Tag: modding

  • MCM Scripting Tutorial

    Heres part two of this tutorial series. I will go over scripting the mod menu and by the end we will have a basic mod configuration menu with buttons and sliders!. If you have any questions or spot an error, feel free to leave a comment or use the contact page. See the first tutorial […]

  • Setting Up MCM for Creation kit Skyrim SE

    Grab the sdk from the github of skyui or grab the scripts from the mod and put the .psc files in “Skyrim Special Edition\Data\Source\Scripts” and the pex files in the normal “Data\Scripts” Launch CK and open your mod (you don’t need SkyUi as a master). For this tutorial select the skyrim esm and update esm. […]

  • Balanced Leveling 1.1 – So much More!

    A user requested that carry weight be added, which gave me the idea to add a few other options too. The creation kit wiki doesn’t have any explanation of actor values though. luckily i found a wiki that does: https://elderscrolls.fandom.com/wiki/Console_Commands_(Skyrim)/ActorValues https://en.uesp.net/wiki/Skyrim_Mod:Actor_Value_Indices I’m also adding some tooltips and such, after studying up on the woefully undocumented […]

  • Balanced Leveling 1.0 – Feature complete

    I decided to finally learn Mod Configuration Menus, as planning the options and features around the many many restrictions of skyrims message boxes was giving me a headache and requiring i draw flowcharts. So now balanced leveling has an MCM and i can provide alot more options in a much easier to use format. SkyUi […]

  • Balanced Leveling – 0.3 update

    The stats bonus is now retroactive. Stats are now calculated based on your current level at level up screen. So if you cheat and raise or lower your level or a mod alters it, this mods stat bonuses will alter accordingly upon the next level up screen. The stat bonuses are now retroactive and dynamic. […]

  • Balanced Leveling

    Made by request; upon level up all 3 attributes are increased by 1 in addition to regular level up rewards. Compatible with everything, can be added and removed at any time! Added stats can be removed by the ModAv console command; player.modav statToModify -(currentLevel-1) player.modav magicka -3 Get the mod here: https://www.nexusmods.com/skyrimspecialedition/mods/47910 If you have […]

  • Chaos Mode – 0.2 new triggers and effects

    Get the mod here: https://www.nexusmods.com/skyrimspecialedition/mods/47413 In addition to magic effects on the player triggering chaos mode, you can now set it to every x seconds! Up to a maximum of 600 seconds. This trigger uses real life seconds not in game seconds and doe’s not count time spent in menus or alt tabbed etc.. Known […]

  • Kodaxmaxs Kenshi Overhaul – Update 2 races and bugs

    Steam version: https://steamcommunity.com/sharedfiles/filedetails/?id=2404127478Nexus version: https://www.nexusmods.com/kenshi/mods/817/ Races today! I tried to stay true to their original specializations and prioritized lore. So the balance will probably be off until i can get time to do a few playthroughs or get a some feedback. Though the only one im really worried about is the soldierbot, but as there […]

  • Kodaxmaxs Kenshi Overhaul – Update 1

    Steam version: https://steamcommunity.com/sharedfiles/filedetails/?id=2404127478Nexus version: https://www.nexusmods.com/kenshi/mods/817/ Crossbow day! These are harder to make feel unique, as the options aren’t as diverse as melee weapons and one of them is literally just a MKII of the other. But I managed to get them to a point I’m happy with. So for all you Kenshi marksman, enjoy raining […]

  • Farm everything everywhere including deadzones

    Steam version: https://steamcommunity.com/sharedfiles/filedetails/?id=1701334716Nexus version: https://www.nexusmods.com/kenshi/mods/692 This Kenshi mod makes farming viable in every region, freeing up some new base locations and enabling the player to do more in a single playthrough. Every zone that normally has 30% or less, now has 30% fertility . If it was 30% or lower, but still higher than another […]