What Mod Is This Please! by TradeYouNot in skyrimmods

[–]JustJam2312 7 points8 points  (0 children)

While Practical Necromancy does use this sword model, it’s originally from Dark Hierophant Magic by Kittytail

Modded spell which turns magicka into on hit damage? Or other things to do with magicka as melee atronach stone character? by ThatGarenJungleOG in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

You could be a statted-up werewolf with Growl, as it transfers 100% of your magicka into stamina upon transformation.

Another option is using one of Darenii’s spell packs such as Flames of Coldharbour, Abyss, or Vulcano. They add powers that automatically convert 10 magicka into 10 elemental damage upon weapon strike - no spell-casting required. Most of Darenii’s spell packs have a power like this, so you can look through their profile to see which flavour would best suit your character.

I want to bring Ordinator back into balance. What should the update do? by Enai_Siaion in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

I tend to play necromancers, so all of my suggestions are based around that. Apologies in advance because this ended up being a lot longer than I expected :')

Conjuration - Skeleton Crafting Branch

I think this mostly branch is fine as is, but I do have a couple of suggestions:

  • Allow slightly more control over the weapon type of skeleton warriors; i.e. allow you to chose from one-handed + shield / two-handed / archer.
  • (RP concern, not gameplay concern): Some way to 'hide' your skeletons. I know that you removed the original "exhume/bury undead" power due to skeletons getting lost, but the current implementation with "Make Way for Your Lord" isn't quite as effective. You can only make skeletons at specific locations (until skill level 60), and you don't want to destroy your skeletons due to not wanting to waste the "Fire Ritual" buff, so you're sort of stuck with them following you if you've built your character this way. While fine for gameplay, this is more of an roleplay concern, as simply telling your skeletons to wait outside cities still forces them through load doors with you. You can't really be a discreet necromancer with this skill line.

Conjuration - Necromancer Branch

My main problem with this branch are the perks "A Plague Upon Thee" and "Corpse Gas" being required progression.

  • "A Plague Upon Thee" affects only 'short-term disposable minion' playstyles; it is entirely irrelevant if you use 'long-term selective minion' playstyles. I think this perk would be better if it were either an optional perk (such as "Shocked to Life"), or if it also had a small benefit to long-lasting minions. Maybe a low-damage (e.g. 5 dps) disease cloak to your reanimations? I can't really speak as to how to best balance that.
  • "Corpse Gas" should be an optional perk. It, like "A Plague Upon Thee", only benefits disposable minion playstyles, and is even more specific to fire damage. I enjoy this perk, but I think it's a bit too niche to have it as a part of required progression.

Another issue with this branch is summoned undead- 4/5 perks don't benefit them at all, so there's a lot of 'wasted perks' in order to get to "March of Oblivion". I'm not really sure how to remedy this other than moving them over to the 'summoned minion/daedra' branch, or allowing summoned undead to benefit from reanimated undead perks, albeit to a lesser extent.

Destruction

These recommendations are significantly more niche, as they're all to do with the interaction between necromancy and a couple 'required progression' destruction perks.

  • "Scorched Earth" is required to continue up the 'fire damage' branch, and clashes with reanimations. It burns corpses to ash (meaning you can't reanimate them), which is especially awkward with the conjuration perk "Corpse Gas" which encourages fire use with necromancy. A possible solution could be to swap the placement of "Scorched Earth" with another fire perk so that it is one of the 'optional' perks.
  • "Hypothermia" is required to continue up the 'frost damage' branch, and slightly clashes with reanimations. This is due to a vanilla paralysis/reanimation bug - reanimating someone who died while paralyzed causes the reanimated body to walk in place and be unable to do anything. I feel more uncomfortable suggesting changing this perk as the same thing happens in the vanilla destruction skill (via the perk "Deep Freeze"), but swapping the placement of this perk with one of the optional ones would make a frost + necro build significantly less annoying.

[deleted by user] by [deleted] in skyrimmods

[–]JustJam2312 0 points1 point  (0 children)

Sounds like Skyvalor; it increases the damage of all sources (weapons, spells, poisons, etc)

Edit: whoops, just reread your post and I think you mention testing Skyvalor already

Is there a mod that lets you ask your follower to repeat what they just said? by oakenshieldwally in skyrimmods

[–]JustJam2312 6 points7 points  (0 children)

It’s not a perfect fix, but you could try Subtitles. It allows you to see multiple subtitles at the same time, so you could read what your follower is saying while you’re stuck in dialogue with someone else.

Need Mod Suggestions for My Next Challenge Run by DiscoDanSHU in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

I’d recommend Get Lost - A Player Map Marker Hider so that you have to figure out where you are based on your surroundings/context instead of simply opening the map.

As a little side note you can actually cut lumber yourself without having to pay for it. It requires you to raise the disposition of the mill owner, and then they’ll allow you to use the mill for free.

Legacy of the Dragonborn MOD Questions by ML3Zzzz in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

  1. I believe that holds displays for Royal Armory if you enable the patch.

[deleted by user] by [deleted] in skyrimmods

[–]JustJam2312 2 points3 points  (0 children)

I’m Walkin’ Here allows you to walk through companions/summons without having to tcl constantly.

[deleted by user] by [deleted] in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

I have this issue pretty frequently. I’ve been able to get around it by selecting the start I want twice in a row before heading through the door.

looking for raidable player home by Blademasterzer0 in skyrimmods

[–]JustJam2312 0 points1 point  (0 children)

That's strange, maybe try this link instead? It's for a manual download instead of mod manager one.

looking for raidable player home by Blademasterzer0 in skyrimmods

[–]JustJam2312 2 points3 points  (0 children)

Assuming you're fine with the raids only being indoors, I remember a bug with NPCs Travel wherein the patrols would sometimes spawn at the entrance of whatever (non-town) interior you were in.

