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flippetized

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  1. Thanks! I made that remix few months ago (and it's both Fairy Tail and Naruto main themes). It's in that same channel, and a download link (updated quality) to its Soundcloud.
  2. 385 downloads

    ============================= - WHAT IS THIS MOD - ============================= This mod adds an auto-targeting, levitating, rotating, mobile, automatic, Dwarven Ballista Turret... Simply drop the compressed version from your inventory, and watch it decompress. After activating, it will target your enemies as would a follower (or you could set it to target you), and shoot bolts towards them. The Ballista Turret will need to be loaded with ammo. There are 4 different types of ammo, each having their own damage. The 4 different types of ammo and the Ballista Turret are craft-able through the forge. This mod does NOT require any DLCs or any other mods. ============================= - USING THE BALLISTA TURRET - ============================= WARNING!!! Only use one Ballista Turret at a time or it might not work correctly! (more testing needed) Simply drop it anywhere you want and wait for it to decompress. Activate it and click the [start] button to start it. Load it with the type of ammo you have and exit. Whenever you have enemies, it should automatically rotate towards them and shoot 3 bolts, using up 3 ammo, dealing 3x damage of the ammo used. There will be an explosion on impact and you will get blamed for whatever damage it deals, so be careful on where/when you deploy it. The Ballista Turret also have a health of 10, which go down on every hit from any source except itself. At 0 health, it will decompress, and it will go back to your inventory, along with any ammo loaded in it. You can also set it to target you and will re-scan and try to look for another target whenever it is hit. If the Ballista Turret does not function correctly, try packing it up and redeploy. Currently, I haven't figured out an efficient way to stop the BT from attacking enemies that are not in the line of sight, making the BT shoot at walls. There is a settings option that re-scans for a target after a certain amount of shots to help with this issue. If the Ballista does not seem to work, pack and redeploy it. I advise to always pack the Ballista Turret when done using. ============================= - CRAFTING - ============================= You need the Dwarven Smithing perk to craft the ballista parts as well as the ammo, all under the Dwarven smithing category. To craft the Ballista Turret (Packed), you will need 2 parts and the materials needed for each of those parts. All 4 ammo recipes have a 10x version for faster crafting. Ballista Turret (Packed) .... 1 BT Part - Ballista .... .... 1 Dwarven Bow .... .... 3 Large Dwemer Strut .... .... 5 Dwemer Scrap Metal .... 1 BT Part - Base .... .... 1 Centurion Dynamo Core .... .... 2 Dwemer Gear .... .... 2 Dwemer Cog BT Ammo - Damage [25/50/100/200] (30) .... [1/2/4/8] Dwarven Metal Ingot ============================= - UPDATES - ============================= 1/19/2014 - Follower mods compatibility fix. 1/17/2014 - Load/Unload Ammo UI now has "-ALL" and "+ALL" buttons. - Added a "Re-Scan Shots" option that automatically re-scans for a target after a certain amount of shots. 1/16/2014 - Settings UI delay increments fixed. - Cleaned with TES5Edit. - Initial Release. ============================= - TECHNICAL - ============================= This mod is basically a script (a really long one), and will run whenever the Ballista Turret is out and there are enemies around. Make sure to pack the Ballista Turret when you are done with it. More tests are needed for leaving the Ballista Turret in another cell, and coming back to it still functioning. Packing it will ensure it has been disabled and deleted and will stop the script. Do not use more than one Ballista Turret because it might not function correctly. More Tests are needed for having more Ballista Turrets out, but in another cell. It's always good practice to back up your saves before installing any mod. If you need to uninstall this mod, make sure you have no Ballista Turret out before uninstalling. If you want to let me know of a bug, let me know in detail how you got it, so I can try to replicate it on my end. This mod might not work properly in laggy areas or cells, or there are other heavy script mods running at the same time. Comments/Feedback appreciated! Alternative Download Links: http://steamcommunity.com/sharedfiles/filedetails/?id=217328862 http://tesalliance.org/forums/index.php?/files/file/1652-ballista-turret/ http://www.loverslab.com/files/file/652-ballista-turret/
