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Hi guys! Last time I played ME 3 was just few months after its release. Now I've decided to re-play it to celebrate Andromeda. My first run was 100% vanilla game, this time I'm doing it with mods, EGM especially. Here are some questions about it but I'll keep add more as I 'meet' new stuff I don't understand 1) in the hangar, there's the 'hydraulic decking' button. When I press it I just hear a mechanic noise but I don't understand what happens 2) What do I get from assigning people to tasks in the new terminal voices? For example I have two roles with no one assigned to them, and I could assign joker to one of these roles (but he's already pilot) 3) in the non-crew section, I have characters like wrex, samara, jack and so on. What can I do with them? Will they be one of the 2 mates i bring in battle or they will be additional to the standard 2 mates? Also, can I already add for example Jack? Even if I haven't gone to meet her at grissom's? 4) the weapon chest in the hangar, what does it give? Weapons otherwise unaccessible in the game, or it is just getting weapons immediatedly instead of finding them aka cheating? These 4 questions for now :)
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Looked through the Sky Haven Temple - Mods. There are some which add more blade-members, but... i think there is so uch potential with the Sky Haven Temple. Not only to add more members, but also in improve the interior. (Add more clutter and stuff, improve the rooms to make them more meaningful) Maybe someone has the skill and time to even overhaul the Sky Haven Temple into some kind of playerhome. Wouldnt that be cool? greetings
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I'm wanting to make my own Settlement Keywords Expanded patch for the mod Old World Plaids. I've tried following the guide found here: https://docs.google.com/document/d/1ydVOcJy_SUR41vyfucY-FX2j9kFWmIGIkT2UAKowyn8/edit But it's really just not enough information for me. I need something more in-depth and specific, I guess. I even installed the Automation Tools it recommends and tried using the QuickChange script, but I guess I'm not putting in the right information for the script to do what it's supposed to. *sigh* But even if I did get that part to work right, I don't feel like I'd be doing anything correctly. lol Do you only change the FNAM - Category Keyword of the Constructible Objects??? What else has to be done??? Sooo confused. I've tried looking online for other guides and videos, but I literally can't find anything else. If anyone knows any links to some good guides or videos, that would be great. I'm really wanting to know how to make SKE patches for any and all mods that add items to the vanilla menus. Whether it be just for myself, or if the author of whatever mod it may be would like to make use of it as well. Please, please, please help me out here. I really want to get this done. Thank you to anyone that has some genuine help to offer. <3
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I'd love to see a mod that adds new slides to the game ending, which incorporate more of your decisions/quest outcomes, or that alters existing ones. For example, why is there no slide for the Omertas? You can help them launch a chemical weapon attack on the Strip or assassinate their leadership. What happens with them is highly consequential to the wasteland. Ditto for Heck Gunderson the brahmin baron, who hangs out in the Ultra-Lux. As for existing slides, they do have slant in places but mostly I'd just like to see them provide more information and thus--closure to the player. There are just so many possibilities. So I'm honestly surprised that no one seems to have gotten around to it. Unfortunately I'm just about the last person who do modding themselves, for reasons I'd rather not get into...but I am a writer, so I can contribute to that if help is wanted.
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So, I got this killer idea. Wouldn't it be cool to be able to have the entire Sanctuary island as a settlement? I'm currently building a large settlement there, and frankly, I'm loosing space for the ideas that i have for the place. I don't have the slightest idea of how to mod, so if any of you guys like the idea and know to mod, please make this happen! I bet that it isn't THAT hard to code... Thanks! :laugh:
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Greetings fellow modders and such, I am Florida's Tactical Fatty, or simply Fatty for short. I have an Idea For a rather large mod of DLC Like proportions, But I'm wanting to start small, take chunks of it out of the way and whittle it down bit by bit. But alas Fatty is by no means a modder. And believe me I have tried countless hours with 3D software and rendering and all sorts of mapping and exporting but I simply do not have the talent for it. What I do have however is a particular set of skills that fall under the category of (Amateur) Artist and Author. Which means I am requiring the help of people who know how to bring the ideas in my brain to realization. So My proposition is In Skyrim, is lacking a rather large amount of hand weapons, And I'm Not talking swords and daggers, I'm talking weapons that fit into the hand that are rarely bigger than a short sword and are more suited to the fast paced hand to hand. Long story short, In Skyrim many warriors, soldiers, guards, thieves and brigands have their trusty weapons. The ones they rely upon time and time again to get them out of a sticky situation. Often times these weapons are wielded about in a fashion that could be deemed uncaring, and as many accidents do happen. So what happens if the adventuring warrior or plundering thief is suddenly impacted by a Draugr's shout, or a mages spell and he finds himself lost of his trusty weapon?! Why he turns to the trusty back up, slipping his hand into his pocket and gripping tight the holes on his knuckles like shiny beat down rings! Then able to turn the tides and beat the enemy whom disarmed them, or merely as a life saver to deal a distracting blow to let their Main weapon be retrieved to continue fighting on fair ground! But, why stop there I ask? Think of the common place hold Guard, an unassuming male or female wondering the city at night protecting its citizens as