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Found 12 results

  1. As per the title, does anyone know what this modifier does? It's in object mods for weapons, but "accuracy" is a very broad, vague category that looks like it's already covered by the other modifiers available.
  2. I'm trying to change the Modifier used for a bow on attack and damage rolls to use Strength instead of Dexterity. Is it possible and if so how would I do this?
  3. Out of curiosity, is it possible, script wise, to change the color of the surrounding environment? I believe what I'm looking for is an image space modifier but I'm not entirely certain as when I'm fiddling around with the image space modifier, I can't really seem to get any color override in the ceration kit. At least, it doesn't seem to make a different what tint color I select, the image space doesn't seem to take effect though I do see blurs and effects like that. I guess to some it up, if I could just turn everything the player sees to yellow or gold I would be set. whether this is possible or not, I'm not sure. Any help would be awesome!
  4. Hello Everyone! I'm very VERY new to modding Skyrim, but not new to modding as whole. I recently decided that it'd be incredibly fun to start putting out mods for such a Dynamic game that focus on the aspect of immersion. So, I thought to myself, "Time control is pretty sweet, no?" and thus here I am attempting to make a mod that lets you slow down time. Basically, this is what i'm attempting to do: 1. cast spell, slow time, add screen effect. 2. recast to resume normal time, remove screen effect. That's literally it lol, anyone have any ideas? Any help would be immensely appreciated, and i'd really love to continue working into modding. The effect isn't remaining on though, because it doesn't understand the toggle function. Anyone have a work around?
  5. So I used getavinfo through the console to see what was going on with my Perception which had seemingly been permanenly reduced to 1. The printout said there was a temporary modifier of -7, but no matter how long I wait or sleep in-game the modifier never seems to go away. Other posts discussing a similar Perception bug say to use the restoreav function to fix the attribute, but that heals damage, not a temporary value. Sure, I could use modav to just set it to what I want, but the minus symbol next to the stat just irritates me. Any advice?
  6. For the past few days I've been working on a mod to make the nights darker for CoT but with out the sunglasses effect. During my time tweaking things I've noticed that the eye adapt settings can wreak havoc over the other settings. This is why I have opted to remove it all together. The problem with that however is that nights that actually need to be brighter (Clear weather/aurora nights) remain dark because they have no eye adapt to update the imagespace when it transitions from dusk to night. To fix that, I thought I could temporarily apply an imagespace modifier to add the necessary eye adapt levels to update the scene and then remove it so that the eye adapt would again be removed. This worked!... in the console. What I need is for it to be automatic. Is there a way I can have the modifier apply and then remove itself? I'm guessing I would need a script but I don't know the first thing about scripting.
  7. Hi all, In-game, while attempting to use the alt key with any other keys, a ding sound can be heard. I've managed to turn off the sound in my desktop through the windows setting, but it still persists in game. Anyone knows how to turn it off? It's driving me nuts! lol
  8. Hello, I'm working on a mod that involves drinking a sleeping potion, and before the player passes out, I want there to be some heavy visual impairment. For this purpose, I made modified versions of the dragon shout modifiers, going heavy on double and blurred vision. This works perfectly fine in SSE, but in VR, only the shade and brightness aspects of an image space modifier are ever applied. None of the other effects. Now, it is pretty clear that this was changed by Bethesda in their worry about us poor players not getting sick. And that may be the case for most players, but I have a steel stomach, and I can take anything for any period of time. Being sent on a ballistic trajectory by a giant? No problem for me. In fact, I enjoy it. So it is really frustrating for me that I can't enjoy the full trippieness of image space modifiers, especially in mods like Skyrim on Skooma. Now, as I see it, there are several possibilities of how the original modifiers could have been changed. Either it's some ini setting, or another (I found one but that one was set the same as SSE), or it is by replacement of some files in the bsa archives – if this is the case, I really don't know where to begin to look – or, worst case scenario, it's a change in the executable itself, in which case it's probably hopeless. Can anyone help?
  9. Hello, though I have posted this issue in the VR section already, I am posting it here as well, as not many people will frequent the VR section, and this is a question that could be very well answered by someone knowledgeable who only mods for SE. So sorry for reposting. The original post: I'm working on a mod that involves drinking a sleeping potion, and before the player passes out, I want there to be some heavy visual impairment. For this purpose, I made modified versions of the dragon shout modifiers, going heavy on double and blurred vision. This works perfectly fine in SSE, but in VR, only the shade and brightness aspects of an image space modifier are ever applied. None of the other effects. Now, it is pretty clear that this was changed by Bethesda in their worry about us poor players not getting sick. And that may be the case for most players, but I have a steel stomach, and I can take anything for any period of time. Being sent on a ballistic trajectory by a giant? No problem for me. In fact, I enjoy it. So it is really frustrating for me that I can't enjoy the full trippieness of image space modifiers, especially in mods like Skyrim on Skooma. Now, as I see it, there are several possibilities of how the original modifiers could have been changed. Either it's some ini setting, or another (I found one but that one was set the same as SSE), or it is by replacement of some files in the bsa archives – if this is the case, I really don't know where to begin to look – or, worst case scenario, it's a change in the executable itself, in which case it's probably hopeless. Can anyone help?
  10. i really want golden weapon with go on progress (walk though main line) but this modifier is not go on progress. I'd like to request a mod that prevents the cheat dice from being checked even after using a modifier cheat! I'm sorry I used a translator.
  11. Any tips or tricks for making an object from a item_0 for skyrim to a item_1 in 3DS Max without messing up the skin modifier? I'm a Maya person but have to use Max to export. Thanks!
  12. So great to see people modding this game. I currently have the split-screen ready version of extended quick slots, as well as enable sitting (for the meditation mod). The problem is, there is only one free binding available for controller (clicking on the left thumbstick). I only play this game split-screen with my wife, so it's imperative that I can bind everything to a controller. It would be great if someone could figure out how to make the game accept button combinations for bindings - for example, if you could press the left thumbstick button and the y button together to sit down. Or press the thumbstick button and a trigger together to switch quickslots. Alternatively if someone could just figure out how to allow keyboard bindings for the second split screen player, that could also work - assuming you can set up unique keyboard controls for each player.
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