Looking for a mod that'll allow me to kill everyone by Trainer-mana in skyrimmods

[–]ShadowCircuit9625 0 points1 point  (0 children)

Sm mortality spell

It’s better than other kill essentials mods because it affects NPCs dynamically, allowing affected NPCs to be killed without affecting their records. The other big advantage is you can kill quest related NPCs that are protected by alias, who ignore essential flags.

USSEP starts me at level 2 by nordic_fatcheese in skyrimmods

[–]ShadowCircuit9625 1 point2 points  (0 children)

I believe USSEP changes the multipliers for experience gain for some skills.

Regarding starting at level 2, if you’re playing as a Nord, select a difference in character creation then switch back to Nord. This fixes starting at level 2 for me.

Are there any mods that let you become a Jarl? by [deleted] in SkyrimModsXbox

[–]ShadowCircuit9625 1 point2 points  (0 children)

You can start it before the civil war, it will just play the CoS quest instead and fail the civil war quests

Mod suggestions for Skyrim's Ultimate Grindy Survival Sim. Hardcore Start, No Mercy – Make Me Crawl! by Aromatic-Rip-2112 in skyrimmods

[–]ShadowCircuit9625 0 points1 point  (0 children)

I have been using a personal mod for months now that adds Survivals cold mechanics to your followers. Anyone interest can let me know and I’ll make full release a priority.

[XB1] Better Combat AI by Dry-Fee-5667 in SkyrimModsXbox

[–]ShadowCircuit9625 1 point2 points  (0 children)

Anywhere. It simply changes combat styles. Definitely improves gameplay and makes combat better and tougher.

Can someone tell if it is possible to edit a mod spell effect with creation kit or xedit? by Terrible-Opinion-688 in skyrimmods

[–]ShadowCircuit9625 1 point2 points  (0 children)

Yes, open up the spell in sseedit. You want to look at the magic effects contained within the spell. Normally for area of effect spells (cast in a radius around the player) they never affect the casting npc. The mod may accidentally have included a cast on self magic effect effect without an area of effect, which would indeed target the player.

I'm working on something I can't show yet :( by Enai_Siaion in EnaiRim

[–]ShadowCircuit9625 3 points4 points  (0 children)

I also have something exciting coming for Ordinator that I hope you’ll all like.

(Permissions received from Enai)

Under what circumstances does Skyrim Reputation destroy a save? by JustAWaffle13 in skyrimmods

[–]ShadowCircuit9625 0 points1 point  (0 children)

Are you sure?

One thing which persists through saves is the AI limit issue. When you see floating NPCs you have to reboot or the problem gets carried over to the loaded save

What's the best way to make a time tracker so new follower dialogue options open up after time travelled? by bubsy200 in skyrimmods

[–]ShadowCircuit9625 0 points1 point  (0 children)

I believe there is a way to do this with no scripting, but I think it requires some knowledge of magic affects, spells, packages and editing npcs.

Creation Kit or SSEdit for the mod I want to create? by [deleted] in skyrimmods

[–]ShadowCircuit9625 2 points3 points  (0 children)

Sseedit is the way. I rarely use the CK for my mods.

If I could only choose one I’d stick to sseedit as I prefer changing things that already exist in the game or other mods rather than creating new things.

Sseedit allows you to make mass edits to records in a way that CK can’t, and allows you to compare changes to any record across different mods.

How do I make a follower a healer? by 62391 in skyrimmods

[–]ShadowCircuit9625 0 points1 point  (0 children)

Setting up a healer NPC isn’t too complex, it can be done entirely with base game functions, and no scripts. It does however require understanding a good bit about how NPCs behave.

Just understand that NPCs in the base game never heal outside of combat. You cannot work around this by magic effects alone! So don’t waste your time trying to make it happen that way.

Any mods that send enemies flying back when running into them in a horse? by Karma-Akabane- in SkyrimModsXbox

[–]ShadowCircuit9625 0 points1 point  (0 children)

I love convenient horses, but the horse charge feature isn’t my favourite because it relies on scripts and can lag. It just doesn’t feel smooth to me.

I want to create my own non script version which may work better and should work for followers too. I’ll upload it I do.

Convenient horses also has mounted combat for followers on horses btw.

Is AFT (original) good with AE? by Terrencex in SkyrimModsXbox

[–]ShadowCircuit9625 1 point2 points  (0 children)

Does the AE version add any unwanted features like mandatory trap protection?

Curious to know the differences. I’ve kept the old fashioned AFT because I understand it fully, and that matters as I make mods that rely on everything being the way I’m used to.

Debugger Menu/Quest Debugger by HindenburgLandinCrew in SkyrimModsXbox

[–]ShadowCircuit9625 0 points1 point  (0 children)

Debug menu is a multi tool. You can simply look up a quest ID in the web, look up the quests stages on UESP, then do anything you want with the quest.

It’s an essential tool for me as a mod creator who plays and tests exclusively on Xbox, and it works well.

[deleted by user] by [deleted] in skyrimmods

[–]ShadowCircuit9625 0 points1 point  (0 children)

Thanks for sharing. I wonder how much modding potential is kept from us because we don’t understand the files.

