Jump to content

Search the Community

Showing results for tags 'kill'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Nexus Mods Hub
    • Site Updates
    • Projects
    • Site Support
    • Vortex Support
  • Modding Discussion
    • Mod Troubleshooting
    • Mod Ideas
    • Modding Academy
    • Articles and Guides
  • The Lounge
    • Newbies
    • General Chat
    • Gaming
    • Hardware and software discussion
    • Off-Topic
  • Moderation
    • Formal Warnings, Bans and Takedowns
  • Discussions
  • Vortex
  • Archived
    • Nexus Mods app
  • Cyberpunk 2077's Mod Ideas
  • Cyberpunk 2077's Discussion
  • Baldur's Gate 3's Discussion
  • Baldur's Gate 3's Mod Ideas
  • Blade & Sorcery's Discussion
  • Blade & Sorcery's Blade & Sorcery: Nomad
  • Elden Ring's Discussion
  • Elden Ring's Mod Ideas
  • Fallout 4's Discussion
  • Fallout 4's Mod Ideas
  • Fallout 4's Creation Kit and Modders
  • Skyrim's Skyrim SE
  • Skyrim's Skyrim LE
  • Skyrim's Skyrim VR and Consoles
  • Skyrim's Mod Ideas
  • Skyrim's Creation Kit and Modders
  • Monster Hunter's MH Rise
  • Monster Hunter's MH World
  • Monster Hunter's MH Wilds
  • Morrowind's Discussion
  • Morrowind's Spoilers
  • Morrowind's Lore
  • Morrowind's Construction Set and Modders
  • Morrowind's Troubleshooting
  • Mount & Blade II: Bannerlord's Discussion
  • Mount & Blade II: Bannerlord's Old Games
  • Oblivion's Classic Discussion
  • Oblivion's Mod Ideas
  • Oblivion's Mod troubleshooting
  • Oblivion's Oblivion Construction Set and Modders
  • Oblivion's Spoilers
  • Oblivion's Remastered Discussion
  • Ready or Not's Discussion
  • Red Dead Redemption 2's Discussion
  • Red Dead Redemption 2's Mod Ideas
  • Resident Evil Remakes's Resident Evil 4
  • Resident Evil Remakes's Resident Evil 3
  • Resident Evil Remakes's Resident Evil 2
  • Resident Evil Remakes's Resident Evil Village
  • Starfield's Discussion
  • Starfield's Mod Ideas
  • Starfield's Creation Kit and Modders
  • The Witcher's The Witcher 3: Wild Hunt
  • The Witcher's Mod Ideas
  • The Witcher's The Witcher 2: Assassins of Kings
  • The Witcher's The Witcher
  • The Witcher's REDEngine and Modders
  • Spider-Man's Spider-Man Remastered
  • Spider-Man's Miles Morales
  • Spider-Man's Mod Ideas
  • Spider-Man's Spider-Man 2
  • Fallout New Vegas's Discussion
  • Fallout New Vegas's Mod Ideas
  • Fallout New Vegas's Mod Troubleshooting
  • Fallout New Vegas's GECK and Modders
  • Fallout New Vegas's Spoilers
  • Stardew Valley's Discussion
  • Fallout 3's Mod Ideas
  • Fallout 3's Discussion
  • Fallout 3's GECK and Modders
  • Fallout 3's Spoilers
  • Fallout 3's Mod Troubleshooting
  • Dragon Age: Origins's Discussion
  • Dragon Age: Origins's Builder Troubleshooting
  • Dragon Age: Origins's Mod Troubleshooting
  • Dragon Age: Origins's Mod Ideas
  • Valheim's Discussion
  • Dark Souls's Dark Souls
  • Dark Souls's Dark Souls 2
  • Dark Souls's Dark Souls 3
  • Dark Souls's Dark Souls Remastered
  • Mass Effect's Legendary Edition
  • Mass Effect's Original Trilogy
  • Mass Effect's Andromeda
  • Hogwarts Legacy's Discussion
  • Subnautica's Subnautica
  • Subnautica's Below Zero
  • XCOM's Discussion
  • XCOM's Mod Ideas
  • XCOM's Enemy Unknown
  • XCOM's XCOM 2
  • Jurassic World Evolution's Jurassic World Evolution 2
  • Jurassic World Evolution's Jurassic World Evolution
  • 7 Days To Die's Discussion
  • Anno 1800's Discussion
  • Assassin's Creed's Odyssey
  • Assassin's Creed's Valhalla
  • Fallout 76's Discussion
  • Fallout 76's Mod Ideas
  • Far Cry's Far Cry 3
  • Far Cry's Discussion
  • Final Fantasy's Discussion
  • Final Fantasy's VII Remake
  • Final Fantasy's XII The Zodiac Age
  • BattleTech's Discussion
  • Dying Light's Dying Light
  • Dying Light's Dying Light 2
  • Dying Light's The Beast
  • Dragon's Dogma: Dark Arisen's Discussion
