used to determine how was a skill levels, not it contribution.

 

 

i may or may not have copied the wrong section of the ini... opps maybe. lol

Posted

Ok, I thought i never request something like this, but where can i find EoTW's Original version of Dawnguard full pack? the 1.1 version? Yes, I know the reasoning they are not available, but i dont wish to stir the pot if it really shouldnt be asked about. The Journeyman v2 armorset would be nice also.

Posted

 

Ok, I thought i never request something like this, but where can i find EoTW's Original version of Dawnguard full pack? the 1.1 version? Yes, I know the reasoning they are not available, but i dont wish to stir the pot if it really shouldnt be asked about. The Journeyman v2 armorset would be nice also.

 

 

this? http://www.nexusmods.com/skyrim/mods/69101/?

 

 

Sadly, its a different version. I know it says 1.0, but its because has been repackaged and has some content excluded.

Posted

 

 

Ok, I thought i never request something like this, but where can i find EoTW's Original version of Dawnguard full pack? the 1.1 version? Yes, I know the reasoning they are not available, but i dont wish to stir the pot if it really shouldnt be asked about. The Journeyman v2 armorset would be nice also.

 

 

this? http://www.nexusmods.com/skyrim/mods/69101/?

 

 

Sadly, its a different version. I know it says 1.0, but its because has been repackaged and has some content excluded.

 

 

Check your pm.

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