they slumber, is suddenly ambushed, No time to draw their sword before the would be attacker is upon them! Again we see the guard relies upon their trusty back up The knuckles to easily subdue the attacker and haul them off to face their due justice! Let it be known that; be you Mage, warrior or thief, You wouldn't be caught dead without your trusty back up weapon! otherwise you may yourself end up dead to boot! http://i1101.photobucket.com/albums/g423/Ronald_Granger/20150906_022618_zpsubbsfe75.jpg Knuckles/Dusters : These weapons are highly concealable and factor into the Blunt Weapons category of hand weapons. Easy and cheap to make, no bandit or thief would be caught without a pair of these hidden somewhere on their person when enemies come close a calling. That is not to say that Hold Guards and Soldiers would be caught without this trusty backup. http://i1101.photobucket.com/albums/g423/Ronald_Granger/20150906_022630_zps65lgnga0.jpg Katars : These peculiar looking weapons hail from regions far away and were often the go to close quarters weapons when Rajput; In skyrims case the Khajit warriors needed to ensure that a victory over an enemy was both swift and decisive. The Features of the Katar, give it play in both the slashing and piercing category. The latter being the focus here. http://i1101.photobucket.com/albums/g423/Ronald_Granger/20150906_022637_zps5c9fyhdx.jpg Chakrams : This weapon type is one of if not the strangest weapon known to existence in the realm of hand weapons, for they are both a hand weapon (When the hand is safely protected) But also a throwing weapon if the user is well trained in switching applications on the fly, a feature that is not mandatory but would be cool. The main focus of the chakram would be its immense slicing surface area to render enemies asunder into ribbons. http://i1101.photobucket.com/albums/g423/Ronald_Granger/20150906_025903_zps6nwzvwae.jpg Bladed Gauntlets : AKA Arm blades, No not the assassins creed ones. These odd looking and perhaps cumbersome weapons are worn around the wrist or attached to the gauntlet of said warriors. Mostly wielded by archers these weapons ensured a quick back up plan should an enemy cover the distance too quickly and would not leave the archer exposed. Due to their positioning, these weapons could be quite useful while upon horse back, allowing soldiers to attack enemies while maintaining control of said steed. Yes, I know I know, My hand drawings are not the best out there, but I think they suffice enough to get my point across. And believe me when I say I am an Amateur, you will see more of that later. While I do wish to go into more detail about each individual weapon type, This particular post is as I said previously; for starting in small steps. So step one is specifically focused on the Knuckles / Dusters mentioned above. I Think Skyrim severely needs knuckles, I mean there is even a man in the rat-way who uses enchanted fur gloves to try and punch you to death (More on him later) So I think that given the Nordic bravado of I will beat a bear with my fists being so prominent in Skyrim, that there would be a plethora of people who use this type of weapon. Now as I mentioned previously I am not a Modder, But I do have some skills I can bring to the table to help round out other aspects of a team. Here is what I propose specifically for the knuckles category. It is going to be a broad base of knuckles spanning the just as broad realm of materials in Skyrim. I have a list of 18 different types of knuckles (12 are for certain and six are questionable) and they are as follows. IF Their is not an Image with the associated type, I have not drawn up the concept of it and I will get to that As soon as possible. IRON STEEL / IMPERIAL DRAWVEN ORCISH NORDIC CARVED EBONY ANCIENT NORDIC / NORDIC HERO Stalhrim Daedric Dragon Bone Elven Glass / Malachite Dragon Scale? Leather / Studded? Chitin / Falmer? Bonemold? Foresworn? Silver? ( These are less questionable than the others simply because they have a lot of roles that they fit into, Dawnguard, silver hand, vigilants. It may be beneficial to use the same model as the Iron as a placeholder, but I will most likely do this as my next concept after the Primary materials are finished. Well it came to my attention as I was finishing this post that I used up too many image slots and cannot post what I have, so What I shall do is make some responses, and keep those for use later. Since the total knuckles listed so far equals 18 I shall divide them however I can, to both minimize the strain on eyes from reading, and focus more on the specific details of each one rather than the small tidbits here. I Sincerely hope this isn't too long as a start post and I hope that step one of the idea I have (Affectionately referred to by me as Project WeapCom) is something people will be willing to help me accomplish. Any questions please feel free to ask and I will happily reply as soon as I possibly can. Thanks much!! :D
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So basically I've installed ETaC 12.0, which boasts a small player house in Riverwood, which would be perfect for my current low-level Katrina character. Everything else in the mod works fine, besides the fact that the house simply isn't there. I didn't see the skeleton corpse in the nearby mine which is supposed to have the key to the player house either. I made sure I'm running the latest version, the only other Riverwood modifications are textures and SWIM, which I already tried the patch for. Anything obvious (or otherwise) That i'm missing? Thanks in advance. -Trughost EDIT: HA. I'm an idiot. The actual mine is the player house; a bit misleading as it isn't an actual house so much as an underground makeshift home. I found out by looking all the way to the end of the mod author's images. However, I had to force unlock the door via cmd console, as I still couldn't find that 'skeleton corpse' l: EDIT EDIT: Upon further investigation, turns out the player house used to be an actual structure adjacent to the mill... kind of wish it still was, as the new player home is more suited for a bandit or other anti-social type. Will look to see if there is another house mod near Riverwood that won't interfere with ETaC. Hopefully this post will help out anyone who had the same confusion that I experienced.
