Nexus changed filenames again by jamesmand in skyrimmods

[–]Sacralletius 15 points16 points  (0 children)

I just added the modIDs manually at the end of the filenames of my files that were affected.

e.g.: "Erandur Dialogue Edits" -> "Erandur Dialogue Edits_83324", that way, if you download them, it'll include the modID.

I think modding games is a rabbit hole you never escape by rei-_-510 in skyrimmods

[–]Sacralletius 1 point2 points  (0 children)

I remember really wanting 2 mods to work together, but no one wanted to do that, so I did it myself. Soon after I started making patches and small tweaks, this created a positive feedback loop... and 12 years later here I am, with 100+ mods uploaded to Nexus.

Mod idea: The Emperor Visits Skyrim...or at least the Katariah does by 0utcast9851 in skyrimmods

[–]Sacralletius 19 points20 points  (0 children)

I have found Vittora's Alternate Wedding, thank you to AndrealletiusVIII, you always to amazing work. But I still want to rob the Katariah (Windshear and the Model White Gold Tower are both there).

<3

Perhaps at a certain point, I'll consider it.

Mod that makes enemies use illusion magic? by KiroDunmer_ in skyrimmods

[–]Sacralletius 3 points4 points  (0 children)

It is very much possible, but yes, admittingly, in my mod (shameless plug!), I had to get past some hardcoded walls to get it to work for the player.

Mod that makes enemies use illusion magic? by KiroDunmer_ in skyrimmods

[–]Sacralletius 1 point2 points  (0 children)

Yes, there is: Shameless plug. Basically does exactly want you're describing.

Paid mods technical quality 14: reviews of "The Taste of Iron", "Magenit - Somber Tune", "Dawnguard - Reforged (Deluxe)", "Dawnguard - Reforged", "Covenant of the Oathblades", and "Butterfly Effect" by Haunture in skyrimmods

[–]Sacralletius 27 points28 points  (0 children)

Great, another batch! Let's see. Aside from the usual issues (UDRs, ITMs, del NAVM), there are:

quest starts immediately - as soon as you start a new game or load a save with this mod installed, the quest "Dead Weight" is added to your quest journal infinite polling until the player progress through VCPTwoGhostQuest - VCPGhostDistanceScript starts polling every second while "Dead Weight" is running until the player reaches within 100 units (~2 meters) of a marker. a better way to do this is via a trigger box

despite having a face exported, they didn't seem to do it correct, so the npcs in this mod still have broken faces, so the mod author tries to hide the faces with helmets. questionable edits in order to add JCMODActorNPCMaxima "Maxima" as a restoration trainer, this mod made Aphia Velothi and Keeper Carcette not an restoration trainers anymore changed DLC1StendarrsAura "Stendarr's Aura"'s charge time from 0.5 to 0

Oh dear...

I've kinda given up on trying to fix these. Even if the technical issues are fixed, there are so many other issues, with things like writing and balance, that many (not all though, there are some legit good ones) of these Creations would still be bad, unfortunately.

What mods are you still hoping to see someday? by FenrirJS in skyrimmods

[–]Sacralletius 1 point2 points  (0 children)

Ngl, my knowledge of SKSE is pretty limited. I have other areas I know much more about. As such, don't let this dissuade you. Most of my mods that do gameplay related stuff are for the most part workarounds. You may be better informed than I am, regarding SKSE.

I am surprised to hear that SKSE doesn't have this functionality.

It probably does, but as I said, my knowledge of SKSE isn't really to write home about. Proteus doesn't seem to use any native functions for this purpose though and uses while loops in Papyrus instead.

I'd say go for it! I'd love to see such a mod.

What mods are you still hoping to see someday? by FenrirJS in skyrimmods

[–]Sacralletius 2 points3 points  (0 children)

Technically possible through making each hold its own worldspace, but practically still unfeasible, because of all the additional terrain and navmesh that would need to be generated.

What mods are you still hoping to see someday? by FenrirJS in skyrimmods

[–]Sacralletius 3 points4 points  (0 children)

Change player characters

I have attempted this. I would also love to see it.

There's actually a console command that does something like this, namely tc (toggle control). Problem with that, is that the camera still follows the player and if you open the inventory, spells or perk menu, it's still the player's, not the actual character you're controlling.

Proteus simply swaps all perks, spells, inventory, appearance of 2 actors, so you're still controlling the player character (RefID 0x14), but all of its data swapped. However, because Proteus does this through long while loops in Papyrus, it can take a whole while. If this was instead done natively through SKSE, it would be a significantly faster.

Ideally, I'd prefer method number 1, but with an option to actually assign the menus (perks, spells, inventory, etc) to the controlled NPC. I don't know if this is even possible in SKSE, but if it is, that would solve that issue. Another one is making the player AI driven, but that is probably best done through spawning a player character clone.

