First and foremost I’d like to welcome you to tb skyforge. I’m pleased to see you’ve dived right in and posted your first build, and it’s not bad at all for a first build.There are some things about your build I feel you could explain more thoroughly.For example you should explain why you suggested a femas character for roleplay purposes. Another thing worth explaining in greater detail is why the character uses several daedric weapons, and what purpose do they serve the build.Hope my advice is helpful and once again welcome to the skyforge. Hey mate,Sorry for the late reply, happens a lot with me I'll admit. Anywho, the build. It's a great start and it's got a lot of potential, that and the last Build that I saw based around crime (actual crime), was Curses' Riften's Most Wanted (check it out if you want some ideas for this one)Got a few questions:-Why do you perk Magicka, even though you have no Magic (Restoration, Destruction etc) Skills?-I understand using Daedric Artifacts, help tie into the Backstory, but may I ask why you use Mehrunes' Razor?
My point is that you have a fair few weapons, which would make it difficult for someone to play due to having to switch between several different weapons. Perhaps limit it down to the Sanguine's Staff and Nightingale Armor? (Also, look into using the Nightingale Sword, may be worth it, up to you)It may be worth checking out these links to help give you some more inspiration and knowledge, to help further add onto your build:Ponty's Guide to Character Building:Curses' Riften's Most Wanted (mainly for inspiration as it's the only crimelord type build that I know of):Screenshot & Art Work Request Thread (mainly to help out with a Perk and Equipment Spread, along with helping you find some pictures for your Build):I do apologise, if I came out too harsh or rude, mate. That isn't and wasn't my intentions.
You've got a lot of potential right here with this Build, and can do great things with it.
Credits and distribution permission. Other user's assets Some assets in this file belong to other authors. REQUIRESWORKS BETTER WITHDescriptionADDS OVER 400 WEAPONS TO THE GAME!With all the great weapon mods available on the nexus I have decided to compile them together as one package and integrate into the game the same way vanilla ones do instead of solely relying on obtaining them through a single process such as smithing, pick-up from a location, or purchasing at one particular vendor. Now you can find them appearing at wepon vendors/blacksmiths, discover them as loot, and wielded by bad guys all over the game!Weapon spawn variety will be hugely increased, with many more chances of new weapons appearing at different levels. Many weapons would suit only certain NPC types so I have made every effort to ensure that they will use relevant weapons - for example bandits and necromancers will have more chance to weild evil looking weapons.
Where this hasn't always been possible I have manually placed levelled 'dummy' weapons around the game, and given key characters certain weapons.Another great feature of the mod is beacause many weapons have been made quite powerful yet remaining balanced, so I have had to increase some levelled item caps to cater for them to keep the balance. Now you can level up to 50+ and still be surprized by new and more powerful weapons, creating a challenge for even your demi-god characters! Some however have been made too powerful so I have altered stats so they remain at the higher end of the levelled lists but remain balanced.All resource weapons have been given their own stats, recipes, can be tempered and enchanted. The stats have been carefully tweaked to suit the type of weapon such as speed, weight, length, damage, critical hit, and enchantments will some such as Embercoil and Control Rod.Check out the images for an example of what you can expect to find throughout the game, they aren't ALL there I made these images to give you a general idea of what you are downloading.I must make myself clear that none of these weapons were created by me, I am simply responsible for merging all of them into one large file and editing them in the CK to function together. The real artists should be recoginized for their work, and you can find them in the credits section. To show your appreciation download and endorse their work after you're done here, thanks!I will attempt to make this mod as large as possible with more weapons as time goes on. Your endorsements are a great way to show your appreciation and I really value you feedback and suggestions;)A word of warning - some weapons may need a little longer to generate on spawning and would likely hit mid to low end machines, due to either high poly count or hi-res textures.
If you do experience freezing just wait a few seconds for the engine to work.Changelog since initial release-: Patch 1.5, made some minor edits/fixes. Got rid of Soul Calibur and DMC weapons as they have been found to be illegal rips.
I will not host this kind of content.- Added a Lore Friendly replacer esp.-: Patch 1.3, adds weapons to more levelled lists focusing more on forsworn, thalmor, town/village spawns, imperial and SOS soldiers, weapon vendors and blacksmiths. Altered some weapon prices for balance, fixed static objects appearing in forsworn levelled weapon lists.- Added a low-res All-in-One package to favour performance, compiled by sdfgsdjfasdjk so credits go to him. This file would be ideal for low-end machines-: Added a compatibilty patch that combines the Vanilla Extended Weapons and LOTR patches.