  • Dragon's Dogma: Dark Arisen's Mod Ideas
  • Dragon Age: Inquisition's Discussion
  • Dragon Age: Inquisition's Mod Ideas
  • Dragon Age: Inquisition's Troubleshooting
  • No Man's Sky's Discussion
  • No Man's Sky's Mod Ideas
  • The Elder Scrolls Online's Discussion
  • State of Decay's State of Decay
  • State of Decay's State of Decay 2
  • Planet Zoo's Discussion
  • Neverwinter Nights's NWN Discussion
  • Neverwinter Nights's NWN2 Discussion
  • Neverwinter Nights's Mod Ideas
  • My Summer Car's Discussion
  • Metal Gear Solid V: The Phantom Pain's Discussion
  • MechWarrior 5: Mercenaries's Discussion
  • Kingdom Come: Deliverance's KCD1 Discussion
  • Kingdom Come: Deliverance's Modding Tools and Modders
  • Kingdom Come: Deliverance's KCD2 Discussion
  • Devil May Cry 5's Discussion
  • Star Wars Jedi's Fallen Order
  • Star Wars Jedi's Survivor
  • Star Wars: Battlefront II (2017)'s Discussion
  • Sekiro: Shadows Die Twice's Discussion
  • Pillars of Eternity's Pillars of Eternity
  • Pillars of Eternity's Pillars of Eternity 2: Deadfire
  • Palworld's Mod Ideas
  • Palworld's Discussion
  • Palworld's Unreal Engine and Modders
  • Dragon's Dogma 2's Discussion
  • Dragon's Dogma 2's Mod Ideas
  • S.T.A.L.K.E.R. 2's General Modding
  • S.T.A.L.K.E.R. 2's Troubleshooting
  • S.T.A.L.K.E.R. 2's Mod Ideas
  • Horizon Games's Horizon Zero Dawn
  • Horizon Games's Horizon Forbidden West
  • Horizon Games's Ask the Community

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. As the title states, would love for someone to be able to look into and release a mod that tweaks something to allow Crucio to actually fully kill an enemy. - In an RP manner and on my first ever cast I sought out a 1v1 and caught them by surprise to instantly cast a single Crucio on them, at the time I was level 29 and had 2 basic upgrades on my gear at random which increased Crucio damage already, plus I have the Extended Crucio Duration, Talent. This actually resulted in a single Crucio cast being enough to take them all the way down to 1HP! And gave me an awesome staredown on my opponent as it was happening :smile: Sadly though, they didn't actually die to my surprise. - I know Avada kills and Crucio tortures, but let's face it, deprived and tortured for an extended duration can most definitely result in death, plus, like I said literally on my first ever cast with Extended Duration + Damage Traits on Gear it was enough to take them all the way down to 1HP (with 1 cast). Kind of lame to then have to basic cast or waste another spell cooldown to kill them (or see them pop another shield lol), way more awesome if they could actually be crucio'd to the point where they drop in front of you. Thanks to anyone willing to take the time! <3
  2. I'm going to make this nice and simple. I write a script for an npc: scn MarcusHuntedDown Begin OnDeath If Getstage ThinningTheHerd ==10 SetStage ThinningTheHerd 20 Endif END and it does nothing. When the NPC is killed the marker goes away but the quest does not advance to the next stage. The quest still tells you to kill this npc. Thanks.
  3. So I am looking for a mod that tells me whenever an NPC dies anywhere (So basically just within my cell because I don't know how else they'd die.) I want a notification, whether it be in the upper left of the screen or elsewhere, that a named NPC has just died, whether or not I am the cause of their death. Preferably this would be a fairly robust mod with abilities to set certain NPCS (And unique animals such as certain named dogs or passive mobs) as unmarked and marked, so I don't get a notification every time a raider or radroach dies. But if it happens to be a robust killfeed that I can look back upon on the press of a button, I won't complain about that either. Anyone know of any mods like this?