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I would quite like to see a mod that expands the Boomers, BoS, and the Desert Rangers. I'm using the CAGE mod so for me the whole NCR-Legion war is done and I kicked both of them out of the Mojave (although obviously, they remain in CAGE which could be logical given that armies pull out of regions gradually). I've seen the Boomers as the de facto U.S Air Force given that they were part of the Vault program and are staunch pro Second Amendment, so more patriotic than some random Wastelander who doesnt even refer to the U.S as America, referring to it as the local wasteland instead. They could be called in at will to air strike targets, perhaps incorperate a mission where you have to secure working Vertibirds and/or schematics. The BoS are descendents of the U.S Army and act as the U.S Army in the Capital Wasteland, so I could see them playing a bigger role in Mojave after the NCR and Legion have pissed off. My playthrough and from what i've read in comments sections, the majority of players on here keep McNamara in charge instead of that Friar Tuck lookalike Hardin. A mission I can think of is them running patrols to run off Fiends and Powder Gangers and staking a claim to the Enclave Remnants bunker. Desert Rangers prior to being absorbed by the NCR were local to the Mojave and Nevada region and also decend from U.S soldiers and survivalists who were based in the area at the time war kicked off. This group could roam the border and act as a de facto National Guard in the area, killing dangerous wildlife and fortifying settlements. I see these 3 groups eventually working together, albeit very gradually to begin with. If these 3 did join forces it would be one of many steps to rebuilding the U.S. Given that Nevada is a fairly safe region compared to the D.C area, a plethora of missions, tasks could spawn from these 3 groups. I've always thought that the Couriers real story begun after the events of F:NV, regardless of who took over the region. Any thoughts?
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Expanded Skyrim Grimoire Do you like playing as a mage, but think that Skyrim's out-of-the-box selection of spells is rather lacking? Do other magic mods not quite scratch that itch for more and better spells? Well then, my new mod, Expanded Skyrim Grimoire, might have just what you're looking for. Read on. WHAT IS THIS? A (WIP) mod that adds new spells (and scrolls, staves) to every magic school in Skyrim, seeking to flesh out the potential of each school in a lore-friendly way that allows for a variety of unique role-playing styles. Want to play as a stealthy assassin-mage? Want to play as a disease-wielding shaman? Expanded Skyrim Grimoire allows you to do both of those things. Note: This mod is designed to work with and take advantage of the vanilla perk system. If a spell seems weak, try unlocking perks in that magicka school. NOTE 2: The mod is heavily work-in-progress! It won't crash your game, and the spells you can buy from vendors all work. HOWEVER, I'm only about 1/4 of the way done adding spells, and of course a lot of work needs to be done checking for balancing and bugs. Want to help? Be a beta tester! http://i.imgur.com/TTheObQ.png MORE SCREENSHOTS >>>Download<<< https://dl.dropboxusercontent.com/u/26448149/Expanded%20Skyrim%20Grimoire%20(beta).zip Current/Planned Spell List This list will expand as I complete new spells. The spells listed below with (D) are the ones currently available for sale by in-game vendors. (If you use the console to directly give yourself a spell or book not on this list, be warned that it may not function correctly!) KNOWN BUGS (Trouble-shooting help needed!) IS IT DONE? No- which is why I need your help as a beta tester! So far I've fleshed out Restoration and most of Conjuration, and I have big plans for the other schools as well. But I'm just one person with a full-time job, so there's no way for me to test this mod enough to thoroughly check for balancing, bugs, and strange interactions. If you would like to help me test this mod, please download from the download section above. Oh, and leave a reply with your feedback. IT DOESN'T COUNT AS BETA TESTING IF YOU DON'T TELL ME WHAT YOU HATE/LOVE/LAUGHED AT. Please please please tell me if you see something behaving in a way that probably wasn't intended, or if a spell stops working altogether. WHY DO I NEED THIS? I ALREADY HAVE APOCALYPSE/MIDAS/FORGOTTEN MAGIC. First, FMR is a fantastic mod, and I completely support using it alongside this mod. I do myself. Second, I've tried all those mods, and while they are awesome, they didn't have quite what I was looking for. So I made my own. If you feel the same way, my mod may be a good fit for you. WILL THIS CRASH MY GAME? It shouldn't. I play with 250+ mods, and I don't get CTDs with this mod. Skyrim Expanded Grimoire is very self-contained. The only files it modifies are it's own, and a few leveled lists. I was also careful when writing my scripts to avoid using RegisterForUpdate() loops. (Those those of you who aren't up to your elbows in code, that means that Skyrim won't keep trying to update a script that no longer exists if you un-install this mod.) WHAT'S THIS ABOUT LEVELED LISTS? I added the spell books from this mod to the inventories of the college of winterhold merchants. I also added them to loot lists, so that you can find them in chests/dungeons. Will that cause your game to crash? Absolutely not. But if you want to use another mod that also adds things to merchant inventories/loot lists, you will need to use Wrye Bash to merge your leveled lists. (Google it) IS THIS COMPATIBLE WITH X MOD? It should be. If you get a CTD when trying to cast a spell from this mod or the other mod, it could indicate an incompatibility. Please let me know if you encounter a spell-related CTD! NOTE: I didn't touch anything to do with quests, weapons, armor, body shape, houses, etc etc. If general tullius won't talk to you, it has nothing to do with this mod. CAN I UNINSTALL THIS MOD MID-GAME? It should be perfectly safe to do so. Let me know if you encounter issues uninstalling. X SPELL IN THIS MOD IS JUST LIKE Y SPELL IN ANOTHER MOD! YOU THIEF! I will admit to shamelessly taking inspiration from some other mods, notably Apolcalypse verison 4 and Skyre. However, I made all these spells from scratch. None of them are copies of spells from other mods. They are entirely my own.