  3. View File ============================= - WHAT IS THIS MOD - ============================= This mod adds an auto-targeting, levitating, rotating, mobile, automatic, Dwarven Ballista Turret... Simply drop the compressed version from your inventory, and watch it decompress. After activating, it will target your enemies as would a follower (or you could set it to target you), and shoot bolts towards them. The Ballista Turret will need to be loaded with ammo. There are 4 different types of ammo, each having their own damage. The 4 different types of ammo and the Ballista Turret are craft-able through the forge. This mod does NOT require any DLCs or any other mods. ============================= - USING THE BALLISTA TURRET - ============================= WARNING!!! Only use one Ballista Turret at a time or it might not work correctly! (more testing needed) Simply drop it anywhere you want and wait for it to decompress. Activate it and click the [start] button to start it. Load it with the type of ammo you have and exit. Whenever you have enemies, it should automatically rotate towards them and shoot 3 bolts, using up 3 ammo, dealing 3x damage of the ammo used. There will be an explosion on impact and you will get blamed for whatever damage it deals, so be careful on where/when you deploy it. The Ballista Turret also have a health of 10, which go down on every hit from any source except itself. At 0 health, it will decompress, and it will go back to your inventory, along with any ammo loaded in it. You can also set it to target you and will re-scan and try to look for another target whenever it is hit. If the Ballista Turret does not function correctly, try packing it up and redeploy. Currently, I haven't figured out an efficient way to stop the BT from attacking enemies that are not in the line of sight, making the BT shoot at walls. There is a settings option that re-scans for a target after a certain amount of shots to help with this issue. If the Ballista does not seem to work, pack and redeploy it. I advise to always pack the Ballista Turret when done using. ============================= - CRAFTING - ============================= You need the Dwarven Smithing perk to craft the ballista parts as well as the ammo, all under the Dwarven smithing category. To craft the Ballista Turret (Packed), you will need 2 parts and the materials needed for each of those parts. All 4 ammo recipes have a 10x version for faster crafting. Ballista Turret (Packed) .... 1 BT Part - Ballista .... .... 1 Dwarven Bow .... .... 3 Large Dwemer Strut .... .... 5 Dwemer Scrap Metal .... 1 BT Part - Base .... .... 1 Centurion Dynamo Core .... .... 2 Dwemer Gear .... .... 2 Dwemer Cog BT Ammo - Damage [25/50/100/200] (30) .... [1/2/4/8] Dwarven Metal Ingot ============================= - UPDATES - ============================= 1/19/2014 - Follower mods compatibility fix. 1/17/2014 - Load/Unload Ammo UI now has "-ALL" and "+ALL" buttons. - Added a "Re-Scan Shots" option that automatically re-scans for a target after a certain amount of shots. 1/16/2014 - Settings UI delay increments fixed. - Cleaned with TES5Edit. - Initial Release. ============================= - TECHNICAL - ============================= This mod is basically a script (a really long one), and will run whenever the Ballista Turret is out and there are enemies around. Make sure to pack the Ballista Turret when you are done with it. More tests are needed for leaving the Ballista Turret in another cell, and coming back to it still functioning. Packing it will ensure it has been disabled and deleted and will stop the script. Do not use more than one Ballista Turret because it might not function correctly. More Tests are needed for having more Ballista Turrets out, but in another cell. It's always good practice to back up your saves before installing any mod. If you need to uninstall this mod, make sure you have no Ballista Turret out before uninstalling. If you want to let me know of a bug, let me know in detail how you got it, so I can try to replicate it on my end. This mod might not work properly in laggy areas or cells, or there are other heavy script mods running at the same time. Comments/Feedback appreciated! Alternative Download Links: http://steamcommunity.com/sharedfiles/filedetails/?id=217328862 http://tesalliance.org/forums/index.php?/files/file/1652-ballista-turret/ http://www.loverslab.com/files/file/652-ballista-turret/ Submitter flippetized Submitted 01/17/2014 Category Other Requires Special Edition Compatible
  4. I update only the description because some people has been asking things like the words; it's purely for information to users. I don't know how the download stats here work, I only upload here so people who can't download from the steam workshop can get it. The mod only changes if the section under "updates" changes, other than that, it's just information on the description, so I don't have to keep replying on the thread or to PMs. (I didn't know users here can track mods even if just the description changed)
  5. second word (dash attack) : first word of "whirlwind sprint" - you get from grey beards on main quest third word (dash bomb) : first word of "marked for death" - you get in the dark brotherhood sanctuary when you first start the DB quest line.