  4. Hey Nexus, long story short I'm trying to make my own set of conditions for fancy energy weapon spells/enchantments, but I'm attempting to implement them in an admittedly unorthodox way. Basically, without altering each and every energy weapon by hand, tinkering with the player's critical chance, or fiddling with the Global Crit Effect variable or anything of the sort, I'm trying to see if I can make the player and the player alone, have some sort of perk or condition that can apply zappy/melty effects on a keyword basis, not via weapon enchantments or already existing critical effects. For example, the Alien Blaster has the AlienDisintegrationEnch to disintegrate things with blue flames, but that applies to everything killed by it, all the time, including stock bashes for kills. That just isn't quite what I'm going for. Is there a way to make a perk / ability / spell / enchantment / magic effect / script / quest detect something in the vein of say, "if the player has the perk '[MyCustomPerk]', then apply [MyCustomDisintegrationEffect] to whoever they just killed when they kill something with ANY weapon that has keyword [WeaponTypeLaser]"? (and I intend to make multiple conditions so plasma does the goo effect, laser does red ash, institute laser does blue ash, etc, but I need to know if this is even possible first) Here's an artistic interpretation that can probably illustrate what I'm trying to convey better than my words can I suspect it would have to be a script and/or quest as some people do, but I'm wondering if this is totally do-able in a very simple way I'm just overlooking. TL;DR energy weapons have cool kill effects and I want to make a perk that makes the player always do them, but in a very hands-off way that doesn't involve changing a ton of things by hand. Thanks!
  5. Hey everyone, So, ive been looking all over the nexus and I cant really seem to find what im looking for (if it even exists) and id make it myself if I knew how. Anyways, im looking for a mod that adds some assassination contracts to oblivion in a sense, that is implemented as a repeatable quest. For example, I imagine it as an assassination contract I can receive from a dark brotherhood NPC, and when the quest is given, a randomized npc is spawned into one of the major cities (or possibly any Inn) and I simply must kill them to complete the contract (the quest), and I can turn it in for a reward. If anyone knows of anything like this or what i can do to create something like this I would love suggestions. Thank you. PS, ive tried the bounty quests mod, and its close but not what im looking for.
  6. susann gold-love is by far the most annoying bitchy bar wench ive ever met and i want nothing more than to kill her but when i use the console comand kill she just gets down on her hands and knees. please someone tell me what mod added her and how i may remove her from my game
  7. Bethesda really failed when it came to the arena for the Wasteland Workshop DLC. How the hell are you supposed to stop the fight if you want to? Maybe I want more of a boxing match than a fight-to-the-death. I'm requesting a build-able workshop item (a switch, a timer through a console, a bell, or anything) that signals to the arena combatants that it's time to end the fight, and preferably, to go back to their assigned Arena Contestant mat. And they do not, ever, resume combat unless directed to do so by the switch, console, bell, or whatever. I haven't found a mod that addresses this. If anyone knows of one, please let me know. If you also want something like this, be sure to leave a comment to help this post stay on the front page. Edit: Would also be nice to have an optional file to make settlers essential/immortal so if you use them as combatants and don't get to the new workshop item in time to stop the fight, your settlers don't die. Also, fun having them battle for the rest of time! Bwahaha! :devil:
  8. I love killmoves. But what I don't love about them is the fact after doing the move your character is just left standing there while the camera forces you to watch your enemy get ragdolled. This happens a lot when playing in third person and is especially weird when you have other enemies attempting to kill you. If possible I would like to shorten the time the camera restricts you to watching the dead body. Perhaps after the attack animation is done gameplay reverts back to normal. Similar to how the first-person killmoves work, after your swing it is finished and you're free to move.
  9. Equip a knife or other silent weapon. Sneak up on a raider and use a power attack to do a stealth kill. If you are in first-person, you break stealth completely and everyone sees you. If you are in third-person, you don't seem to break stealth but the victim stays alive long enough to alert enemies nearby, putting everyone in 'caution' mode. That this behaves differently in first-person than in third-person tells me this is a bug and not by-design. (Even if it was by-design... that is just horrible design.) Anyone else? or is there some mod that fixes this? I haven't found one. Thanks guys!
  10. If this has been posted, sorry i couldn't find info on it. Ever since i started modding fnv, I've had a recurring issue i couldn't fix. After playing for sometime (likely a few hours) i can't kill any NPCs anymore. i Can kill animals sometimes, but any NPC, any method of killing, including guns, energy and explosions from me, cause instant crash. Anyone ever had this issue, and have you fixed it?
