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  1. Gambler class - Skills rely on pure chance, and you get luckier as you level up. Subclasses could include Lucky Star, which increases your luck greatly; Fay Cursed, who's so unlucky that it spreads to their enemies with special actions to emphasize that; and a pure gambler, which leads to greater abilities, but the less chance you have succeeding, the more powerful the abilities. Could also have 'lucky dice' that increase the chance of your abilities or the power at the price of the other. Jester outfit - it's just as it says, a Jester outfit in multiple different colors (red and black, blue and purple, gold and white, black and white with skulls) with a cane weapon (normal one and one with a skull). This would go well with the Harlequin class mod that already exists. The reason I included the black and white and cane with a skull is because I was thinking that would go well with a necromancer (or if the author of the Harlequin mod is listening, maybe a necromancy subclass? Death Jesters are cool). Necromancer class - This has probably been requested to death, but I want to see a pure necromancer class with special undead that strengthens as you level up. Subclasses could include 'The Horde', which has many but weak undead; 'Chosen Dead', which can include at most 3 powerful undead that could replace party members (the idea is meant for lone wolf playthroughs without companions otherwise, it would be OP. Or if they can somehow take up companion slots that would be cool but that's not expected) with different types of undead like Lich, Wight, and some type of Rogue class undead. Madness-based class - A crowd control class that includes spells like hideous laughter and crown of madness; this was just kinda of a last-minute idea as of writing this.
  2. I would like to get all the horses I can to follow me at the same time. If this mod can be paired with other mods that give them inventories and allow mounted combat/harvesting/casting that would be even better. If you know of some that exist or multiples that work together to make this possible let me know :D I know convenient horses already seems to take care of the second half :D
  3. I'd like to play with mods on a solo run but also be able to launch a clean game to play multiplayer with my friends. Unfortunately both clients automatically use the Appdata mod folder which means if I install mods they will be installed for the two copies of the game, and if I get invited to play multi I have to de-install everything and re-install it after. Is there a way to change the path the game is looking into to check mods ? Some games allow this by changing paths in some .ini or something similar but I can't seem to find anything like this on BG3. End goal is to have one vanilla client dedicated to multiplayer, and the other one for single player that I can mod. Both are on different drives. Any help would be greatly appreciated.
  4. Okay well I looked all over the place for an answer and had no luck, I usually hate using forums because from my experience it can take an annoyingly long time to actually get an answer from someone. I have asked this on another forum and the guy that tried helping me was kind of even more confused then I was and would forget certain things that I need to do and misunderstood certain things I wrote, so sadly because they were no help and it was kind of annoying that they did not try and give me the answer in a single post, I have came to this forum and hopefully someone a bit more experienced and better at explaining themselves will help me out. So my issue is that I use Creation Kit a lot and mainly what I do on there is just make custom followers though soon I am going to get into more advanced stuff like spells, houses, and armor/weapons or a least that is what I hope but as you are probably aware because I believe most people use the Apachii Hair Mod if they don't like the vanilla hair, Apachii is a master file and though I can load it with certain master files others it does not work with, plus the Skyrim CK is pretty tedious and stuff will not work just if you don't click it the right way sometimes. I am here to find out a working solution for to get rid of that annoying pop-up message we all know and love *cough* hate, you guys probably know what message I am talking about... http://www.mediafire.com/convkey/6b75/5dv6ks7xd0ef3mxzg.jpg Yup that one ^ Now to be clear I do not have the files which typically other tutorials and guides tell you to go in, I don't have the SkyrimEditor.ini or any of those, I have checked everywhere that I have some kind of Skyrim folder and this file does not exist in my system. For a bit more detail my game was bought from Steam and I kind of think because it is Special Edition that may be why I do not have this particular file. So as most of you who read this probably figured out, all the other tutorials and guides I have tried don't really yield any results. Is there a way I can enabled multiple master files loads even though I don't have any of these files that most guides tell you to go into and change some stuff? My mods usually always work fine when I make them but this little annoying thing with Master Files really does feel unnecessary and kind of ticks me off. I know there should be a limit on master file loading to save you from breaking your game in a possible way, but still it is not like I would be dumb enough to load every freaking mod file I have, I mainly need to load only a few depending on my project that I am working on and typically those usually are just the Apachii Hair Mod and depending on certain situations sometimes modded magic files that add different magic powers to the game. So someone please help, I will try to be as patient with you as possible if you try to help me, but just please make sure you know what you are talking about and don't leave anything out, since clearly I am unaware of what to do, so I need someone to tell me. Thank you. Also sorry if this is the wrong area to post this, I tried my best to decide on the right area for this thing.