  6. 669 downloads

    This mod is a couple of months old on the Steam Workshop now, but I wanted this mod here as well. ============================= - WHAT IS THIS MOD - ============================= This mod adds 6 Destruction Spells (3 deploys, 3 triggers) to the player, all of which functions with "Destructo Balls" (which are basically projectiles). All damage output (excluding fall damage) can be set in-game with an options spell. ============================= - THE SPELLS - ============================= Destructo Launch: Deploy a fast moving Destructo Ball. Will knock back and damage targets on hit. Destructo Scatter: Continuously deploy slow moving Destructo Balls. Will damage targets on hit. Destructo Set: Continuously set Destructo Balls at your position. Destructo Trigger Discharge: Will find all Destructo Balls and explode them, damaging adjacent targets. Ideally used with Set or to clear all deployed Destructo Balls. Destructo Trigger Mega Ball: finds the nearest Destructo Ball to create a Mega Ball, which sucks in and damages targets within a 300 ft radius. Will explode at the end (or at recast), dealing explosive damage. Nearest DB priority: Launch > Set > Scatter . Ideally used with Launch or Set for combos. Destructo Trigger Onslaught: Targets aimed at by the crosshair will get hit by all deployed Destructo Balls at a high velocity. Ideally used with Scatter or Set for combos. Destruco Balls - Options: Brings up an options menu to set damage output for all spells. I will probably work on a cost options later on. If you are creation kit savvy, you can set the cost of all 6 spells. They are spell items labeled "__DBLaunch", "__DBScatter", "__DBSet", "__DBTriggerDischarge", "__DBTriggerMegaBall", and "__DBTriggerOnslaught". Just type "__" two underscores in the filter of the object window to quickly find them. Open the spell item, untick "Auto-Calculate", and set the cost to whatever you want. Keep in mind that these spells are destruction magic, so things like destruction perks will affect the cost (cost in-game will be less than what you set in the CK if you have the perks). ============================= - HOW TO LEARN THE SPELLS - ============================= All 6 spells + the options spell are learned via reading a book (all or separate). The books can be bought from these vendors: - Belethor's General Goods in Whiterun - Farengar Secret-Fire in Dragonsreach in Whiterun - Riverwood Trader in Riverwood Or you can manually add the book or spells via console by typing [ help destructo ] which should give you 7 SPEL items and 8 BOOK items with the "Destructo" names. Use the commands player.additem or player.addspell Alternative download links: http://steamcommunity.com/sharedfiles/filedetails/?id=197287508 http://www.loverslab.com/topic/25090-destructo-balls/ http://tesalliance.org/forums/index.php?/files/file/1650-destructo-balls/
  7. File Name: Destructo Balls! File Submitter: flippetized File Submitted: 07 Jan 2014 File Category: Weapons & Spells This mod is a couple of months old on the Steam Workshop now, but I wanted this mod here as well. ============================= - WHAT IS THIS MOD - ============================= This mod adds 6 Destruction Spells (3 deploys, 3 triggers) to the player, all of which functions with "Destructo Balls" (which are basically projectiles). All damage output (excluding fall damage) can be set in-game with an options spell. ============================= - THE SPELLS - ============================= Destructo Launch: Deploy a fast moving Destructo Ball. Will knock back and damage targets on hit. Destructo Scatter: Continuously deploy slow moving Destructo Balls. Will damage targets on hit. Destructo Set: Continuously set Destructo Balls at your position. Destructo Trigger Discharge: Will find all Destructo Balls and explode them, damaging adjacent targets. Ideally used with Set or to clear all deployed Destructo Balls. Destructo Trigger Mega Ball: finds the nearest Destructo Ball to create a Mega Ball, which sucks in and damages targets within a 300 ft radius. Will explode at the end (or at recast), dealing explosive damage. Nearest DB priority: Launch > Set > Scatter . Ideally used with Launch or Set for combos. Destructo Trigger Onslaught: Targets aimed at by the crosshair will get hit by all deployed Destructo Balls at a high velocity. Ideally used with Scatter or Set for combos. Destruco Balls - Options: Brings up an options menu to set damage output for all spells. I will probably work on a cost options later on. If you are creation kit savvy, you can set the cost of all 6 spells. They are spell items labeled "__DBLaunch", "__DBScatter", "__DBSet", "__DBTriggerDischarge", "__DBTriggerMegaBall", and "__DBTriggerOnslaught". Just type "__" two underscores in the filter of the object window to quickly find them. Open the spell item, untick "Auto-Calculate", and set the cost to whatever you want. Keep in mind that these spells are destruction magic, so things like destruction perks will affect the cost (cost in-game will be less than what you set in the CK if you have the perks). ============================= - HOW TO LEARN THE SPELLS - ============================= All 6 spells + the options spell are learned via reading a book (all or separate). The books can be bought from these vendors: - Belethor's General Goods in Whiterun - Farengar Secret-Fire in Dragonsreach in Whiterun - Riverwood Trader in Riverwood Or you can manually add the book or spells via console by typing [ help destructo ] which should give you 7 SPEL items and 8 BOOK items with the "Destructo" names. Use the commands player.additem or player.addspell Alternative download links: http://steamcommunity.com/sharedfiles/filedetails/?id=197287508 http://www.loverslab.com/topic/25090-destructo-balls/ http://tesalliance.org/forums/index.php?/files/file/1650-destructo-balls/ Click here to download this file
  8. On my next update, I can try and put an extra option to set the amount of stagger effect. Right now it is low, but you would be able to set it higher, and be able to stagger as much, or even more, than what you indicated in the video. You would then only need to do a Dash (first word) to accomplish what you want.
  9. Thanks! I have tested the experimental stuff alot. I was actually going to release that instead, but I didn't wanna risk what you said. It is turned off by default and players won't ever get to do the experimental option, until they've set it themselves and read the warning I wrote in the message. It only CTDs because the glitch it produces launches you across the map, and might CTD (not for me though) if you have script heavy mods. I added that in because I use it myself, and would like to get feedback on it to better improve it. If you haven't tried it yet, It looks way better. Also if you downloaded the update before I made this post, download it again because I fixed a bug in the options menu.