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Expanded Skyrim Grimoire ****Now released! Go here for the full version:**** http://www.nexusmods.com/skyrim/mods/54899/? Introduction ESG adds 100+ new spells to Skyrim that work together to flesh out each school of magic and give magic users more engaging ways to role-play. These aren't just random spells thrown in for giggles - they all work together within each magic school (and across school lines) to allow you to become a true Master of Alteration, Conjuration, Destruction, Illusion, and Restoration. ESG takes full advantage of the vanilla Skyrim perks to bring out the potential of your magic. No perks were altered or added! This mod also seeks to correct a lot of the glaring issues with the default balance of magic in Skyrim (see below). This mod is still a work in progress. I'm posting this thread to get feedback, suggestions, and (hopefully) some beta-testing help before posting the mod for real. Contents: Comparison to defaultSpells (with role-play options for each school)Important infoDownloadScreenshotsComparison with Vanilla Skyrim Vanilla: Novice spells are worthless once you have the apprentice version, and apprentice spells are worthless when you have the adept version. Etc, ad infinium. ESG: Spells NEVER become worthless. Perks and scripted bonuses unlock new effects for ALL spells as you level in that school of magic. Spells will also enhance each other if cast in certain combinations. Vanilla: Impossible to play as an assassin mage, unless you level Illusion like crazy to get the quiet casting perk. ESG: An entirely new branch of Destruction magic that focuses on stealth-based gameplay. Certain spells in other schools also give sneak attack bonuses. Vanilla: Alteration is only good for armor buffs, Restoration is only good for healing, Illusion is only good for Quiet Casting....you always need Destruction and Conjuration to get through the game as a pure mage. ESG: Now possible to play as a pure Restoration, Alteration, or Illusion mage. Each school now has the ability to bring the pain in combat in its own unique way. These schools have also been massively fleshed out to provide a greater variety of spell types. Think Destruction and Conjuration get to have all the fun? Think again.... :] http://i.imgur.com/ofwMm1Q.jpg http://i.imgur.com/MOV0KEL.png http://i.imgur.com/5vqYvOr.jpg http://i.imgur.com/aPW81va.jpg Spells and Role-Play (Spells marked with ** are on hold or have not been finished) ~Alteration~ "By our Will we reshape the world." To my mind, Alteration focuses on change - on taking one thing and molding it into another. That has a lot more potential than the handful of shield spells available in vanilla Skyrim. With ESG, there are three main role-play options: the shape-shifter, the engineer, and the alchemist. The shape-shifter transforms herself to boost her own skills; the engineer is the master of creating bombs and breaking down Dwarven automatons; the alchemist transforms the world around her to win battles. Novice: Unlock > For 10 seconds, the caster can automatically open locks. The higher the caster's Alteration skill, the stronger the locks that can be opened.Crystallize > Improves the caster's magic resistance by 10-40 points for 60 seconds. *Power boosted by Magic Resistance perks.Rusting Curse > Reduces the target's armor rating by 33% for 60 seconds. Also reduces weapon damage. *Slows down dwarven automatons.Apprentice: Exchange Stamina > Transform 10 stamina into magicka per second.Featherlight > Become as light as a feather for 30 seconds, reducing fall damage to 0 and allowing you to walk on water. *Makes you fall more slowlyWithering Curse > Reduce the target's magicka regeneration by 50% for 30 seconds. The target loses additional magicka when casting spells. Does 3 damage per second to spriggans.Rewire > Concentrate to gradually convert a dwarven automaton to your side. *Will eventually make any automaton an ally, if you can continue casting the spell for long enough. Time needed decreases with alteration skill.Adept: Stone Golem > Creates a stone golem for 60 seconds wherever the caster is pointing. The stone golem takes no damage from arrows, but is weak to ice.Mage's Gambit > Transform 25% of your maximum health into magicka for 60 seconds.Forest Curse > Target is slowed by 50% for 4 seconds, then turned into a tree for 30 seconds. When the curse fades, the target takes damage and staggers.Diamond Plating > Transforms the caster's armor into solid diamond, increasing armor rating by 1.25x the caster's Alteration skill for 60 seconds. *Must be wearing at least 1 piece of armor to cast. With the Stability perk, armor rating is increased by 1.5x your Alteration skill.Expert: Time Warp > Stops time for 30 seconds, immobilizing everyone around the caster. Time-locked targets cannot be harmed.Construct Automaton > Construct a dwarven automaton using filled soul gems and dwarven materials. Studying the secrets of the Dwemer unlocks stronger automatons. *Ancient Knowledge quest perk enables building centurions - your centurion will respond to wait/follow commands, and can be deconstructed for parts. Can only have 1 automaton at a time. Stability perk gives automatons extra health, and allows them to regenerate health in combat. Automatons have a chance to drop scrap and empty soul gems on death.Warmonger > For up to 60 seconds, no stamina is consumed when power attacking. Drains 10 magicka per second from the caster to power this spell. *Lesser power, no casting cost. Magicka drain is halved with the Atronach perk.Wyvern Scales > Turns the caster's skin into wyvern scales, reducing damage from bladed weapons by 25% for 60 seconds. 50% chance to absorb hostile spells. *If not wearing armor, protection against blades raised to 25-40% w/ Mage Armor perks; no armor + mage armor perks also grants 5-15% protection from crushing weapons.Master: Medusa's Stare > On cast, gain the power to turn one target with less than 50% health permanently to stone by pressing z. Power remains equipped for 10 seconds. *casting the spell equips a one-use power that you have 10 seconds to use.