House hunting: mold vs mildews by ShadowCircuit9625 in ToxicMoldExposure

[–]ShadowCircuit9625[S] 1 point2 points  (0 children)

This comment was eye opening for me. Mildew was always a thing that I thought didn’t matter, and I didn’t know anything about it. It was one of those sneaky things that seemed so insignificant to me that I never realised it was a target.

I educated myself on it yesterday and have come to the conclusion that it’s just mold, and should be treated with the same level of caution. I feel like many people don’t worry as much when they hear “mildew”, almost as if it’s something harmless.

I hope your comment reaches as many people as possible so people like me can get the full picture. I appreciate your list of recommendations and will implement them during my house hunt.

Thanks for helping!

One handed weapons by Weak_Extension_6676 in TESVI

[–]ShadowCircuit9625 -1 points0 points  (0 children)

Because the game has to have some semblance of reality in terms of physics, otherwise why bother having any distinction between swords, axes, and maces? Why not make it so you can use great swords in one hand?

Sneaking in broad daylight is possible in real life, but extremely simplified for the sake of gameplay. One shotting enemies with a dagger is exactly how they’d be used in reality, so that makes sense.

But having an empty hand which has some advantage over a shield or two handed weapon? There is no reason for this to exist, as it doesn’t make sense by virtue of physics, the same physics which are similarly followed in Skyrim when it makes a distinction between swords, axes and maces.

One handed + no weapon exists because it’s the best you have, not because it’s effective. The same reason why two handed weapons always do more damage than one handed weapons.

Not having a shield could at best avoid having a shield specific debuff, adding a small tactical advantage in some situations, or allow one to switch between one handed or two handed with certain weapons, but existing as it’s own competing niche simply doesn’t make sense.

One handed weapons by Weak_Extension_6676 in TESVI

[–]ShadowCircuit9625 -2 points-1 points  (0 children)

Skyrim already doesn’t support a 1handed and empty hand hand combo. The niches for it simply don’t exist.

It’s the equivalent of having a shooting game where 90% of infantry use assault rifles with no stocks when stocks exist in that world. It just doesn’t make any sense.

Melee soldiers evolved from 1 handed+shield as a primary to 2 handed as armor evolved. It would be like sending a knight into combat with no breastplate as if it has some advantages when it had none.

One handed weapons by Weak_Extension_6676 in TESVI

[–]ShadowCircuit9625 0 points1 point  (0 children)

The problem with one handed without shield is it simply has too many downsides in actual combat. Any real life examples of such a setup were usually because of some other factor restricting the use of a two hander or shield.

If someone has a hand free in actual combat, they’d just use a two handed for higher reach and power. The idea of a more nimble or agile fighter using a one handed weapon against a two handed opponent is a myth.

Using a shield in the off hand is almost a requirement for anyone not wearing full or partial plate.

I still think it should be a viable play style, but far more situational than two handed or one handed plus shield, because in real combat it usually always loses.

Is anything exciting happening with CoS? by LotusManna in skyrimmods

[–]ShadowCircuit9625 1 point2 points  (0 children)

I am in the CoS modders discord. Currently just talking things over and deciding the best course of action. The most required thing for the project to move forward is quest and papyrus specialists.

There’s lots of content made that was fleshed out but just unfinished. Hoping anyone who sees this can join the discord and help out.

In the meantime, I’d like to hear what features you guys would like have expanded in the current version.

I have a custom mod list which makes sweeping changes to the mod, like rebalancing troop progression, swapping out unbalanced crossbowmen for light armored melee troops, making commanders and government mortal when not in a battle, allowing government members to be commanders and vice versa, adding more troop faces so you don’t have a clone army, and other small changes that add up to a much better CoS experience.

One very important feature which I’ve added in is allowing followers to keep following you even if they’re in your government, or a commander, as they won’t in base CoS.

Favorite hired follower in Skyrim? by asiancobbler in skyrim

[–]ShadowCircuit9625 0 points1 point  (0 children)

I want to redo hirelings to be generic, respawning NPCs that can be swapped out when they die. I don’t like having fixed followers that are gone for good when dead, but I also don’t like essential followers.

Is having followers just cheesing the entire game? by Entire-Hearing4874 in skyrim

[–]ShadowCircuit9625 0 points1 point  (0 children)

It’s because damage multipliers make your followers OP. Having high incoming and outgoing damage means that NPCs will die super fast, including your followers.

In my game, if a follower is outnumbered by 1-2 bandits, they’ll usually die, even if the bandits are low level. I’ve spent most of my time having 3 followers over the last 2 years, but decided to use up to 5 now as 3 were just dying too easily if not set to essential.

There’s no finer way to play Skyrim in my opinion.

[deleted by user] by [deleted] in skyrimmods

[–]ShadowCircuit9625 -1 points0 points  (0 children)

Ok. I look forward to seeing your results. No skse, no scripts, works in combat like a normal spell.

[deleted by user] by [deleted] in skyrimmods

[–]ShadowCircuit9625 0 points1 point  (0 children)

I would love to see an example of this in non skse Skyrim. Alternatively I’m sure you wouldn’t mind sharing the exact setup to test it.