  10. 676 downloads

    ============================= - WHAT IS THIS MOD - ============================= This mod adds 1 shout and 1 lesser power spell. The shout has 3 words: Dash, Dash Attack, and Dash Bomb. The spell is an Options spell that gives full customization on the shout. Watch the YouTube video. What you can customize (so far): - Damage for each of the 3 words - Stamina cost for each of the 3 words - magicka cost for each of the 3 words - Stagger amount - Range - Hostile check (prevents accidentally attacking non-hostiles) - Experimental (better looking Dash Attack, but more glitchy) ============================= - HOW TO LEARN - ============================= Drink the potion "Dash Bomb Potion". There are 2 of them: in Dragonsreach, and in Riverwood. This will only teach the shout, but not unlock the words. You will also need to have a target in your cross-hair to actually use them. Word 1 (Dash): first word of Unrelenting Force. Word 2 (Dash Attack): first word of Whirlwind Sprint. Word 3 (Dash Bomb): first word of Marked For Death. See the pics for their exact location or watch the YouTube video. ============================= - UPDATES - ============================= 1/7/2014 - Minor bug fixes with translations - Options UI update - Added stagger amount option 1/6/2014 - Added an experimental option which replaces the Dash Attack. (Better looking, but might cause glitches/CTDs) - Re-uploaded to fix options bug - Re-uploaded to fix experimental in script Comments/Feedback appreciated! Alternative download links: http://steamcommunity.com/sharedfiles/filedetails/?id=214979774 http://www.loverslab.com/topic/24984-dash-bomb Other mods used in the video: http://modtype.doorblog.jp/archives/26796193.html http://www.nexusmods.com/skyrim/mods/15703/ http://steamcommunity.com/sharedfiles/filedetails/?id=206046501 http://steamcommunity.com/sharedfiles/filedetails/?id=197287508
  11. File Name: Dash Bomb File Submitter: flippetized File Submitted: 06 Jan 2014 File Category: Weapons & Spells ============================= - WHAT IS THIS MOD - ============================= This mod adds 1 shout and 1 lesser power spell. The shout has 3 words: Dash, Dash Attack, and Dash Bomb. The spell is an Options spell that gives full customization on the shout. Watch the YouTube video. What you can customize (so far): - Damage for each of the 3 words - Stamina cost for each of the 3 words - magicka cost for each of the 3 words - Stagger amount - Range - Hostile check (prevents accidentally attacking non-hostiles) - Experimental (better looking Dash Attack, but more glitchy) ============================= - HOW TO LEARN - ============================= Drink the potion "Dash Bomb Potion". There are 2 of them: in Dragonsreach, and in Riverwood. This will only teach the shout, but not unlock the words. You will also need to have a target in your cross-hair to actually use them. Word 1 (Dash): first word of Unrelenting Force. Word 2 (Dash Attack): first word of Whirlwind Sprint. Word 3 (Dash Bomb): first word of Marked For Death. See the pics for their exact location or watch the YouTube video. ============================= - UPDATES - ============================= 1/7/2014 - Minor bug fixes with translations - Options UI update - Added stagger amount option 1/6/2014 - Added an experimental option which replaces the Dash Attack. (Better looking, but might cause glitches/CTDs) - Re-uploaded to fix options bug - Re-uploaded to fix experimental in script Comments/Feedback appreciated! Alternative download links: http://steamcommunity.com/sharedfiles/filedetails/?id=214979774 http://www.loverslab.com/topic/24984-dash-bomb Other mods used in the video: http://modtype.doorblog.jp/archives/26796193.html http://www.nexusmods.com/skyrim/mods/15703/ http://steamcommunity.com/sharedfiles/filedetails/?id=206046501 http://steamcommunity.com/sharedfiles/filedetails/?id=197287508 Click here to download this file
  12. I doubt the uninstall of TDoD causes CTDs. TDoD only has one script, and it was for the MCM to set globals. This mod basically does the same, but the globals are set through the console (hence no requirements), and doesn't add new globals. I also have a save where I have uninstalled it, and have had no problem so far. The menu in MCM stayed, but it was no big deal. For the conditions, It was all done in animations. Idk why, but the CK crashes for some people trying to open it. Basically, each kill move animation has a list of conditions that has to be met before it can be used. I simply removed the one condition, that requires the target the kill move is to be used on, be the last hostile enemy around. I also removed conditions that requires the player to have a perk. I assume TDoD added conditions to kill moves, especially to the added unused ones, so that they can be unlocked when a player has a certain perk. It also probably adds conditions to be controlled by new added globals that are set in the MCM. This gives the player customization options. My mod simplifies all that, with no added kill moves, or new globals, but does not give as much customization.