~Conjuration~ "Power is all about who you know." Much like vanilla Skyrim, conjuration in ESG is focused on making friends with things on the other side. There are four main branches of summoning in ESG: Undead, Daedra, Familiars, and Artifacts. Familiar summoning gives you the ability to role-play as a 'light-side' summoner. The new Artifact summoning spells, when combined with the vanilla bound weapon spells, allow you to play as a master blade-binder. Novice: Spectral Shield > creates a spectral shield for 120 seconds that raises magic resistance by 60/70% while blocking. *Oblivion Binding allows you to absorb some magicka from the opponent whenever you block an attack. Mystic binding improves shield strength/magic resist bonus.Wolf Familiar > Conjures a wolf familiar for 60 seconds. *High speed. Levels with the caster. NOTE: This is an edited version of the "Conjure Familiar" spell.Apprentice: Bone Servant > Create a skeleton warrior, archer, or mage for 60 seconds wherever the caster is pointing. *Levels w/ the caster; gear/spells improve w/ caster level.Spider Familiar > conjures a spider familiar for 60 seconds. *Frail, but poisons enemies. High stealth skill. Levels with the caster.Adept: Spectral Staff > Conjures a powerful staff from Oblivion for 120 seconds. *Enchanted with Dark Nova, which shoots orbs that explode for 40/50 points of arcane damage. Each explosion has a chance to spawn whispering spirits that attack the target. Bound weapon perks boost damage and allow it to cast soul trap and banish raised/summoned minions.Command Undead > The undead target is put under your control. *Affects undead up to level 10/15/20/30; power grows with conjuration perks.Chose Affinity > (Toggle) Boosts the power and duration of either Undead, Daedra, Familiar, or Artifact summons. Sabrecat familiar > Conjures a sabrecat familiar for 60 seconds. *High attack. Levels with the caster.Expert: Call Gargoyle > the caster performs a dark ritual, sacrificing 50 health to summon a powerful gargoyle for 60 seconds.Devouring Wraith > For 60 seconds, summons a devouring wraith that will leech magicka from enemies and use their own power against them. *Absorbs all magicka, but is weak to physical damage.Oblivion Gate > Open a portal through Oblivion and teleport yourself a short distance away.Bear Familiar > Conjures a bear familiar for 60 seconds. *High defense. Levels with the caster.Conjure Lurker > Summons a Lurker for 60 seconds wherever the caster is pointing. *Spell book only available in Apocrapha and on Soletheim.Master: Bone Overlord > Create a powerful skeleton overlord using a human skull, a filled black soul gem, and a human heart. *Can be given 1-handed/2-handed weapons, bows, or staves, and will use them in combat. Can also equip circlets and hoods. Responds to follow/wait/dismiss commands- dismiss will cause it to disappear, so make sure to clean out its inventory first.Raise Skeletal Dragon > Conjures an ancient scroll, which summons a Skeletal Dragon that guards that location until destroyed. Consumes 5 dragon bones and a dragon soul. *Only 1 skeletal dragon can be active at a time. Warning: Cast far away from you unless you like being crushed.Lady of the Veil > Summons the Lady of the Veil for 15 seconds. While active, the Lady allows you to conjure any number of lesser daedra, familiars, or undead.Faithful Familiar > Conjure your faithful familiar permanently. *Your faithful familiar will level with you. Familiar type is based on which lesser familiar you use the most: wolf, spider, sabrecat, or bear. Provides passive boosts to the caster based on type. Wolf: Movement speed, weapon speed, wolves are allies, heal in werewolf form. Spider: Poison resistance, chance to evade attacks, chance to add poison damage to physical attacks. Sabrecat: increased weapon speed, increased critical hit damage. Bear: Increased stamina, resistance to staggerSpectral Crown > Conjure a ghostly daedric crown for 120 seconds. *All nearby undead, daedra, and familiars will fall under your command, unless they are a higher level than you. Gives you the power Cast Out, which allows you to send one living target with a lower level than yours to Oblivion.~Destruction~ "Destruction magic is the art of harnessing the raw power of Aetherius through Fire, Ice, and Lightning." Destruction mages are the Elementalists of Skyrim - they control the most primal elements of magic, and channel them into spells of unfathomable power. In vanilla Skyrim, that's both a good and bad thing: good, because you kick ass (at least early on), and bad because, well....all you do is dual-cast firebolt all the way through the game. No ability for stealth, nothing more than raw damage output. Destruction in vanilla is a game of numbers: does x spell do more damage than y spell? If so, use x. ESG introduces both the ability to be a destruction-based assassin and provides spells that allow you to take a strategic approach to Destruction magic. New secondary effects: Lingering Cold > Applies a small amount of frost damage over time and slows the target. Searing Pain > Passive: -25% fire resistance. Chance to stagger when hit by a fire spell. Static Charge > If the target is hit by a shock spell, electrocutes the target, then dispels Static Charge. Novice: Ice Shard > Creates a shiv made from solid ice for 120 seconds. Deals 9x damage if the caster is undetected. Base power grows with destruction skill. *No weapon value; damage determined by destruction skill and frost perks.Light the Tallow > Silently lights the target on fire, using their flesh like the wick of a candle. Does 3 fire damage per second for 30 seconds.Zap > Silently shock the target for 16 damage to health and magicka. 