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pyramid

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Scrabx3

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7 comments

  1. Scrabx3
    Scrabx3
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    I'm sure some of you are curious what happened to the original project and how this upload is related to that. To keep things short: The original author chose to step away from modding and has since taken down his mod pages and repositories. I’ve been given permission to take over several of these now-unavailable projects, including this one, and will be maintaining them in his stead moving forward.
  2. dreamlog
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    Any chance of writing added/removed keywords to a _KID file?
  3. I dunno if possible but adding ability to add keywords to actors through this would be amazing, particularly player
  4. Afrodeeziac
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    Question: Is there a condition for keyword additions that prevents you from adding keywords from mods later in the load order (or completely preventing if the object's mod+masters do not contain the keyword)? I could see it leading to infinite loading screens or CTDs if not. Just something to keep in mind! 

    Very interesting mod, thanks for your hard work!
  5. vincanthofrerd
    vincanthofrerd
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    this seems really useful and interesting, I Haven't tried it yet but I was wondering if the freeze actor commands would let me hit the enemy while it's frozen? If I want to try a 10% chance on hit from an enchantment on a dragon I could spawn a dragon and freeze it with the freeze actor command right? Also, if I add a keyword to an item, is it every version of that item in the world, does it change it forever or is it just that item in particular
    1. Afrodeeziac
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      you can just use 'tcai' if you wan't a creature to not fight back

      Also the keywords seem to use baseID/formID, instead of refID. You should be able to answer your 2nd question yourself with this info. 
  6. Djlegends
    Djlegends
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    oh this is really interesting!
  7. Exploer
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    Adding keywords in game is kinda huge. Its really annoying to dive into xEdit every time I see unpatched piece of modded equipment (like staff that counts as warhammer)