It also adds more variety to weapon spawns.- Updated the main esp file so the weapons will appear in more areas of the game.InstallationDO NOT USE NMM FOR THIS FILE, THE MOD WILL NOT WORK. DO A MANUAL INSTALL.For convenience I have packed all the meshes, textures and other important files into BSA format for easy installation and a clean folder.Drop the ESP and BSA files into steamsteamappscommonskyrimdata. There is is also a Skyrim.ini file that MUST be placed in DocumentsMy GamesSkyrim, overwrite the original and your done!If you already have the original mods installed and you want to use this mod too, you may need a clean save and use only this esp to avoid any conflicts.Also if you are using the original mods, you can uninstall their mesh and texture files to clean up the directory and reduce FPS loss.
The file data has been kept to it's original data paths so there will be none missing.Credits for the original workDisclaimer: All weapon mods listed below are either part of weapon resource mods, or permissions have been personally gained by the authors themselves.
I’ve been having and issue with Skyrim special edition on Xbox box one x. Everything was working fine until just recently.
Old Kingdom - Weapon Overhaul
The game seems to while I’m in or near whiterun. And area I previously spent a large amount of time in with no issues.
So I’m wondering is there and issue with my or is there just to many installed in general that’s causing these crashes.
Version 0.6.1CHANGES. Sound effects overhaul - every sound effect's volume and other parameters were tweaked for better experience, you won't see a difference but you will definitely hear it;).
Easter Event was added to automatic event system. Added pop-up dialogue informing player that they can't sleep when enemies are nearby or if they are hungry or thirstyBUGFIXES. Disappearing shield bug was fixed, hopefully this time finally. 'Fixed' naked random encounters in wilderness - it's not a bug, it's a feature!. You can no longer talk to your summoned skeletons. To Brave Warriors and Mighty Mages of The Old Kingdom!
Our tormented and dangerous lands seek for an immediate rescue. Are your ready to bring them help with new great Tools of Destruction? Come back to the old realms and prove your skills to unjust World!The long-awaited Patch 0.6 arrived today. New features and improvements are mostly focused on gameplay experience and new opportunities of combat style preferences during your adventures.
We truly believe that our work and ideas will meet your expectations and reward your patience.Please find detailed list of changes below. Let’s get started! FEATURES Three New Magic SchoolsEach Magic School has its own skill tree requiring about 40 talent points to max it out. Talent points can be spent on learning new spells and passive magic abilities.
Nothing stands in your way to try a different builds and make mixes among them.As always - play it your way!Please find out all the details about New Magic Schools below:Frost Magic School focuses on offensive gameplay style. Freeze your opponents with 5 new spells:.
Ice Spike works like ice missile. Cold Wave - cone shape freezing breath.
Ice Nova shoots ice spikes from the both sides of a caster which toss hit creatures in the air. Ice Barrier blocks and reflects incoming damage. Deep Freeze is a stacking debuff spell. Each next stack slows enemies actions.In Nature Magic School you can learn 3 summon spells and 2 utility buffs:. Summon Rat - summons a rat companion. Summon Wolf - summons a wolf companion which can additionally cause bleeding on enemies.
Summon Boar - summons a boar companion which can additionally slow enemies. Regenerate - AOE buff which increases health regeneration for all allies. Stone Skin - AOE buff which increases armor for all allies.Necromancy is forbidden dark magic of death.
Use 4 deadly spells to devastate your enemies. Dread Bolt - deadly ghost missile that pierces enemies bodies.
Causes damage to the opponents and makes them more vulnerable for incoming hits. Summon Skeleton - raises undead who will fight for you. You can summon skeleton warriors and mages. Summon Ghoul - summons fast and deadly Ghouls.
Grim Wind - AOE debuff which inflicts damage over time. It heals caster for percentage of caused damage.
CHANGESWe have completely remade humanoid animations. Changes include all movement elements and combat skills. Gameplay seems to be more natural, satisfying and responsive.
We have also improved melee combat by implementing coloured weapon trails. Detailed list below:.
New Animation for: walking, jogging, running, jumping, rolling, falling, punching, weapon drawing, shield holding, shield blocking, spell casting, eating and drinking. Added weapon trails while attacking and preparing to attack. Combat skills does different colors which depends on used strength and attack speed. Visual damage system has been improved. It is more responsive and satisfying when hitting an enemies. We have added blood on hit which made combat more attractive and juicy.Active Bar. Added 4 slots Active Bar which can be used anytime during gameplay.