3x damage if the caster is undetected.Apprentice: Icy Veil > Boosts the caster's frost resistance by 30-50% for 60 seconds. Frost spells restore some magicka. Applies Lingering Cold to those who touch the caster. *Frost resist boost and magicka absorb increase w/ augmented frost perks.Molten Core > Boosts the caster's fire resistance by 30-50% for 60 seconds. Fire spells restore some magicka. Applies Searing Pain to those who touch the caster. *Fire resist boost and magicka absorb increase w/ augmented flames perks.Electrify > Boosts the caster's shock resistance by 30-50% for 60 seconds. Shock spells restore some magicka. Applies Static Charge to those who touch the caster. *Shock resist boost and magicka absorb increase w/ augmented shock perks.Adept: Deep Freeze > Silently freeze the target for 40 frost damage. If the caster is undetected, the target is frozen solid for 15 seconds.Fire Bomb > Silently turn a touched opponent into a bomb, which will explode for 150-250 fire damage in a 20ft radius after 10 seconds. Will not work if the caster has been detected. *Damage determined by destruction skill and augmented flames perks.Electrocute > Silently electrocute a touched target, doing 150 shock damage and staggering the target. Will not work if the caster has been detected.Flame Infusion > Infuses the target with the power of fire. Does 4 damage for second for 10 seconds to opponents and applies Searing Pain. Provides powerful boosts to summoned allies.Frost Infusion > Infuses the target with the power of ice. Does 4 damage per second for 10 seconds to opponents and slows them by 50%. Provides powerful boosts to summoned allies.Lightning Infusion > Infuses the target with the power of lightning. Does 4 damage for second for 10 seconds to opponents and applies Static Charge. Provides powerful boosts to summoned allies.Expert: Hellfire > A gout of otherworldly flame that does 20 damage per second and negates fire resistance. Anything it touches is set on fire for 5 seconds.Supercharge > Concentrate to charge up an electrical blast; release to trigger the explosion, doing up to 350 damage to opponents near the caster. Power grows with charging time.Winter's Fury > Summon 3 ice spirits for 120 seconds to aid you in battle. *Summons 4 ice spirits w/ the Deep Freeze perk.Heat Lightning > A bolt of white-hot electricity that does 50 points of shock damage. Targets wearing metal are burned. Chance to disarm.Master: Flameheart > Summon the living spirit of fire for 120 seconds to aid you in battle. On death, explodes for massive damage. *Boosted by Intense Flames perk.Absolute Zero > For 60 seconds, all nearby opponents are slowed by 50% and are 50% weaker to frost. Opponents in melee range also have a chance to be frozen solid for 30 seconds. Frozen targets will shatter if struck. Applies Lingering Cold.Storm Call > Call down lightning around the caster. Does 150 shock damage to all targets in the area. Targets close to the caster take 70 extra damage and are flung away.Cataclysm* > ??? ~Illusion~ "Conquer the mind, and you have conquered the world." I think we can all admit that the vanilla Illusion school needed some serious help. It was either overpowered or useless depending on when you leveled the Illusion skill, and there were really only 4 spells: fury, calm, fear, and invisibility. With ESG, you have the ability play as a magician, a shadow mage, or a psychic. Magicians focus on creating illusions in the world around them to fool enemies; psychics manipulate the enemy's mind directly; and shadow mage's excel at using light and dark to their advantage. Novice: Disorient > Mentally stun the target, causing them to stagger. The targer cannot be disoriented again for 10 seconds.Phantom Pain > For 30 seconds, the target loses health when attacking the caster. *Damage inflicted grows w/ Illusion skill.Apprentice: Chameleon > For 120 seconds, the caster is mostly invisible when moving slowly.Empathic Link > The target receives 1.5x the healing or damage done to the caster for 30 seconds.Paradox > Causes a paradox in the target machine, doing random damage between 10 and 70 points. Chance to stagger the target.Quiet > Silently muffle the air around you, reducing the noise from casting by 50% for 60 seconds.Adept: Bend Will > The target becomes an ally of the player for 120 seconds. Will not work if the target is too powerful. *Level of targets that can be affected grows w/ Illusion skill and perks.Manifest Fears > Creates illusory copies of the target's deepest fears for 30 seconds. Targets up to level 14 will flee; all others will be consumed with fighting the illusion.Decoy > Creates a decoy of the caster to distract enemies for 10 seconds; the caster goes invisible.Challenge > Challenge an opponent to a duel, forcing them to attack you for 60 seconds.Expert: Shatter > Crush the target's mind, permanently decreasing all skills. If the target is affected by a mind-altering spell, the effect is increased. Chance to cause madness.Waking Nightmare > Bombard the target with visions of horror, doing 40 points of damage. Targets up to level 20 flee from combat. Target is slowed by 50%.Mark of Doom > Targets are marked with a symbol of doom, which causes them to lose 25% of their remaining health every 5 seconds. The effect is broken if the target heals or leaves combat. *This effect will not kill the target(s).Lucky Rabbit > Silently conjure an illusory rabbit for 30 seconds to distract opponents and lead them away from you. *Ineffective in combat.Master: One with the Shadows > For 3 minutes, the caster is invisible while in shadow. Invisibility is not broken by combat or interacting with the world. *Works on gloomy, overcast days as well.Psychic Bond > Form a permanent psychic bond with a close ally. The bond will break if your partner dies or leaves your company. *Your skills are boosted based on your partner's top skills, and vice versa. While close together, you and your partner both have increased magicka, stamina, and health regeneration. Your attacks and spells do no damage to your partner. You will be able to sense if your partner is in danger. If you partner dies while bonded, the effect on you can be rather....dramatic. Master of the Mind allows you to bond with your animal follower, or with your Bone Overlord or constructed centurion.Chaos* > ???