  11. I need some help with Dualsun's Samurai killmove mod. Please can someone explain to me in very simple steps how I can use FNIS PCEA2 and Violens to make this mod work for 2 handed swords for my character only. I'm not good with this kind of stuff at all and any help would be GREATLY appreciated.
  12. Backstory: While walking around in skyrim I encountered certain npcs that would come to kill me. Speically, Stendarr Hunters and Dawnguard Hunters come and attack me and I cant seem to take damage to them. They would randomly spawn and attack me in towns, wilderness, etc. making my game unplayable. Im assuming it has something to do with better vampires but idk. I love the mod and dont plan on removing. Any ideas what you think it might be? Here is a list of my load order: Unoffical Skyrim SE Patch The forgetton City Apocalpase- Magic of Skyrim Belt-Fastened Quivers Enhanced Blood texture Vivid weather Rich merchant of skyrim Ring of increase Carry Black Mage Armor SE Immersive Wenches Immersive Citizens Realistic conversations Immersive Patrol Alternate Start Sofia Amazing Followers Saroscant Better Vampires Better vampire and Sacroscant patch Leanwolf weapons Skyrim Graphic overhaul Ordinator Magic college of winterhold
  13. I've made a custom faction and added some leveled NPCs to it, but they all want to kill each other before me. I'm not sure why; I set their base objects as part of the faction, and these base objects show up in the faction list as members. I also set the ownership of their reference markers to the faction. Still they fight each other. Am I missing some basic setting somewhere? I've searched and found a couple of threads similar to this one, but all going unresolved (or proving unrelated). The faction itself has only one relation currently, and that's the player faction as an enemy. Their aggression is set to Very Aggressive, but this shouldn't cause them to attack members of the same faction, should it? Is there some problem with adding custom leveled NPCs to custom factions? EDIT - Well, it took a while, but I finally figured it out. For anyone else with the same issue - I didn't realize you have to add the faction as an ally/friend to it's own interfaction relations list. That list defines not just how members feel about other factions, but also how members feel about other people in the same faction. When I first filled out the interfaction relations list the faction itself wasn't among the valid choices, probably because I hadn't finalized the other details yet, but once I went back to edit it I could add the new faction to it's own interfaction relations list.
  14. Hi everyone, I've gone after the GECK once again, and after making a few overpowered weapons, I've decided to try something different. I am trying to mimic the Heavy class from TF2, and apart from the weapons, I want to make the characters playable. This is a personal mod I want to make for myself to kill some time. The player would pick a class trait at the beginning of the game, and the trait would set the special stats, the abilities, add some items, and on you go. Now, to go that one extra mile I am wondering how can I make a taunt button to play a random speech clip from a list. Also, these would randomly play every 4-7 consecutive kills (I would have to somehow count kills, and then trigger the function from above). Maybe even somehow count a number of kills with a specific weapon? I have next to no experience with scripting, but I am willing to learn! Thanks in advance!
  15. Realism VS Difficulty? For roleplaying purposes? Realism everytime. So how come I can't one-hit-kill NPCs that are just wearing clothing? Or even still, how come I can't one-hit-kill unaware NPCs at all? It would be much more realistic in my opinion for you to be able to OHK anyone so long as they are not in combat against you as you would be in casual conversation, then suddenly they'd find a sword in their stomach or an axe in their neck :ninja: So that's my mod request from all you talented mod makers, maybe it's cheat-y, but I'd like a mod where you can one-hit-kill unaware or under-protected NPCs. Please and thank you! :happy:
