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Found 6 results

  1. Version 0.2

    32 downloads

    This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: Added OnReset Event to reset the puzzle when the dungeon resets: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix I've also created a forum for this topic if you want to give any feedback.
  2. This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix Download Link
  3. Update: After reports of issues with Dragon Souls not being absorbed and personal testing of this mod, it appears recompiling the script in the original Creation Kit does not work. Please use Fixed Dragon Stalking Fix (Re-Upload) instead, it should work with the original Skyrim since it is only a script: https://www.nexusmods.com/skyrimspecialedition/mods/54625
  4. Hey people. I wasn't sure if the actual name would be censored or not here, so just in case I put a few * in it and used the alternative one. Anyway, Locky You offer several alternatives to the player in order to open locked doors/containers : Shooting at it, detonating it, or simply kicking into doors to open them. All of the new options have downsides in order to balance the whole thing: As a lazy person, I'll keep the download on nexus only until the mod is (near-)finished, because re-uploading to several places every time is time consuming and... plain boring. Then It should be available on Beth.net, afkmod, and maybe a few other ones if I find myself comfortable there. Current state: There is currently a few cosmetics improvements and hotfixes to do, the inner working to revamp, and one big feature to add, before having a final non-F4SE version. Then mod's development will be on hold until said F4SE provide the functions I need to enhance the mod further. In the meantime... well, I've got a whole lot of idea for cool stuffs about hacking, but need to analyze Automatron in depth first For detailed informations on the mechanics involved and the known issues, please check the readme. Cool screenies (sorry for the poor quality, I took the on the dev' profile):
  5. Version 2.7