  5. It's been a while (since 2013) that I have done any scripting. I was trying to recreate what I had before using this other forum that I created years ago. However, I can't get the script compile from the Special Edition to run on Notepad++. I am not sure how to set that up. Basically have a base spell that has lightning, fire, and cold damage then project the three spells being cast out of the staff. Any help would be appreciated!
  6. I just went searching for about half an hour for a mod like this and came up empty... I'm looking for a mod that allows creating multiple things at once from a crafting station. Whether it be for armor, chems, weapons, etc. For example, let's say I wanted to craft a Stimpak from the chem station. I could only create one at a time!! And this saddens/frustrates me. I'm wanting the option to create as many as I want at one time (instant, or over time), no matter the crafting station I'm using. I'd like to just set the parameters and sit back while my character works. Anyone willing to take this on? If something like this already exists, please let me know!
  7. I currently have over 100 mods installed on my main PC and recently bought a new laptop and would like to be able to play my modded game on the move. Is there a way of transferring all of my mods in one go? Or a way of combining all of my installed mods into one? I really don't fancy having to install them all one by one. I'm sorry if this has already been asked but I scanned through a few pages of threads and didn't find anything that could help me.
  8. Hello, people. Thanks for taking the time. I have a question which I'm not sure has been answered before but I have been searching around the internet and not found any mods which do this. My question is: are there any mods or programs which are able to incorporate different (combat and movement) animation sets for different characters in Skyrim? For example: Giving unskilled fighters and townspeople / young people animations like this... http://www.nexusmods.com/skyrim/mods/76862/? http://www.nexusmods.com/skyrim/mods/77343? Giving bandits and moderately tough people (warriors but not necessarily experts) animation sets like this... http://www.nexusmods.com/skyrim/mods/34960/? http://www.nexusmods.com/skyrim/mods/65934/? And finally giving evil badass characters or expert fighters the default combat and movement stances. This would require having different sets of animations for different sets of characters... is this possible? If so, how? Do any mods do this in any way currently? I really appreciate any help. This seems like an idea that would greatly boost immersion and NPC personalities but I don't think I have seen it discussed before. Thanks.
  9. Is there any way to install more than one mod? Specifically, I'd like to install the following two mods: IEMod Level Cap Increaser AND Killing EXP Multified However, both mods modify the assembly-csharp.dll file. Is there any way to do this? Or are we relegated to playing with one mod at a time?
  10. Is there any way to install more than one mod? Specifically, I'd like to install the following two mods: IEMod Level Cap Increaser AND Killing EXP Multified However, both mods modify the assembly-csharp.dll file. Is there any way to do this? Or are we relegated to playing with one mod at a time?
  11. I have been working on a mod that makes hostile mobs hunt the player at various times across the Outdoor world. I have been adding hidden quests with scripts and updating existing scripts gradually as I play. I am starting to notice a quest script that handles player events OnHit() and OnPlayerSwimming() and OnPlayerSleepStop() is triggering twice each time it should only trigger once. It's as if two copies of the script are running. I need help finding out how to avoid this and to correct the existing problem. Disable the mod, resave the game, then re-enable the mod?