~Restoration~ 'The light of the sun and the heartbeat of Nirn guide our path.' Restoration in ESG focuses on three main archetypes: the priest, the healer, and the shaman. The Priest uses holy magic and the power of the sun to combat unholy forces; the Healer is the master of manipulating life-force, including blood magic; the shaman calls upon the ancient magics of poison and disease to wither away his foes. Novice: Ray of Light > The living are healed 6 points per second. Undead targets take 9 points of damage per second.Share Lifeblood > Drains 7 health per second from the caster, healing the target 16 points per second in exchange. *No magicka cost. Also gives target stamina with the Respite perk.Poison Seed > Target is 20% weaker to poison for 10 seconds. Damages the target for 3 points of poison damage per second for 10 seconds.Apprentice: Scorpion Sting > Silently inflict 20 points of poison damage. 3x damage if the caster is undetected. Targets weak to poison take 10 extra points and have a chance to become paralyzed. *sneak spellBlack Swarm > Target is attacked by a swarm of flies, which do 4 disease damage for 20 seconds and can cause the target to stagger.Divine Aegis > For 15 seconds, negates the next 3 physical attacks against the caster.Adept: Arcane Healing > Heals the summoned or machine target 15 points per second, but not the living or undead.Plague Bringer > For 30 seconds, every target struck with your weapon is infected with up to 6 diseases. Disease vectors are consumed from your inventory to power this spell.Plague of Locusts > Targets that fail to resist are infected with a plague. On death, the target spawns a horde of locusts, which attack and infect other hostiles with the plague.Soul Fire > Cloaks the caster in holy flames for 60 seconds, doing 7 points of damage per second to undead in melee range. Restores 4 health and stamina per second to nearby allies.Expert: Divine Guardian > The friendly target is protected by a divine guardian for 60 seconds during combat. *Does not work on undead.Blood Sacrifice > Fully heals the target and applies healing over time for 15 seconds. Caster health is reduced by 50%. Does not work on undead or machines. *No magicka cost.Infestation > Targets that fail to resist are infected with a virulent plague. On death, the target spawns poisonous spiders, which attack and infect other hostiles with the plague.Poison Cloak > Opponents in melee range take 5 points of poison damage per second for 60 seconds.Master: Resurrection > Brings the target back to life. Does not work on undead or machines.Phoenix Song > Drains all magicka and stamina, and fully heals the caster. Nearby allies are healed 250 points. *DOES work on undead and machines.Rite of the Old Gods > Lowers the poison and disease resistance of nearby enemies by 50%. Chance to infect enemies with a random disease - even if normally immune. Lasts 120 seconds.Dread Cocoon > Cast on a corpse to implant it with a fearful creature, which will hatch from its cocoon in 15 seconds. Those attacked by the creature also have a chance to be infected.Scroll-Only Spells Conjuration: Dark Crystal > Store part of your soul in a Dark Crystal. On death, if the Dark Crystal is in your inventory, you will be revived with half health. Crystal shatters after resurrection. *Can be created at the Atronach forge if you have the sigil stone.Restoration: Daedric Blessing > Cast at the shrine of a Daedric Lord to receive a blessing. *Can be created at the Atronach forge. See spoiler below for details on all the possible effects (if you wish to be surprised, don't click!) Important Info Requirements: -Skyrim (not a pirated copy) -Dawnguard -Dragonborn YOU MUST HAVE BOTH DAWNGUARD AND DRAGONBORN INSTALLED OR YOUR GAME WILL CRASH. Installation: 1) Download the zip file 2) Drag-and-drop everything in the zip file into your Skyrim/Data folder. Where are the new spells? All spell tomes have been added to leveled lists for the appropriate merchants. That means low-level spells will be sold by court wizards, high level spells will be sold by the mages at Winterhold, and you can find all spells (except master-level spells) as loot. Future Plans: -Add a few new spells that were put on hold originally -Add purchasable Lexicons for each school that describe the spells in a detailed, lore-friendly way. -Add scrolls and staves for some of the new spells, and add them to loot/vendor lists -Atronach forge recipes for a few of the darker spells -Bug fixing, bug fixing, bug fixing Known Bugs: Critical - CTD's everywhere, Skyrim won't start, my computer went up in flames None Major - Things that are flat-out broken and/or break other things in Skyrim None Minor - Things not working quite the way they should, odd behavior -'Choose Affinity - Artifact' doesn't boost bound weapon spells from other mods. Might be able to fix with a compatibility patch. -Resurrected targets have their inventory reset. I think this one is unfixable (nature of the beast with the papyrus function used), but I'm still looking for a solution. -Super Charge sometimes won't hit targets right next to you (?) Annoyances - harmless niggles, slight visual glitches -Chameleon visual effect only appears in 3rd person. -Devouring Wraith's absorb visual effect plays while Spectral Crown is active. -Oblivion Gate can cause some lag if you try to teleport to a spot really far away. -Devouring Wraith and Winter's Fury ice spirits drop ash piles on death...despite my best efforts to prevent it. >_> DOWNLOAD http://bit.ly/1viQ1oj (Please test and leave feedback! Let me know if you encounter any bugs or odd behavior)