  13. 851 downloads

    This is a kill move mod, that aims to enchance immersion in combat. It does not unlock the unused kill moves. This is a simple mod (no added objects, no scripts, no requirements) that does the following: - Removes last enemy condition for kill moves (except ranged/magic). - Removes perk requirements for unlocking kill moves. - Performs the kill move, slit throat, when sneaking with sword or dagger, even when detected. - Makes the global variables KillMove and KillMoveRandom save their values when set via console, so their values will stay the same in between saves. set KillMove to [1 or 0] - This enables/disables kill moves (this should stay 1). set KillMoveRandom to [0 - 100] - The chance to perform a kill move. - Set to 100 (from 50) by mod. - You can set to whatever you want (0-100). set DecapitationChance to [0 - 100] - Chance to perfrom a decapitating kill move. - Untouched by mod. - You can set to whatever you want (0-100). - This global should already keep its value between saves when set. For example, to set the decapitation chance to 25% when doing kill moves, type in the console: set decapitationchance to 25 If you want to know the current value, type in the console: getglobalvalue decapitationchance Right now, it does not have many customization options because I'm keeping it simple. If you want more options, use The Dance of Death mod. I simply made this, for me initially, because I didn't like most of the killmoves TDoD added, and (my own experience) was bugging out for me once in a while - dragon kill moves, CTDs, etc... Installing/Uninstalling this mod should be no problem because this basically only alters conditions to initiate the kill move animations. No requirements, No added objects, no scripts. This obviously won't be compatible with any other kill move mod (like TDoD). What exactly determines when you can do a kill move: http://gaming.stackexchange.com/questions/35077/what-determines-when-you-do-a-finishing-move Alternative download links: http://steamcommunity.com/sharedfiles/filedetails/?id=206046501 http://www.loverslab.com/topic/24252-simple-kill-move/ Mods used in pics: Body: http://www.nexusmods.com/skyrim/mods/37900/ Face: http://www.nexusmods.com/skyrim/mods/12951/ Textures: http://www.nexusmods.com/skyrim/mods/35267/ Hair: http://www.nexusmods.com/skyrim/mods/10168/ Armor: http://www.nexusmods.com/skyrim/mods/25846/
  14. File Name: Simple Kill Move File Submitter: flippetized File Submitted: 20 Dec 2013 File Category: Other Requires: none This is a kill move mod, that aims to enchance immersion in combat. It does not unlock the unused kill moves. This is a simple mod (no added objects, no scripts, no requirements) that does the following: - Removes last enemy condition for kill moves (except ranged/magic). - Removes perk requirements for unlocking kill moves. - Performs the kill move, slit throat, when sneaking with sword or dagger, even when detected. - Makes the global variables KillMove and KillMoveRandom save their values when set via console, so their values will stay the same in between saves. set KillMove to [1 or 0] - This enables/disables kill moves (this should stay 1). set KillMoveRandom to [0 - 100] - The chance to perform a kill move. - Set to 100 (from 50) by mod. - You can set to whatever you want (0-100). set DecapitationChance to [0 - 100] - Chance to perfrom a decapitating kill move. - Untouched by mod. - You can set to whatever you want (0-100). - This global should already keep its value between saves when set. For example, to set the decapitation chance to 25% when doing kill moves, type in the console: set decapitationchance to 25 If you want to know the current value, type in the console: getglobalvalue decapitationchance Right now, it does not have many customization options because I'm keeping it simple. If you want more options, use The Dance of Death mod. I simply made this, for me initially, because I didn't like most of the killmoves TDoD added, and (my own experience) was bugging out for me once in a while - dragon kill moves, CTDs, etc... Installing/Uninstalling this mod should be no problem because this basically only alters conditions to initiate the kill move animations. No requirements, No added objects, no scripts. This obviously won't be compatible with any other kill move mod (like TDoD). What exactly determines when you can do a kill move: http://gaming.stackexchange.com/questions/35077/what-determines-when-you-do-a-finishing-move Alternative download links: http://steamcommunity.com/sharedfiles/filedetails/?id=206046501 http://www.loverslab.com/topic/24252-simple-kill-move/ Mods used in pics: Body: http://www.nexusmods.com/skyrim/mods/37900/ Face: http://www.nexusmods.com/skyrim/mods/12951/ Textures: http://www.nexusmods.com/skyrim/mods/35267/ Hair: http://www.nexusmods.com/skyrim/mods/10168/ Armor: http://www.nexusmods.com/skyrim/mods/25846/ Click here to download this file
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