  12. I have been looking for a mod to select the skin for my werewolf followers, the way the original Moonlight Tales Werewolf and Werebear Overhaul did. Moonlight Tales Essentials Overhauled Werewolf Halloween started with a single follower and vanilla follower system and it was good, but i haven't see any updates and a mod to select the werewolf/werebear for multiple followers would be just perfect. Compatibility with Amazing Follower Tweaks and Moonlight Tales Essentials is important.
  13. Something I've noticed with my heavily modded version of Skyrim is a somewhat annoying and potentially gamebreaking bug/fault (One my part. Maybe?) in which there are multiple versions of weapons from mods such as SkyRe, PerMa, PrvtI's Heavy Armory and so on. What I mean is, when I go into the console commands and search for, let's say, "Iron shortsword" there are 4 different instances of thing floating around, and so there are 4 different versions of said weapon in my game world with somewhat identical stats. Anyone got any ideas? EDIT: I'm not retarded and I only have one of these mods installed and enabled (PerMa) and I have gone through and searched my Data files for the related plugins for each of these mods.
  14. Hi everyone, I tried to install the following mods (in the attatched file), and I have problems with some of the animations, some of them are not working (like HDT), so I wanted to ask this wonderful community to help me install these mods right. Every solution to make all these mods is welcome. But If someone could give me a full step by step detailed guide to install this I would be really glad. If you need any more details just ask and i'll give it to you. Thanks for helping :)
  15. I'm at the point in the game you can choose which path to go on, and found i wanted to make my own customized name saves and not what the game automatically gives you. So to go back to the exact saved point i want without having to guess or load up the saved point to see which one i want to go with in the game.
  16. I have an unusual glitch, where I am getting multiple entries for radio stations like Trinity Tower Radio, despite only one existing. Is there a way to clear these radio stations from your pip boy?
  17. Hello all, I was hoping to get steered in the right direction so that I can be on my way to develop a mod that I've been wanting to create for a while now. To get to the point, I would like to summon a certain number of objects (10 for example) at the target location of a spell. These items can be base items for all I care, I am just looking for framework here. Now, I was able to get one item to summon (A door in this case, but it can obviouslly be changed to anything) using this method http://forums.nexusmods.com/index.php?/topic/3105920-script-help-summoning-a-door/ My issue is trying to adopt this to summon multiple items, preferable in a circle around the target (I can work on that later though), for now I just want to know what I'm doing wrong. Incorperating a array in the matter is what's most troubling to me at the moment. I'm not sure if this method is the right direction or not but its something I tried to combined from another script Scriptname _TeleportDoorMarkerScript extends ObjectReference Door Property TeleportDoor Auto Activator Property EffectSummonBanishFX Auto ObjectReference[] Doors Event OnInit(Actor Target) Doors = new ObjectReference[10] int i = 0 While i < 10 Self.SetAngle(0.0,0.0, Game.GetPlayer().GetAngleZ() + 90 + i) Self.PlaceAtMe(EffectSummonBanishFX) Doors[i]=Self.PlaceAtMe(TeleportDoor) Doors[i].Enable() i+= 1 EndWhile EndEvent I also tried something like below to no avail. Scriptname _TeleportDoorMarkerScript extends ObjectReference Door[] Property TeleportDoor Auto Activator Property EffectSummonBanishFX Auto Event OnInit(Actor Target) int i = 0 While i < 10 Self.SetAngle(0.0,0.0, Game.GetPlayer().GetAngleZ() + 90 + i) Self.PlaceAtMe(EffectSummonBanishFX) Self.PlaceAtMe(TeleportDoor[i]) i+= 1 EndWhile EndEvent Again, super rough code but I'm just trying to get the point across. (I honestly don't think a .Enable should even be necessary). I think the Self. portion is what's throwing me off the most. So again, main idea is to shoot a spell at a target (could be the ground or a person) and it will summon 10 items of whatever. Even if you can point me to a thread remotely close to what I'm looking for would be helpfull because I sure can't find one other than maybe this one. http://forums.nexusmods.com/index.php?/topic/694996-i-need-help-making-a-script-for-a-multiple-summons-spell/ I'm not entirely sure how to adopt that to what I'm looking for as I don't know if NPC vs objects differ at all. Anyways, if you could help I would appreciate it, if not, no worries. I'll be happy to clear anything up that I can.