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I love the NCR as much as the next guy, but I feel like they were way overdone in this game. Pretty much everything in the Mojave is controlled by the NCR, and they seem to have a huge influence and a presence in every town (with the exception of maybe goodsprings.) Even towns like Freeside and Novac have NCR presence, because of the NCR squatters in freeside, and Boone as well as Helios One being right next door to Novac. It's possible to take over Camp Forlorn Hope and Helios One, but this game is seriously lacking Legion territory. I've looked everywhere, and I asked about a mod that has something like that on the Fallout subreddit and nobody knew of one. I know there is a mod that expands California territory, I have it but I can't remember what it was called. Like Beyond the Borders or something. Anyways to summarize my request, I personally am terrible at modding, and I don't want to ruin the potential of a mod like this. I could help with scripts (scripts like dialogue. Like what they're going to say. Not programming) for characters, voice acting, and ideas for locations and stuff but I don't really know how to mod very well. I'm hoping someone can expand the Legion Territory. There's plenty of room on the map for it, but nothing seems to be there right now. Just some legion supply routes, maybe some towns, some camps, and other stuff like that. Basically it would help show off the better side of the Legion (especially how they can defend their supply routes and towns.) and it would make it so the player doesn't have to feel so badly supporting the Legion. Maybe if you're a true NCR diehard fan you could also add some options to support some underground resistance movements and stop human trafficking and maybe go undercover as a Legionary with the NCR and help them take some towns/areas from the Legion. Anyways all I'm asking for is an expansion of Colorado or Arizona or whatever else is over there, and some more Legion territory. Right now it's so hard to side with the Legion not only because of the NCR territories but also because the game portrays them as bad guys, with only a few dialogue options that show the Legion territory being more safe. There are practically no raiders or bandits over there. The Legion should be able to be shown in a better light at some point in the game. tl;dr: Someone please add a mod that expands Legion Territory and add some towns while you're at it please. Here's a picture to show just how massive of an area they left out of the game that could've been used: http://i.imgur.com/7MEJAvT.jpg EDIT: Added clarification and fixed a typo
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It adds a new "Weapon Mod Kit- Prototype kit" to the bench crafting system. it's a resrouce - havent added it to the leveled lists or merchants yet. it works at the bench if you want to craft a weapon using the new kit in to the result weapon. so if you want to add a kit or a new weapon. it makes it obvious how to do it. all the references are right here in the MOD so you can see what changes were made using FO3edit. the mod contains a weapon example and a new kit example. here's the link to the f3 nexus: http://fallout3.nexusmods.com/mods/18925 it requires FWE WMK WMK + FWE master. esp (the FOIP compatability patch..) ENJOY!
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Been looking for a mod to move those pesky red lines in my settlements. Found one, but it doesn't seem to be working. "all settlements extended v 2.0.2" I am running configurable settler limit mod as well, as was thinking the 2 might be messing with each other, but after playing around, doesnt seem to be the case. Help... lol
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- settlements
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Skyrim has been running smoothly for the most part since I picked it back up a couple weeks ago. I've added a few mods since then and had a lot of mods already installed. Everything was still pretty good. Today I decided to use TES5Edit to clean up dirty edits crashing my game. I did this because I was experiencing a crash multiple times around Morthal. After I cleaned it up, I decided to go ahead and update Expanded Towns and Cites and then the RS Children Overhaul becasue ETaC has a patch for it so I figured I may need to update. So, now when I start the game up I am presented with the Skyrim logo but no smoke and no options. The RSChildren patch is downloaded but I'm not even sure what that's doing. I've uninstalled and reinstalled with no luck. Actually, when I uninstalled RSChildren(and patch), the game crashes upon main menu. I've looked through the forums and other places already but none of these solutions have helped. They were often caused by a mod that I don't even have. Any Ideas?
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Does anyone know how to get the items from the Expanded version into the Gameplay version of the Floris mod? My computer is too crappy and old to run Expanded so I have to run Gameplay but I want all of the items from Expanded. I know files need copying but I'm not sure which ones. Is anyone able to help me? Any help will be appreciated :)
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Expanded Galaxy Project The goal of the Expanded Galaxy Project is to expand upon both games as much as possible. With a stable release of 0.9.4 & the 0.9.5 patch now out for both the main and port parts of the project, I felt it worth making a topic here. For now to save myself typing a whole load of information about the project, please check out the topic on DeadlyStream to see more details. https://deadlystream.com/topic/6851-wipbeta-expanded-galaxy-project/ There is lots more planned for the project and it is now available on ModDB & Nexusmods as well as DeadlyStream and my Discord Server. https://www.youtube.com/watch?v=W5JAm3wlsGs To see the port project in action. ( old footage ) https://www.youtube.com/watch?v=HFmb23V-J3M To see the main project in action. ( old footage ) Thor110 elsewhere or Thor11011 here
