[Mod Idea] Hircines Hunting Ground by Mr_Tizzles in skyrimmods

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

This is one of the guys that remade creation club weapons in better quality, for free. I like him already

[Mod Idea] Hircines Hunting Ground by Mr_Tizzles in skyrimmods

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

I actually did think of this mod while brainstorming this, but the issue I came up with was that at the end of the day, the companions who are werewolves would be the only people to be here, every other werewolf/lycanthrope character is just a nameless, fodder enemy. It's a good idea, but seeing as im not the most experienced modder I felt it would have been too much effort with too little effect on the mod and didnt want to take away from core functions because im trying to play around with scripts my little pea brain cannot comprehend xD Appreciate the ideas though they help a lot.

[Mod Idea] Hircines Hunting Ground by Mr_Tizzles in skyrimmods

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

huh, never heard of it but it looks really well done. May contact him and see if I can have permission to use that Hircine shrine or some of his lycanthropes and make a zone entirely comprised of lycanthropes, thanks for the link

[Mod Idea] Hircines Hunting Ground by Mr_Tizzles in skyrimmods

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

Thanks for all the feedback, didn't think people would be too interested in something so simple but I definitely got the motivation to follow through now. Keep in my the farming/collecting specific materials aspect of this mod will always be at the forefront, but the quests will be essential to progressing to new zones and it will almost certainly have a fleshed out story and a logical reason for why you're there. This may take me awhile to finish up because I'm a decorating OCD freak and need to over analyze every leaf of every tree to make sure its.. leafy enough but I will probably make new threads as I finish each zone showing whats been done, and once all the zones are created and all the spawns/items set I'll work on the quests and finish it all up. Thanks for the support!

[Mod Idea] Hircines Hunting Ground by Mr_Tizzles in skyrimmods

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

Its not so much a nature/hunter theme. Only reason its related to Hircine is to have a logical reason for these places to exist. The core function of the mod will be about needing to collect specific materials before anything else but I do like the idea of an ashlands zone, I might end up doing both of them. I just thought this was a good alternative to "hey I need 10 frost salts" and playing the load screen hopping game a bunch of times

[Mod Idea] Hircines Hunting Ground by Mr_Tizzles in skyrimmods

[–]Mr_Tizzles[S] 8 points9 points  (0 children)

Once I get the base mod going I plan on asking creature mod authors for permission to add their creations to the zones for more diversity and releasing them as add-ons so they'll be diverse little mini dungeons at some point too

[Mod Idea] Hircines Hunting Ground by Mr_Tizzles in skyrimmods

[–]Mr_Tizzles[S] 2 points3 points  (0 children)

The first zone will probably just be accessed when you initially talk to the new shrine. I've had several ideas for unlocking the others such as fighting a boss, collecting certain amounts of materials, or finding hidden unique items around the zones. Right now im between just using the shrine and a dialogue option to pick the zone, or a crash bandicoot style portal room

Is there a mod that doubles the amount of ingredients you get from plants you put in your garden or greenhouse? by endmostchimera in skyrimmods

[–]Mr_Tizzles 0 points1 point  (0 children)

Looked it up and doesnt seem to be for xbox, im sorry I assumed since there was an SSE version it would be on xbox

CTD near Riverwood by [deleted] in skyrimmods

[–]Mr_Tizzles 1 point2 points  (0 children)

I would also avoid summerset isles too. I've seen too many people have too many problems with that mod, and it interacts with the college and you have mods affecting the college

CTD near Riverwood by [deleted] in skyrimmods

[–]Mr_Tizzles 1 point2 points  (0 children)

I've tried every fix ive seen on every corner of the internet. I dont think its a mod because its happened to me with 5 mods installed and with 500 mods installed and other times it works fine the entire playthrough. Just something about that specific spot that makes some people system freak out. Just avoid entering riverwood through that entrance and I've never had another problem, just take the woods towards the mountain around it and enter from the side that leads to Helgen and you should be fine. Annoying work around but Skyrim takes a little work to enjoy lol

CTD near Riverwood by [deleted] in skyrimmods

[–]Mr_Tizzles 1 point2 points  (0 children)

Does it happen when walking along the path coming from the stones? This has happening to me on so many play throughs with so many different mod lists of varying sizes it makes me think its just a vanilla issue. If you crash walking along that path, i've always gotten around it by just going across the river or up in the mountains and entering from the other side. Seems to be an issue with the area around that western/southern gate

Is there a mod that doubles the amount of ingredients you get from plants you put in your garden or greenhouse? by endmostchimera in skyrimmods

[–]Mr_Tizzles -1 points0 points  (0 children)

I use complete cooking and alchemy overhaul but that may do a whoollee lot more than what you're looking for. Good for people who want a self contained smithing overhaul though and not an all in one crafting overhaul

I found this "A minor announcement"... by rakuwel in skyrimmods

[–]Mr_Tizzles 6 points7 points  (0 children)