    275 downloads

    A small mod that changes the way your Race affects your character. Skills, heights, powers, carry weights, race weights and resistances have been overhauled to be more immersive and MOSTLY more lore friendly. Required: Patch 1.9.32.0 Dawnguard http://store.steampowered.com/app/211720/ Unofficial Skyrim Patch http://www.afkmods.com/index.php?/files/file/659-unofficial-skyrim-patch/ Unofficial Dawnguard Patch http://www.afkmods.com/index.php?/files/file/658-unofficial-dawnguard-patch/ Seriously if you don't have these, I can not protect you from the wrath of my flying monkeys or skyrim's troll population Racial Traits Overhaul Thread Racial bonus are now fortify bonus instead of free levels in said skills. The racial skills modified will be highlighted in the skills menu the same way all fortified skills are. Some Races have new powers and old powers have been tweaked. Resistances have been improved on most races to match the races from the 3rd era better. Each races has it own base carry weight, when you become a vampire it doubles. Race heights and weights have been modified to resemble Morrowind mostly although with tweaks I felt were appropriate. Night Eye lasts for 3600 seconds. Vampires can't drown. Argonian Height M 1.03 F 1.01 Weight M 0.80 F 0.75 Ability: Argonian Claws Ability: Scaled Hide - Argonian hide protects like armor (base armor rating of 100) Ability: Water Breathing Ability: Resist Poison 100% Ability: Resist Disease 75% Carry Weight: 195 Skills Lockpicking 15 Pickpocket 5 Sneak 5 Light Armor 10 Alteration 5 Restoration 5 Breton Height M 1.00 F 0.98 Weight M 1.00 F 0.95 Power: Dragon Skin - Block 80% of physical damage and Absorb 80% of Incoming Magicka for 60 seconds Ability: Aetherius Affinity - Resist Magicka 50% Ability: Fortify Magicka - Fortify Maximum Magicka (50 more Magicka) Carry Weight: 175 Skills Conjuration 10 Illusion 5 Restoration 10 Speech 5 Alchemy 5 Alteration 10 Dark Elf Height M 0.97 F 0.95 Weight M 0.90 F 0.85 Lesser Power: Night Eye Power: Ancestor's Wrath Power: Ancestor Guardian - Conjure an Ancestor Guardian for 60 seconds on self Ability: Resist Fire 75% Carry Weight: 165 Skills Destruction 10 Alteration 5 Illusion 5 Sneak 10 Light Armor 10 Alchemy 5 High Elf Height M 1.11 F 1.09 Weight M 0.80 F 0.75 Lesser Power: Night Eye Ability: Resist Disease: 75% Ability: Weakness to Shock: 25% Ability: Weakness to Frost: 25% Ability: Weakness to Fire: 25% Ability: Weakness to Magicka: 50% Ability: Highborn - Fortify Maximum Magicka (150 more Magicka) Carry Weight: 190 Skills Alchemy 10 Alteration 5 Conjuration 5 Destruction 10 Restoration 5 Enchanting 10 Imperial Height M 1.02 F 1.00 Weight M 1.20 F 1.15 Power: Star of the West - Absorb Fatigue 200 pts on target Power: Voice of the Emperor - Improves barter by 25% Ability: Imperial Luck Carry Weight: 200 Skills Restoration 10 Destruction 5 Enchanting 5 One-handed 5 Block 10 Heavy Armor 10 Khajiit Height M 1.05 F 0.95 Weight M 1.20 F 0.75 Lesser Power: Night Eye Power: Eye of Fear - Send Opponents fleeing for 30 seconds Ability: Khajiit claws Ability:Feline Grace - increases movement speed by 20% Carry Weight: 180 Skills Sneak 15 Lockpicking 5 Pickpocket 10 Alchemy 5 One-handed 5 Archery 5 Nord Height M 1.08 F 1.06 Weight M 1.25 F 1.15 Power: Woad - Raises armor rating 150pts for 60sec on Self Ability: Resist Shock 50% Ability: Resist Frost 75% Carry Weight: 225 Skills Two-handed 10 One-handed 10 Block 5 Smithing 5 Speech 5 Light Armor 10 Orc Height M 1.07 F 1.05 Weight M 1.45 F 1.25 Ability: Resist Magicka 25% Lesser Power: Night Eye Power: Berserk Carry Weight: 250 Skills Heavy Armor 10 Smithing 15 One-handed 5 Two-handed 5 Block 5 Enchanting 5 Redguard Height M 1.03 F 1.01 Weight M 1.15 F 1.05 Power: Adrenaline Rush - Increases Health by 50 pts, Increase blocked damaged with shield by 50%, Increases one handed damageby 50%, increases movement speed by 50%, and increases armor rating 100 points for 60 seconds Ability: Resist Poison 75% Ability: Resist Common Disease 75% Carry Weight: 210 Skills One-handed 15 Archery 5 Block 10 Smithing 5 Destruction 5 Alteration 5 Wood Elf Height M 0.90 F 0.92 Weight M 0.65 F 0.70 Power: Beast Tongue - Command Creature for 600sec Ability: Resist Disease 75% Ability: Resist Poison 25% Lesser Power: Night Eye Carry Weight: 150 Skills Archery 15 Sneak 10 Lockpicking 5 Pickpocket 5 Light Armor 5 Alchemy 5 Compatiblity: Just put RTO as low as possible in your load order to avoid anything override it's changes Incompatible: Any other mod that change the races or vampire races Recommened Mods Classic Classes and Birthsigns http://skyrim.nexusmods.com/mods/16736: Works together like a charm, A must have mod to go with this!!! I have been building RTO to work with this mod since it never leaves my load order Frostfall - Hypothermia Camping Survival https://sites.google.com/site/skyrimsurvivorseries/frostfall The backpacks Frostfall has really helps with the burden of a packed inventory attributed to the races reduced carry weights Bandolier - Bags and Pouches http://skyrim.nexusmods.com/mods/16438 If the backpacks of Frostfall don't cut it for you pack rats then this mod surely will counteract the reduced carry weights of RTO Credits/Thanks: Dasistgutja for his Racial Traits Improved without it I would never have uploaded my personal dawnguard compatibile version of his mod or have been inspired to create this racial overhaul.
