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Showing results for tags 'bolt'.
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Hello everyone! http://imgur.com/a/ovRWD I'll try to explain what's happening as clear as i can, Sometimes when Serana is using her lightning bolt spell the "lightning bolt line" get stuck in the air, as you can see in the image linked above, it's the faint white line in the image. After that every time she uses lightning bolt again it only hit the spot where the spell get stuck and not her target anymore therefore unable to damage or kill enemies. I unlocked Serana around level 35+ and this is happening since then, i tried using lightning bolt myself to try to duplicate the bug but it's not happening to the player character, I also tried to disable every mod affecting spell animation/damage/targeting like magiska, proper aiming, true destruction scaling but it still happening. Anyone have experienced this bug before or know a solution? any help is appreciated, thank you! Here's my mod list.
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I was impressed with the animations and modeling done in the Crossbows of the Commonwealth mod, but the damage even when fully upgraded did not balance as high as other weapons and gave little reason to put resources into making the weapon or its ammunition when other vanilla weapons performed better with easy to find ammunition in the early game. Sure i could just ask for the mod to be respec'd so overall the crossbows and ammunition did more damage, but that seems like too diminutive a change for anyone to give a f***. so instead i propose a new mod altogether, the Auto Crossbow! its lore friendly! it can work using vanilla animations! the only thing it would need is a new model (for gun and arrows), textures, and a firing/loosing sound. do whatever you want with customization like sights, ammunition types, interchangeable parts, and legendary versions to be found in select dungeons. i would like it to be compatible with the see through combat sight mod but as long as it has good (not crazy small like the mauser rifle mod) iron sights or a reflex sight. maybe have a pipe gun type appearance of wood and rusted metal instead of plastic composites. for those wondering how an auto crossbow would even work, take a look at this video: maybe the ROF could be customizable like how he changes from 1st gear to 2nd gear in the video i hope someone takes up this challenge. -UPDATED- maybe it should be an underhanded weapon like the chain gun given the finished product of the example
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http://www.nexusmods.com/witcher3/mods/302/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fwitcher3%2Fajax%2Fmoddescription%2F%3Fid%3D302%26preview%3D&pUp=1 Can someone make this mod compatible with patch 1.12? I don't think this modder updates anymore, but this mod is very useful to effective crossbow gameplay.
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Can someone make this mod compatible with patch 1.12? I don't think this modder updates anymore, but this mod is very useful to effective crossbow gameplay. UPDATE: Iv'e got permission now, so it should be good to go. If anyone knows how to update mods it'd be a real help! http://forums.nexusmods.com/index.php?app=members&module=messaging§ion=view&do=showConversation&topicID=1662835&st=0#msg6422705
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For some reason I can't equip the firebolt spell in my left hand. I don't have any mods that affect the spell or spell casting, and I checked the spell in the creation kit and it is still marked as an either hand spell. Anyone have any idea what might be causing this?
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Simple Mosin Nagant M91/30 bolt action to the game.
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Now to start off I know that FNIS, XP32, Dual Sheath Redux and Immersive Animations have this partially covered already... However I was wondering if it's even possible to do the following (and if it is then who's game to try, because I wouldn't have a clue where to start and, frankly, in my last year of study I wouldn't have the time): To make a fully modulated (that is you pick and choose which parts you want) mod that includes; 1. Repositioning of shields onto backs, with an animation to draw/sheathe included (that presumably detects if you have a shield equipped or not). 2. Repositions bolt and arrow quivers (like in Chesko's belt-fastened quivers) with new draw/sheathe animations included (hopefully with optional compatibility for closer quivers+longer arrows, Immersive Weapons, Crossbow Collection, etc.) 3. Keeps the 1h sword at the left hip with sheathe, but puts the 2x1h swords on the back (as in DSR) with animations to fit. 4. Keeps the 1h dagger at the left hip with sheathe, but puts the 2x1h daggers on the back (as in DSR) with animations to fit. 5. Places and provides animations for dual axes/maces/staves/etc. (DSR has already done this quite well). 6. Allows for a cross combination of multiple weapon types that do not require out-of-game manipulation to work. That is to say you can use dual swords on back, then unequip the left-hand sword and the remaining sword will move to your left hip, then equip a shield and the shield will go to your back and all the while the animations change to fit the weapon type and combination you are using. Of course this would result in a huge amount of combinations, the shield alone would have; Sword + Shield, Mace + Shield, Dagger + Shield, Axe + Shield, Stave + Shield, Spell/Unarmed + Shield. (In and out of sneaking) Adding a new element for dual weapons and cross-combination would have, for example in a sword, placement and animation for; Sword + Sword, Sword + Dagger, Sword + Mace, Sword + Axe, Sword + Stave, Sword + Unarmed. => Then the reverse in the opposite hand => Sword + Sword, Dagger + Sword, Mace + Sword, Axe + Sword, Stave + Sword, Unarmed + Sword. Shield will always be on back, as will 2H weapons and staves, axes/maces will always be on the hips (unless someone comes up with a better spot). However with swords and daggers, in a dual wield situation the swords or daggers will always be on the back, when wielding just one in the right hand and a spell/unarmed or any other weapon in the left hand the sword and dagger will remain on the back. Using a sword/dagger with a shield will always put the sword/dagger on the left hip. Add it all up with the 6 weapon types (Sword, Mace, Axe, Dagger, Stave and Spell/Unarmed) and that's a lot of animations and combinations. Which is probably why this kind of variability wasn't implemented in the base game. Even though it would be awesome. :tongue: Now I realise that this is a huge ask and a massive undertaking. I myself wouldn't even know where to start with a construction of a mod on this scale, in fact it may not even be possible due to engine limitations (I haven't looked into it, and this post is also for me to find out if its even possible), but I thought I'd put it out there for anyone who'd like to wrestle with the issue. Thanks, ~ChaChaLoco
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Hello people I am trying to have a pretty classic thunder strike spell, it absolutely must strike the bolt onto the ground, high from the sky. Short: 1. Cast spell on the location (or alternatively directly to the target) 2. Lightning bolt appears high from above to target location 3. Deals damage Any tips to achieve this the most easiest way? I'd prefer the spell to be aimed on a location. Any tips are warmly welcome. I am starting all over again with this spell inside CK cause my last attempt was not productive in at all. Thank you
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can someone please upload a replacement that takes the Lustmord Vampire crossbow bolt quivers, and attaches them to the left upper leg (thigh)? Lustmord Armor + Crosbbow:~ http://skyrim.nexusmods.com/mods/25852 OR Can someone make all crossbow bolt quivers dissappear? Thanks in advance! :biggrin:
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Can someone please make a mod that will put crossbow quivers attached to the left thigh? Including dragonbone quivers? I'm using CBBE (curvy).