  16. After starting a new game and killing any npc or creature in the game, the game freezes. It does not CTD, just simply freezes and I have to close it. I have no idea what mod(s) could be causing this, I've tried removing the following mods, but have not had any luck: -Enhance blood -SkyTEST -VioLens -Know your enemy -HDTSSE Framework & HDTSSE Physics I've ran FNIS multiple times in case it is a animation error, but this also did not work. I also use LOOT to sort my load order, so I doubt there is an issue with my load order. EDIT: I found the cause of this, it was the signature equipment mod. There is a bug with the newest version of SKSE64 that breaks this mod. Load Order: Skyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1Lanterns Of Skyrim - All In One - Main.esm=1FISS.esp=1Unofficial Skyrim Special Edition Patch.esp=1Sneak Tools.esp=1ApachiiHair.esm=1ApachiiHairMales.esm=1SkyUI_SE.esp=1Lore Weapon Expansion - Daedric Crescent.esp=1Lore Weapon Expansion - Goldbrand.esp=1Lore Weapon Expansion - Relics of the Crusader.esp=1SMIM-SE-Merged-All.esp=1SoundsofSkyrimComplete.esp=1dD - Enhanced Blood Main.esp=1FNIS.esp=1Footprints.esp=1RaceMenu.esp=1XPMSE.esp=1RaceMenuPlugin.esp=1ResplendentArmor.esp=1Weapons Armor Clothing & Clutter Fixes.esp=1Unique Uniques.esp=1Eli_Breezehome.esp=1ZIA_Complete Pack_V4.esp=1Better Vampires.esp=1WICO - Immersive People.esp=1Bijin Wives.esp=1RichMerchantsSkyrim_x10.esp=1DiverseDragonsCollectionSE.esp=1know_your_enemy.esp=1know_your_enemy_armors.esp=1know_your_enemy_silver.esp=1SimplyBalanced.esp=1Book Covers Skyrim.esp=1SkyTEST-RealisticAnimals&Predators.esp=1kye_skytest_patch.esp=1Run For Your Lives.esp=1Cloaks.esp=1Immersive Patrols II.esp=1SofiaFollower.esp=1ForgottenCity.esp=1BetterShapedWeaponsLW-XB.esp=1UnreadBooksGlow.esp=1Ars Metallica.esp=1kye_cos_patch.esp=1Cloaks - Dawnguard.esp=1Cloaks - USSEP Patch.esp=1WICO - Immersive Character.esp=1WICO - Wild Hunt Gears.esp=1Bijin NPCs.esp=1Bijin Warmaidens.esp=1Lucien.esp=1My Home Is Your Home.esp=1Kynreeve Armor.esp=1Volkihar Knight.esp=1Volkihar Knight - Better Vampires Patch.esp=1TheEyesOfBeauty.esp=1Simple AUA.esp=1InigoPerkPointGiver.esp=1HothFollower.esp=1HothFollower UFO Patch.esp=1SuperbSerana.esp=1SignatureEquipment.esp=1Visible Favorited Gear.esp=1Apophysis_DPM_SE.esp=1Moonlight Tales Special Edition.esp=1Sneak Tools Vanilla Masks.esp=1Faction Crossbows.esp=1WICO - Immersive Dawnguard.esp=1Lore Weapon Expansion.esp=1Radzig - Johnskyrim.esp=1PrvtIRoyalArmory.esp=1honedmetal.esp=1Circlets and Masks with all Robes and Hoods.esp=1Sneak Tools Vanilla Hoods.esp=1KS Hairdo's.esp=1NB-Scars.esp=1BHWarPaints.esp=1KJ Tattoos 2K.esp=1VioLens SE.esp=1Ecotone Dual Sheath.esp=1Ecotone Dual Sheath Patch.esp=1Immersive Citizens - AI Overhaul.esp=1SOS_ImmersiveCitizens_Patch.esp=1Realistic AI Detection 2 SE - High Interior, High Exterior.esp=1Relationship Dialogue Overhaul.esp=1Convenient Horses.esp=1Alternate Start - Live Another Life.esp=1Alternate Start -- New Beginnings.esp=1WACCF_BashedPatchLvlListFix.esp=1
  17. Please make it so that units can gain more than one rank at a time. Whether that be from missions, or from gaining xp in the barracks using a mod like XP Share. It would make things way more convenient, and immersive as well. Please and thank you.
  18. Hi! I love the nexus and all its mods and have been using many for quite some time. During this time I've also created a couple mods myself, though none of them are anything to write home about. One thing that has again and again annoyed me, particularly when coupled with mods like Hunterborn, is loosing ones recent kills in the foliage/area. Situation I think we've all had that situation. One strolls through the wilderness, looking for leather, and comes upon a deer or elk. Swiftly the bow is brought out, the soultrap enchantment recharged and the hunt commences. Sneak, Shoot, Killmove. So far so good, but didn't that camera slide off during the last moments of the killshot? Please Thalos, don't have that corpse slide off into the underbrush, never to be found again ... And then you go looking for it and, after looking for half an hour real time, you give up. Solution Here is the mod I request. Two miscellaneous quests. one keeps track of the last 10 kills you madethe other keeps track of the last 10 corpses you came acrossSuggested Approaches when you/follower deals damage grant 30-second "buff", if dies with buff, add to tracking listcheck 1 per 5 sec, 2000 range or on open their inventoryBoth place quest markers on the things they track. And yes, they can end up tracking the same entity (though if it isn't too much trouble, I'd like to avoid that).