  18. Hey guys! I'm having a weird issue with equipment, I've been using outfit mods with multiple parts for a while now without issue, but the other day it suddenly would unequip if i tried to equip certain items, and always in the same slots (for example, equipping a lower torso item like a belt will unequip an upper torso item like a breasplate, and vice versa) I have a hunch that it's an issue with a skeleton mod, but I'm not sure, and troubleshooting / reinstalling mods hasn't done anything. So, I thought I'd ask the forum Any ideas what it could be? Thanks!
  19. Something i've always been looking for and never found is a mod that could simply allow me to have multiple animal followers simultaneously. For instance, I want the Stray Dog to follow me, but I dont want to have to dismiss poor Meeko. I use EFF (Extensible Follower Framework), and i'm not planning to use AFT (Amazing Follower Tweaks) even though I know it adds this possibility. I prefer simpler mods such as EFF and AFT is known for being unstable. Also, I already started my playthrough with EFF, so I dont think it's a good idea to change now.
  20. I'm trying to offset my rune spells and only my runes to not count towards the limit. I've tried attaching the script to the MGEF but the MGEF on runes only seems to go off after the rune has already exploded even when using OnInIt(). I'll add the checks later to prevent my count abuse but here's the basic idea I've tried: Event OnInIt() Int Num = 1 ;iMaxPlayerRunes+1 ;not working Game.SetGameSettingInt("iMaxPlayerRunes", Num) Debug.Notification("iMaxPlayerRunes = " + Game.GetGameSettingInt("iMaxPlayerRunes")) EndEvent Not sure what else to try.
  21. In a mod of mine, I want to make a simple puzzle with 4 levers that enable one or more of 4 different objects. This is similar to the 4 levers/gates puzzle in Folgunthur, except that I want my levers to become inert after the puzzle is completed. Does anyone know how to do this? Or does anyone know of an example in game that does this? I considered using script states for the levers to change between "inert" and "interactive" states, but I don't know what Event I could use to automatically set lever to "inert" once the overall puzzle is complete (i.e., all 4 objects are enabled). Would it be possible to use quest stages instead?
  22. The title is self-explanatory. Is there a mod to simple allow me to have multiple animal followers and nothing else?
  23. I have started looking for a good follower mod, but I don't know which one I should really use. The top two i'm looking at right now is UFO and AFT however, I don't know which I should go with. I want to have multiple followers and be able to use my home is your home, convenient horses, and other follower mods I may come across too. It would be better if either of these have lower scripts and better compatibility. So which one should I use, or are there any others I should know of? Please let me know if I need to clarify anything.
  24. Hi there. Old LPC MUD programmer new to modding. Is there a way to add extra effects to a food item in FO4Edit? I'm working on my first mod for practice, which is a copy of the noodle cup that I'm turning into Brahmin Noodles. Ultimately, the new item will be in care packages found randomly in mailboxes. (The care package will include other items like survival guides, pepper spray or knuckles, random letters to college students.) I'm guessing the random stuff will have to wait for the GECK (along with the modified crafting station recipe). The noodle cup info is: FormID: NoodleCup "Noodle Cup" [ALCH:00017C73] EFID Base [magic] Effect: RestoreHealthFood "Restore Health" [MGEF:0000397E] I can cycle through the effects with the F2 key (or browse them in the Magic Effect section), but I can't figure out how to add/edit another effects line. It would be fun to fortify heal rate or charisma in addition to the base healing.
  25. I have ran the following mods and had to play with them like switches on and off to get them to work. Some are working other makes the game stuck on loading screen. If anyone uses the mods i have please assist if i need a specific order and how to do that. Thank you for taking your time to read this and for your assistance.
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