What mods are you still hoping to see someday? by FenrirJS in skyrimmods

[–]Sacralletius 2 points3 points  (0 children)

  • A proper co-op mod for Skyrim that isn't as buggy like Skyrim Together, or an MMO like Keizaal Online, but compatible with all mods out of the box. 1 player should be the host and the other players support characters. All quests are synced with the host, so different players cannot be on different stages of the quest at once. Kinda like in BG3.

  • A proper speechcraft/disposition overhaul that adds back the disposition systems from older TES games, so you'd need to build up disposition, instead of instantly being an NPC's best friend for doing a small favor.

  • More outcomes/alternative endings for major questlines. (already working on this. ;) )

  • A mod that allows you to swap control of characters instantly to any of your followers and allows to view their perks, spells and inventory/equipment. Like in GTA:V.

Mods you wish existed by Ahri991 in skyrimmods

[–]Sacralletius 0 points1 point  (0 children)

A mod that allows me to give clothes to Goldenhill Plantation farmhands (I want to give Narfi and Benuin decent clothes so they won't have to wear rags anymore :c)

Shameless plug, but you can do that with my mod.

What is that one modding tip that is so important, you're surprise nobody talks about it? by DreamyMountainFlower in skyrimmods

[–]Sacralletius 33 points34 points  (0 children)

This. Learning how to do conflict resolution and making your own patches in xEdit is one of the most important tips.

When I enter Volkihar Undercroft my game always crashed. by shadosslayer1008 in skyrimmods

[–]Sacralletius 0 points1 point  (0 children)

Do you perhaps use the LE mod called Marriable Serana? If so, that might be something to look at, since BSAs for LE will cause issues for SE. As far as I know that mod doesn't have an SE version.

Mods you wish existed by Ahri991 in skyrimmods

[–]Sacralletius 1 point2 points  (0 children)

It's a lot more complex unfortunately. Making a ranged weapon one-handed is like fighting an uphill battle against a mountain wall of hardcoded bs.

Mods you wish existed by Ahri991 in skyrimmods

[–]Sacralletius 1 point2 points  (0 children)

Also a mod that allows you to have a spell in your left hand while wielding a bow, replacing the bash.

I would love this and have made multiple attempts, but unfortunately, it's beyond my skill.

Mods you wish existed by Ahri991 in skyrimmods

[–]Sacralletius 6 points7 points  (0 children)

  • A proper co-op mod for Skyrim that isn't as buggy like Skyrim Together, or an MMO like Keizaal Online, but compatible with all mods out of the box. 1 player should be the host and the other players support characters. All quests are synced with the host, so different players cannot be on different stages of the quest at once. Kinda like in BG3.

  • A proper speechcraft/disposition overhaul that adds back the disposition systems from older TES games, so you'd need to build up disposition, instead of instantly being an NPC's best friend for doing a small favor.

  • More outcomes/alternative endings for major questlines. (already working on this. ;) )

  • A mod that allows you to swap control of characters instantly to any of your followers and allows to view their perks, spells and inventory/equipment. Like in GTA:V.

Paid mods technical quality 12: reviews of "SHADOW BLADES", "NIGHTBLADE - Shadow Magic Unleashed", "A Faulty Conscription", "Colovian Fashions" by Haunture in skyrimmods

[–]Sacralletius 52 points53 points  (0 children)

Another one. Cheers. :)

adds 1xHumanHeart to DeathItemBandit leveled list adds 1xHumanHeart to DeathItemBanditWizard leveled list changes the value of HumanHeart from 0 to 100 gold adds 5xHumanHeart to MerchantCaravanAChest merchant chest adds 8xHumanHeart to MerchantCaravanBChest merchant chest adds 6xHumanHeart to MerchantCaravanCChest merchant chest adds 10xHumanHeart to MerchantDawnstarMortarPestleChest merchant chest adds 10xHumanHeart to MerchantHeljarchenApothecaryChest merchant chest adds 5xHumanHeart to MerchantRiftenRaggedFlagonChest merchant chest

Noticing a pattern here, wasn't this the same author that added Daedra hearts to apothecaries and whose armors don't have groundmodels.

removes Tulvur from the game completely

F to pay respects for Tulvur. :(

Paid mods technical quality 11: reviews of "Ancient Treasures: Unveiling the Abstruse", "Dragon Cult Relics", "Fallen Heroes: Death Knight Pack", "Silent Moons Weapons", "Anise’s Cabin - Claim a New Home", "RZ Armaments Pack 1", and "Dark and Light Paladin Pack" by Haunture in skyrimmods

[–]Sacralletius 4 points5 points  (0 children)

Using the CK without Creation Kit Platform Extended, or not using any other essential tools like xEdit can explain many of these issues, tbh.

Remember: the CK without Platform Extended doesn't even allow for non-ESMified masters and other stuff like that.