You can put in every potion, food, book and much more. Almost every “useable” item in game.
Action Bar slots are activated by pressing F1 - F4 on your keyboard.Idle Animations. To make your world feel more natural and alive, we have implemented a total of 12 idle and actions animations. Each will be triggered depending on the situation and NPCs preferences. For example: enemies will show their happiness after your death:)Level Up Effect. Upon Level Up your character will explode with powerful energy which will cause damage and knockback enemies. It will also fully restore your health, mana and stamina.
Dear Citizens of the Old Kingdom!It’s been over a year since Realms of Magic has arrived on Steam in Early Access. Our Team keeps working hard on improving the game and we can’t wait to share with you the details about what’s coming to the Realms in 2019.We would greatly appreciate if you could read this post to the very end.Game development is not a straightforward process. As you develop the game it evolves and changes and very often the final product is different than initial vision. We grew as developers over the years and thanks to your feedback and support we learned a lot about the game we want to deliver.
That means the final shape of Realms of Magic will be slightly different than what was originally planned. But fear not!
It will be even better, we know what we are doing, trust us;)But before we get to that, first we want to make a short summary of the most important features and changes implemented in Realms of Magic since Early Access began a year ago. Patch v0.6 - Combat Update.
New Magic Schools. Version 0.6 will feature not one, not two, but three new Magic Schools!. Combat Overhaul. We listened to your constructive feedback about combat feeling slow and clunky. We've addressed the issue and from now on it will be much more dynamic and satisfying.
New animations. Another heavily requested feature were new character animations. We remade most animations from scratch and now they look much more fluid and realistic. Idle animations. Areas with NPCs will feel more alive and natural.
Potion Bar. You requested, we provide! You will now be able to quickly drink potions in a convenient way.You can check out work in progress version of combat overhaul, new character animations, idle animations and potion bar on just released Beta version. You can learn how to participate on our Discord server. Patch v1.0 - World Overhaul Full ReleaseWe started work on World Overhaul over half a year ago. We are changing the map layout, rebuilding every village and dungeon and rewriting every quest. The world as you know it will be no more - it will be replaced with a much better version of it.
Because of that version 1.0 will require starting a new character. (You will be able to continue adventure on your old characters on 0.7 version of the game.).
Remastered villages, dungeons and quests. We remade every location and quest. Locations are looking much better and are more interesting to explore. Quests provide you with more dialogue options and choices. New dungeons and quests. More dungeons to crawl and many new quests to complete. Stonebridge - Capital City of the Old Kingdom.
Huge central city filled with over a hundred new NPCs for you to meet. It will also feature two new music tracks. New Biomes. Two new biomes to discover and explore: Mountains and Plagued Lands. Improved map and interface. New beautiful map with quality of life improvements.
Progressive Boss Fight. Each time you defeat him he becomes even stronger, always providing you with a challenge.
What's after version 1.0?We believe that after implementing all things listed above, Realms of Magic will feel like complete game. We will continue working on the game after leaving Early Access. However, scale of future development on Realms of Magic will depend on how successful the full release will be.It is always sad and frustrating when you need to cut some features you really wanted to implement. Nevertheless, we want Realms of Magic to be the best game it could possibly be and more does not always mean better. We prefer to improve and polish what we know will work instead of tackling some of the huge features we are uncertain we could provide with quality standards we aim for.If a feature you were looking forward to is not included on 1.0 roadmap it’s doesn’t necessarily mean that it won’t be implemented at some point in the future.
To Disable. Nitro pro 11 help. Now double click each item. Go to Startup.
It just means that it won’t be implemented in version 1.0.That is all we would like to say to you today. We are getting back to work. Cross your fingers for the team and once again we kindly thank you for all of your support!As always, stay Awesome! Another part of shaping and polishing Realms of Magic has been closed today.Even more freedom of agricultural gameplay is coming along with patch v0.5.With Husbandry feature we can move Realms of Magic from pre-Alpha to Alpha Version.Since Early Access launch we have expanded Realms of Magic content and mechanics significantly. Even more changes are ahead and we can’t wait to share our plans with you. Positive feedback and your active attitude makes us motivated and proud of our work! As partners of yours we would like to inform that December will be the last month to acquire Realms of Magic in an old, lower price.