  6. A small mod that changes the way your Race affects your character. Skills, heights, powers, carry weights, race weights and resistances have been overhauled to be more immersive and MOSTLY more lore friendly. Required: Patch 1.9.32.0 Dawnguard http://store.steampowered.com/app/211720/ Unofficial Skyrim Patch http://www.afkmods.com/index.php?/files/file/659-unofficial-skyrim-patch/ Unofficial Dawnguard Patch http://www.afkmods.com/index.php?/files/file/658-unofficial-dawnguard-patch/ Seriously if you don't have these, I can not protect you from the wrath of my flying monkeys or skyrim's troll population DOWNLOAD Racial bonus are now fortify bonus instead of free levels in said skills. The racial skills modified will be highlighted in the skills menu the same way all fortified skills are. Some Races have new powers and old powers have been tweaked. Resistances have been improved on most races to match the races from the 3rd era better. Each races has it own base carry weight, when you become a vampire it doubles. Race heights and weights have been modified to resemble Morrowind mostly although with tweaks I felt were appropriate. Night Eye lasts for 3600 seconds. Vampires can't drown. Argonian Height M 1.03 F 1.01 Weight M 0.80 F 0.75 Ability: Argonian Claws Ability: Scaled Hide - Argonian hide protects like armor (base armor rating of 100) Ability: Water Breathing Ability: Resist Poison 100% Ability: Resist Disease 75% Carry Weight: 195 Skills Lockpicking 15 Pickpocket 5 Sneak 5 Light Armor 10 Alteration 5 Restoration 5 Breton Height M 1.00 F 0.98 Weight M 1.00 F 0.95 Power: Dragon Skin - Block 80% of physical damage and Absorb 80% of Incoming Magicka for 60 seconds Ability: Aetherius Affinity - Resist Magicka 50% Ability: Fortify Magicka - Fortify Maximum Magicka (50 more Magicka) Carry Weight: 175 Skills Conjuration 10 Illusion 5 Restoration 10 Speech 5 Alchemy 5 Alteration 10 Dark Elf Height M 0.97 F 0.95 Weight M 0.90 F 0.85 Lesser Power: Night Eye Power: Ancestor's Wrath Power: Ancestor Guardian - Conjure an Ancestor Guardian for 60 seconds on self Ability: Resist Fire 75% Carry Weight: 165 Skills Destruction 10 Alteration 5 Illusion 5 Sneak 10 Light Armor 10 Alchemy 5 High Elf Height M 1.11 F 1.09 Weight M 0.80 F 0.75 Lesser Power: Night Eye Ability: Resist Disease: 75% Ability: Weakness to Shock: 25% Ability: Weakness to Frost: 25% Ability: Weakness to Fire: 25% Ability: Weakness to Magicka: 50% Ability: Highborn - Fortify Maximum Magicka (150 more Magicka) Carry Weight: 190 Skills Alchemy 10 Alteration 5 Conjuration 5 Destruction 10 Restoration 5 Enchanting 10 Imperial Height M 1.02 F 1.00 Weight M 1.20 F 1.15 Power: Star of the West - Absorb Fatigue 200 pts on target Power: Voice of the Emperor - Improves barter by 25% Ability: Imperial Luck Carry Weight: 200 Skills Restoration 10 Destruction 5 Enchanting 5 One-handed 5 Block 10 Heavy Armor 10 Khajiit Height M 1.05 F 0.95 Weight M 1.20 F 0.75 Lesser Power: Night Eye Power: Eye of Fear - Send Opponents fleeing for 30 seconds Ability: Khajiit claws Ability:Feline Grace - increases movement speed by 20% Carry Weight: 180 Skills Sneak 15 Lockpicking 5 Pickpocket 10 Alchemy 5 One-handed 5 Archery 5 Nord Height M 1.08 F 1.06 Weight M 1.25 F 1.15 Power: Woad - Raises armor rating 150pts for 60sec on Self Ability: Resist Shock 50% Ability: Resist Frost 75% Carry Weight: 225 Skills Two-handed 10 One-handed 10 Block 5 Smithing 5 Speech 5 Light Armor 10 Orc Height M 1.07 F 1.05 Weight M 1.45 F 1.25 Ability: Resist Magicka 25% Lesser Power: Night Eye Power: Berserk Carry Weight: 250 Skills Heavy Armor 10 Smithing 15 One-handed 5 Two-handed 5 Block 5 Enchanting 5 Redguard Height M 1.03 F 1.01 Weight M 1.15 F 1.05 Power: Adrenaline Rush - Increases Health by 50 pts, Increase blocked damaged with shield by 50%, Increases one handed damageby 50%, increases movement speed by 50%, and increases armor rating 100 points for 60 seconds Ability: Resist Poison 75% Ability: Resist Common Disease 75% Carry Weight: 210 Skills One-handed 15 Archery 5 Block 10 Smithing 5 Destruction 5 Alteration 5 Wood Elf Height M 0.90 F 0.92 Weight M 0.65 F 0.70 Power: Beast Tongue - Command Creature for 600sec Ability: Resist Disease 75% Ability: Resist Poison 25% Lesser Power: Night Eye Carry Weight: 150 Skills Archery 15 Sneak 10 Lockpicking 5 Pickpocket 5 Light Armor 5 Alchemy 5 Compatiblity: Just put RTO as low as possible in your load order to avoid anything override it's changes Incompatible: Any other mod that change the races or vampire races Recommened Mods Classic Classes and Birthsigns http://skyrim.nexusmods.com/mods/16736: Works together like a charm, A must have mod to go with this!!! I have been building RTO to work with this mod since it never leaves my load order Frostfall - Hypothermia Camping Survival https://sites.google.com/site/skyrimsurvivorseries/frostfall The backpacks Frostfall has really helps with the burden of a packed inventory attributed to the races reduced carry weights Bandolier - Bags and Pouches http://skyrim.nexusmods.com/mods/16438 If the backpacks of Frostfall don't cut it for you pack rats then this mod surely will counteract the reduced carry weights of RTO Credits/Thanks: Dasistgutja for his Racial Traits Improved without it I would never have uploaded my personal dawnguard compatibile version of his mod or have been inspired to create this racial overhaul.
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