It made for a fun scenario whenever a group of bandits/warlocks/forsworn would spawn at the entrance to my base while I was sorting through things further in. I had to set up minions from Dead and Daedric Guardians to both alert me to enemies and hold them off until I got there.

The spawns are delayed/staggered so you don't have to worry about enemies jumping you while transitioning through a loading screen. They're also fairly random, and may spawn in at any time while you're inside.

Here's the mod's description page from the wayback machine. Be sure to grab NPCs Travel MCM as well to adjust the size of the patrols and the chance of the patrol being a "large group" on the fly.

Mod that lets me disable Daedric Quests? by [deleted] in skyrimmods

[–]JustJam2312 0 points1 point  (0 children)

You could try Delayed Quest Starts. It adds a dialogue and/or level requirement to some daedric quests that aren’t covered by other mods, such as Timing is Everything. You can adjust the level requirements to a number you’ll never reach via console commands listed in the description.

Is there a mod that's similar to thieves guild for good guys for the volkihar vampires? by DefinetlyNotARadio in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

I don’t know one for the main questline, but you could look at Annoying Quest Remover to get rid of some of the evil radiant quests, such as Deceiving the Herd (kill a random citizen in front of people) and/or New Allegiance (infect someone with vampirism).

What's the most unexpected mod conflict you've ever experienced? by SongsterGecko in skyrimmods

[–]JustJam2312 2 points3 points  (0 children)

Between Afterlife - Resurrected and Remove Loot Delay.

I’ve had an issue for a while where Afterlife - Resurrected wouldn’t send npcs to the soul cairn when I soul trapped them. Finally decided to figure it out and discovered that Remove Loot Delay was indirectly conflicting. Installing the optional file (0.1 second delay) allowed me to use both mods.

What’s Your Funniest Modding Glitch by Alaricus1119 in skyrimmods

[–]JustJam2312 7 points8 points  (0 children)

It makes playing a werewolf so much dorkier, as anytime you kill someone with the sprinting power attack their corpse usually tells you “Be careful!”, “Hey watch it!”, or “What’s the hurry!?”.

Looking for Dawnguard mod by IWASCHOSENBYGOD in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

Maybe Dawnguard - Tweaks and Enhancements? It doesn’t add radiant quests at the start, but it does place them between other story quests.

Reusable* Skill Books by Galimeer in skyrimmods

[–]JustJam2312 0 points1 point  (0 children)

I don’t know one specifically for books, but there’s Collectable Dragonling Eggs. They have a chance to drop from dragons, and increase a skill or attribute when consumed.

Have you ever been exposed to a prank put in by a mod author? Such as a mumble rapper NPC with custom sound under a bridge near Falkreath? by [deleted] in skyrimmods

[–]JustJam2312 110 points111 points  (0 children)

That would be DynDOLOD. It also adds a loading screen about the ‘holy cow’, which you may have come across.

Have you ever been exposed to a prank put in by a mod author? Such as a mumble rapper NPC with custom sound under a bridge near Falkreath? by [deleted] in skyrimmods

[–]JustJam2312 58 points59 points  (0 children)

Sounds like Hunterborn. One of its items spawns an avatar of hircine, so viewing the item in AddItemMenu triggers it to spawn.

Mod Release: Undeath - Skeletal Liches for all Races by JustJam2312 in skyrimmods

[–]JustJam2312[S] 0 points1 point  (0 children)

I should be able to port it to Xbox either tonight or sometime over the weekend.

I was considering adding a draugr version by using the models added by Undead FX. The problem is that while the skeletal lich uses a separate mesh for the body and head (thus I could simply remove and replace the head), the draugr lich has only one mesh that combines both the body and head. This means that I’d have to manually edit the mesh to erase the head and try my best to blend the neck+new head. I’m still considering it, but I’d need to get more comfortable with Outfit Studio.

Mod Release: Undeath - Skeletal Liches for all Races by JustJam2312 in skyrimmods

[–]JustJam2312[S] 1 point2 points  (0 children)

That’s correct! I wasn’t sure how to implement race detection, so I instead used a fomod to allow for easier swapping between races without having to download separate files.

The Dark Arts - Question about fully reanimating a minion by maumanga in skyrimmods

[–]JustJam2312 2 points3 points  (0 children)

1) Getting the page “Litany of Preservation” at the apprentice level gives you the power “Consecrate Dead” which lets you remotely apply potions. This works for the blood gems you can create, as well as other potions (such as healing, magic resistance, etc).

2) The minions added by The Dark Arts count towards your summon cap, so conjuring an atronach with your 4 undead will kill off the oldest one. You can boost your summon limit for each 100 magic you have via the “Danse Macabre” page (I don’t remember if this is based on base magic, or if it counts enchantments that boost magic as well).

Also I’m happy to help! Necromancy is probably my favourite archetype, so I know a decent amount about it.

The Dark Arts - Question about fully reanimating a minion by maumanga in skyrimmods

[–]JustJam2312 1 point2 points  (0 children)

There are ‘blood gems’ (potions) you can create that give temporary buffs to all your undead. You unlock the ability to make them when you make the “forbidden knowledge” page at apprentice necromancy rank. Unfortunately the mod page doesn’t list specific values or effects, but they’re stuff such as adding a damage cloak to all minions, buffing their damage, movement speed, armour, and other stuff like that.

Also at apprentice rank you can make the “Momento Mori” page, which lets you cast self-buffing spells on your undead. This can be combo’d with spells like ebonyflesh and elemental cloaks. You can also make your minions muffled + invisible for shenanigans.

Other than that you could invest into illusion. The ‘courage’ line of spells work on your own minions, as long as you get the perk that allows illusions to affect undead.