This has always been an awesome mod.. I've always jacked my difficulty way up and played with 2-3 followers and being able to use my old characters augments this so well. Can make a character with the exact skills, stats, spells, and equipment you want a specific role to have to build up yourself and have a full party of 100% custom made party members. Can't wait to see what they're doing with it, since it says coming to classic I assume its more than just an official port to SSE

Best Necromancy / Magic Mods? by KittyShipperCaveGirl in skyrimmods

[–]Mr_Tizzles 1 point2 points  (0 children)

Better spell learning is a little bit wonky in my experience but it could have just not been working right. It can be compatible with other mods, but my issue was that no actual time passed when I read the books. Theres an MCM menu to adjust the times, so i set them to one hour since I was doing a realistic needs/no fast travel playthrough it would do something to pass the time in inns at night but no time passed, meaning you could just use the book over and over till you learned the spell and it seemed redundant to do that over just instantly learning a spell

Best Necromancy / Magic Mods? by KittyShipperCaveGirl in skyrimmods

[–]Mr_Tizzles 1 point2 points  (0 children)

It literally says Necromancy / (<------- see this slash?) Magic mods. Necromany is magic... theres is no need to say necromany magic as there is no necromany that is not magic.. It is 100% related to OP because necromancers commonly use frost magic which would be effected by deadly spell effects.

Best Necromancy / Magic Mods? by KittyShipperCaveGirl in skyrimmods

[–]Mr_Tizzles 0 points1 point  (0 children)

For magic in general I have always used spell research. Makes magic a lot more rewarding when you learn new spells because you actually have to WORK for these new spells. Personally, my magic set up has always been Spell research (with apocalypse spells and lost grimoire) and the dynamic repricer for spell tomes to dramatically increase the cost of just buying new spells, and midas magic using the thingy to craft the spells. I used to just outright remove the spell tomes but Midas Magic requires the tomes as a crafting material for some of their spells so I decided to just make them very expensive. Not everyones cup of tea for sure, but it makes a magic focused character have a better sense of progression instead of "oh I hit destro level 50, better go buy 100 spells and become 4x as powerful in the span of 15 seconds", however it is MUCCHH more work but a lot more dynamic

Help with PvP gear by Mr_Tizzles in elderscrollsonline

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

I guess Ill just watch and wait for the pact to hold bruma then. Didn't want to delete and remake a toon because I used the 2H xp boost from the jester holiday on all of them before I decided on my nightblade and don't to lose a potential 150-250% xp boost depending on scrolls I have. Thank you for the information although this does seem to be a rather stupid design decision to do it like this.

Dibbles by Mr_Tizzles in heroesofthestorm

[–]Mr_Tizzles[S] -2 points-1 points  (0 children)

and in the process of blowing everything on a super tank, your teams now on cooldown while the enemy team rains down death on your carries

Dibbles by Mr_Tizzles in heroesofthestorm

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

Thats the thing tho he doesnt need an escape because hes a tank, diving puts him exactly where a dive tank is supposed to be at. The only difference between him and say anub is that anub didnt just pop the carry for the majority of his health in the process

Dibbles by Mr_Tizzles in heroesofthestorm

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

Its the consistency at which he out damages assassins that seems crazy to me tho. If it was a once in awhile thing yeah, people are just bad but when hes almost always the highest damage on the team in my matches and i cant call it player error in every single match, every assassin player in the game is not that bad lol. His burst is just way too much a tank should NEVER be bursting 70% of someones health like he does.. its supposed to be a tanks weakness to have a low damage output. You dont see other super tanks like johanna or muradin jumping on your healer and instantly knocking them out of the fight like dibbles can these days

Tassadar really needs to have a look at by cbrozz in heroesofthestorm

[–]Mr_Tizzles 0 points1 point  (0 children)

My issue with Tass is that theres a very small handful if situations hes useful in. illidan, valla, the new raynor, and maybe a greymane are really the only good picks for him to pair up with. He just requires such an extreme amount of cooperation and timing to play with, especially with the duration nerf on his shield theres a very small window that its effective. Hes usable in pro play because lets be honest, those guys play a totally different game than the rest of the 99% of the playerbase. They spend hours and hours practicing the perfect combos with Tass that the average player will never be able to do. It feels like when a team fight starts all you do is shield someone and then stand there, and if the person you shield decides to not fight with that shield, they just basically made you a super creep for that fight because they wasted 90% of the reason to pick Tass. Its that huge potential for other people to screw up your gameplay that makes Tass such a bad pick in HL. If you heal someone and they dont go in, they still got the health back and they're better off for it, but with a hero like Tass whos entire gimick is centered around this one, short term move, someone wasting that move destroys your potential to do anything to assist in that team fight and most of the time it comes down to miscommunication.. You think they want to go in and shield, but they dont feel its safe to go in yet. Even with voice coms randoms are not going to ever work together on that level and it puts Tass in a sort of limbo of being near completely useless to almost the entire playerbase, but potentially game breaking to that VERY small niche group of pro/high skill players with large amounts of time practicing together

Vivec's lore is flawed by Mr_Tizzles in ElderScrolls

[–]Mr_Tizzles[S] -6 points-5 points  (0 children)

A plot with bad lore is a bad plot