  19. So i was just wondering if anyone would be willing to create the Teiigu from akame ga kill as achievable weapons in this game, I realize some would be too hard but most seem at least do able with the current things that are in the game. Teigu are strong weapons that would be a fun addition to the game, from a giant pair of scissors that can ignore armor to a gun the gains strength as you take damage to a set of armor that boosts strength and can turn invisible. It would be a great mod and I figure if made over time slowly adding weapons it could really pick up in popularity. One other group started making a mod like this but only made one Teigu and part of another but they abandoned the project and has said that anyone can use their files. I figure this would be a great start. here;s the link to the people who have offered up their work, http://www.nexusmods.com/skyrim/mods/55883/? and here's a link to all of the weapons, http://akamegakill.wikia.com/wiki/Teigu, this will have links to what each do aswell. please help make this a reality and thank you in advance.
  20. In Skyrim Vampires battle the dawnguard and Werewolves battle the Silver Hand. However Vampires don't battle Werewolves. Why? or why not? Anyway this is not a request but an idea, if someone has the time and is willing to do it. A werewolves guild in skyrim (hidden caves, houses etc) which fights Vampires (Volkihar or other) and the oposite (vampires also fight the werewolves) Ambushes, attack on the road, some werewolves transorm and some vampires become vampire lords, blood, battle, joy, death and BOOM! A war between the two most fearsome Skyrim's creatures. Choose your side. Remember, it's an idea, a concept, you are not "forced" to make it, meaning that I don't need this mod or else I'll kill myself. Thanks for reading, if you actually read it.
  21. if you have this problem ( picture below ) you can't kill the NPC they start disapearing and all those crazy things open the console then and type in ressurect to get them back alive again actually because they are offiaclly death because they keep begging for mercy
  22. I've seen quite a few mods for dealing with corpses, but how about a mod that simply causes a corpse to slowly accelerate towards the sky, and disintegrate with some sort of effect (much like killing a raised body or something, but perhaps with a slowed animation). And of course, removing the body from the game as to not leave the corpse in the save like vanilla Skyrim seems to do. I know there are similar mods in which spells are cast, or menus are opened, but is there a way to automatically remove a body, and perhaps have an animation like what I've described here?
  23. I was able to kill him in three hits. I used the Complete Alchemy and Cooking Overhaul (http://www.nexusmods.com/skyrim/mods/69306/?) along with the Druid Essentials (http://www.nexusmods.com/skyrim/mods/37665/?) I tipped my arrows with a powerful Poison of Fatigue, using any fatigue ingredient, Deathbell, and Jarrin Root. It kills anyone in a single shot, and those who do survive become unable to do much while I finish them off. While Miraak was trying to talk to me, I ignored him and shot one of his dragons, causing him to essentially lose a "life." With that done, he went aggro, and the other dragons flew away, preventing me from doing this to the others, then I shot him, waited for him to recover before proceeding to shoot him again. He went down after the next shot due to the overpowered poison, as I believe the game auto-equipped some Iron Arrows on me, although the 0 damage Practice Arrows would have the exact same effect. My character was level 35 with just over two-hundred health. This character has not killed Alduin yet, so I can't wait to test this on him. :wink: Tell me your stories of killing Miraak with little to no effort, I doubt you even view him as dangerous if you do. :D
  24. Okay... this is getting far too annoying, everyone knows that NPCs are spawned as you move closer to where they are supposed to be, but for some reason, my game likes to spawn them above the ground... way too high off the ground. Whenever this happens, the NPC either gets badly injured, or killed thanks to Fall Damage. Heavens above I cant even comprehend why would this happen? How to avoid it from happening, nor how to reproduce the event effectively since the height of the spawning seems to vary a lot. But I know it is because of Falling Damage. You know when your character jumps, when it lands on its feet it produces a sound? Well, whenever I move around to cells which have a number of NPCs in it, I hear that sound, every time. I know that when I hear it, it means NPCs have spawned, and have fallen to the ground, I've seen it happen, and I do not know how to stop it, help please? Relevant mods being used here that affect NPCs and possibly their spawning behaviors are: -Interesting NPCs -Inconsequential NPCs -Extended encounters -Immersive Citizens - AI Overhaul -People are strangers -Real names -Immersive patrols
  25. Achmed - Silence I Kill You Look it up on youtube.
×
×
  • Create New...