Base price of Realms of Magic will be increased after end of this year.With one year anniversary of Realms of Magic in Early Access we are preparing few announcements. Be patient and stay tuned for our news soon.Back to today's patch, please find list of all changes below.Patch changelog. FEATURESNew Profession: Husbandry. You can now craft Animal Pens at Workbench. You can now make animal feeds at Animal Feed Grinder. You can feed passive animals to make them follow you to the Animal Pens.
In Animal Pens you can feed, shear and butcher animals. They will only breed if fed. Among other materials, animals produce fertilizer that can be used to craft a Fertile Soil block, which speeds up plant growth. You can no longer pick up rabbits and chickens. Animal loot and occurrence were rebalanced accordingly. To avoid exploits, passive animals no longer grant XP when killed. CHANGESRemoval of respawn mechanics:.
We removed respawn system. As of this patch you must load a saved game after you die.(Why we did that?
LordKhaox123 wrote: Whats the difference between this remake and your original Mod?:)Thx! LordKhaox123 wrote: Thx,sry for the late reply, just one more question is the faster stand up animation still part of this mod, because i didnt see a Fomod where i can choose it when i installed your mod?Greetings! Argonil wrote: Edit: This comment was outdated, the animations are no longer a part of the mod. But I highly recommend getting to reduce the time it takes for people to stand back up.A few thingsSince I started modding, my modding skills have improved a lot. I've redone every old record to fit my new standards, ranging from better effect flags to a lot of items now having object bounds or Miraak's Sword (Rank 1) now having a base damage of 14 instead of 12, so that it isn't a downgrade from the daedric sword you need to craft it. Lots more, I've probably made a 100 small changes.Before, I had a modular installation as well as 6 different.esps in circulation.
Now there's only Awesome Artifacts.esp and Awesome Artifacts - PS4.esp, greatly cutting down the amount of work I need to do, and now other modders only have to provide 1 variant of a compatibility patch. Old Kingdom Weapons needed 2 patches because of the 'perk compatible' edition, MLU would've needed 4 patches.All loose files have been packed into.bsas for convenience.
The perks and the Projectile Speed Tweak have been released separately, name changed to fit and be more practical.I guess you could say Argonil's Mod was the alpha.Edited by Argonil, 17 October 2018 - 11:27 PM. ELucifer wrote: Looks awesome. Definitely made me want to choose artifact weapons for my character again. One thing though, is this compatible with mods which change the appearance of these items?Three rules of thumb:1. It's definitely compatible if the mod doesn't use an.esp file.
(Although it may still be compatible with an.esp)2. If it's not compatible, a Bashed Patch can fix it for PC users, otherwise I'll have a patch under Optional Files.3. Without a fix, you will only see the effects of the mod that's loaded last in any place where there are conflicts.It depends on whether the mod changes the texture paths on the item records, which requires an.esp.
Usually the path is changed if the mod changes the appearance of an object whose appearance is also used by other items which musn't be affected as well, like Dragonbane which shares appearance with Blades Sword. So mods like aMidianBorn do not require a compatibility patch, but mods like Unique Uniques do.
There's a patch for Unique Uniques under Optional Files. But a Bashed Patch makes it redundant to use my patch, a Bashed Patch will almost always be able to solve this kind of compatibility problem. Otherwise you report it here.:)Edited by Argonil, 23 February 2019 - 02:39 PM.
LordKhaox123 wrote: Whats the difference between this remake and your original Mod?Thx! Argonil wrote: A few thingsSince I started modding, my modding skills have improved a lot.
I've redone every record to fit my new standards, ranging from better effect flags to a lot of items now having object bounds or Miraak's Sword (Rank 1) now having a base damage of 14 instead of 12, so that it isn't a downgrade from the daedric sword you need to craft it. Lots more, I've probably made a 100 small changes.Before, I had a modular installation as well as 6 different.esps in circulation. Now there's only Awesome Artifacts.esp and Awesome Artifacts - PS4.esp, greatly cutting down the amount of work I need to do, and now other modders only have to provide 1 variant of a compatibility patch. Old Kingdom Weapons needed 2 patches because of the 'perk compatible' edition, MLU would've needed 4 patches.All loose files have been packed into.bsas for convenience. The perks and the Projectile Speed Tweak have been released separately, name changed to fit and be more practical.I guess you could say Argonil's Mod was the alpha.Thx,sry for the late reply, just one more question is the faster stand up animation still part of this mod, because i didnt see a Fomod where i can choose it when i installed your mod?Greetings!Edited by LordKhaox123, 05 December 2017 - 07:02 AM.