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Blacksupernova

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blacksupernova

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67 comments

  1. Debatemaster1
    Debatemaster1
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    Can confirm this mod works great to this day. Only a minor issue with Archery Gameplay Overhaul, in that the bleed effect still works on ghosts.
  2. MackDaMerc
    MackDaMerc
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    Hello,

    I really like this mod you created. But I discovered a minor incompatibility with another mod. I was hoping you might have a solution for it
    (I also asked the other mod author the same thing)

    I've tried to use Archery Gameplay Overhaul (AGO) with your mod and it almost works seamlessly. The incompatibility occurs when AGO's arrow bleed effect kicks in. Ghosts take zero damage on impact, but suffer the damage over time. It is really cheesy to use a ghost as a pincushion and watch it bleed to death.

    Yes, I know we could simply not shoot them with arrows, but I hope you understand what I am attempting to express.
    Any hope of a patch? Or something we could edit to get the two mods to play together?
    1. Debatemaster1
      Debatemaster1
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      I know this is two years old, but Isn't there an option to turn to bleed effect off in AGO's MCM menu? I know it's a great feature, but I would be willing to sacrifice it for the sake of this essential mod. 
  3. Murvel3000
    Murvel3000
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    Thanks for this. But it makes it impossible to get out of the cell in "Alternate Start - Live another life". Those ghosts are supposed to be
    taken down by a level 1 character with very simple weapons.A change or patch might be useful, both here and on the SSE version of the mod. Hoping someone might provide it, even after all these years.
    1. mikeboydus
      mikeboydus
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      Its been awhile, but I believe I was able to run/sneak away from the ghosts. 
    2. Murvel3000
      Murvel3000
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      I made a patch replacing them with skeletons instead.
    3. Debatemaster1
      Debatemaster1
      • member
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      That's not how it should work at all, though. They're ghosts: gameplay balancing should have no impact on logic. If it's a phantasmal, otherworldly being, you shouldn't be able to hurt it with anything short of magic or silver/enchanted weaponry.
  4. cjmaese915
    cjmaese915
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    Not sure how much the mod author pays attention to the comments here, but I figured that I'd make this post anyway.
    I recently downloaded the port of this mod for SSE and love it.
    However, it is incompatible with another mod that I tried out: "Ghosts Don't Drop Items, Silly".
    Basically, it makes it so that ghosts only drop ectoplasm when they are defeated.
    With both installed, the ghosts lose their invulnerability, and perhaps even their essence and transient curse drops (I haven't tested that yet).
    It would be cool to see both mods mesh together, just for that extra bit of immersion, but I'll enjoy this mod no less if that doesn't happen.
  5. adrielic
    adrielic
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    Loving the mod so far, but I'm having some problems with Ghost's Essences. It works like a charm, except I'm not taking damage per sec and they are not dropping from Ghosts, I looked at xEdit and the only conflicts I had was with USLEEP, about ghosts and their resistances, nothing to do with Ghost's Essences or leveled lists. I fixed all the conflicts btw.

    Any idea of what is causing this? I'm still using the mod tho, because it's something I always wanted and I can still buy Transient Curse from Falion and Enthir I suppose.

    EDIT: Okay, I did read the description again and realized that the Essences only have A CHANCE to drop, so it's not garanteed like I was thinking. However, I still don't know what to do about not taking damage from the Essences.

  6. GuardianofLight137
    GuardianofLight137
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    Small bug report. Using a mind control spell I got two ghosts to fight each other. They had iron axes and iron shields. (Basically they were unremarkable and had nothing listed that could damage each other) So I watched em fight for a bit but then noticed they were taking damage. I watched more closely and realized whenever one had their shield raised if the shield was hit that ghost took a VERY small amount of damage. It's nothing to be concerned with. It's a lot faster to just whip out a flame spell or something. But if they have a shield it IS possible to kill them with any weapon.
    1. adrielic
      adrielic
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      Actually it doesn't seems like a bug. If you realize that the player can use Ghost's Essences to damage ghosts, well, they're full of their own essence.
  7. Talmin12345
    Talmin12345
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    the uninstallation command doesn't work, it just says something like can't do this stuff
    1. GuardianofLight137
      GuardianofLight137
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      • 4 kudos
      Did you type the x in the console command? Cause the x isn't supposed to be included. Just represents the number used for the load order.
    2. alibeybal
      alibeybal
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      Should've written the name of the perk mate.

      Edit: sorry I thought you were the mod author.
  8. rsc587
    rsc587
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    I haven't downloaded this mod yet because I'm wondering what the full uninstallation console command is. The creator of this mod says to type
    "player.removeperk x014a3a" into the console but why is there an x before those numbers? I imagine they didn't mean to actually type in an x, but then how are we supposed to know what to put in place of the x?
    1. Vaeron
      Vaeron
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      x defines the ID the mod has in your personal load order, which is different for every one.
  9. Pickelsturn
    Pickelsturn
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    please port this to SSE i don't want those unimmersiv vanilla gohsts Q_Q
    1. Tyler799
      Tyler799
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      Done! https://www.nexusmods.com/skyrimspecialedition/mods/22888
  10. Tyler799
    Tyler799
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    Since permissions are open for this mod, I've gone ahead and ported it to SSE.

    It can be found here! https://www.nexusmods.com/skyrimspecialedition/mods/22888