Hey. I downloaded this after i had completed the DB story line and can't seem to find the snipe enchantment, do you know of way to get it via console commands or another fix? Thanks in advance!
You can disenchant the shrouded cowl, so give yourself one via console and disenchant it. Sorry for the insanely late reply. I figured it would be useful for someone else.
Cool idea, but i always thought sneak attacks with bows were weaker on purpose cuz bows in general do more base damage and and can used to kite. Still cool tho.
Many of the alleged “bugs” are features that prevent people from playing only stealth characters with bows and daggers. But gamers and modders are dense and don’t understand this.
Can I have your permission to post a mod that uses your enchantment on a standalone DB Cowl?https://www.nexusmods.com/skyrimspecialedition/mods/14623?tab=description
Can you plz make a version for oldrimFor the love of god because CC updated again fucked up my game and im going back for good now!Plz man make an oldrim version :(
Gonna take a shot in the dark here, but if u have a conflict, it maybe from guild armors. Since this mod allows you to unenchant the thieves guild armor. If you are getting an in game crash, it may be from realistic water, especially when near the ocean. I had them installed and got frequent crashes, look amazing but I have always had problems with that mod.
I only have about half these mods installed myself so I can't really say what the problem is. My guess is it's either GuildArmors or Ordinator. Sinxe obly thibg affected by this mod is the backstab enchantment (and hidden perk) and the dark brotherhood armor. I'll take a look into it, but I'm relatively new to modding (started about 1.5 weeks ago), so i can't promise anything. Try putting Ordinator afer this mod and see if it helps. Same with GuildArmors.
I am not an expert myself but here is free advice on the internet ^^ Use LOOT, a freeware program, to determine the order of your mods. Usually what happens is that mods that are added last may overwrite mods loaded earlier in the order which results in your mods not working as you would expect them to and may also affect stability sometimes.
Definitely get LOOT, your load order seems crazy. You have item mods and environmental mods staggered throughout. If you don't want to use LOOT, go for this type of structure in your order.
Bug fixes (e.g. Unofficial Skyrim Special Edition Patch) Game Structure and UI Mods;
Overhauls (e.g. Campfire and Frostfall) Mission and content correction (e.g. Cutting Room Floor) Difficulty/level list mods Race mods Perk mods UI mods Cheat mods
Mods that add distributed or worldwide content (Dolmen Ruins or Oblivion Gates) Mods that add or expand settlements Mods that add individual buildings Mods that modify building interiors
Items;
Item packs Individual items
Gameplay;
AI mods (e.g. Immersive Citizens) Robust gameplay changes (e.g. Marriage All, Alternate Start) Expanded armor (e.g. Magic Books, Pouches) Crafting mods Other gameplay mods (e.g. Rich Merchants, Faster Greatswords)
NPCs;
Overhauls (e.g. Diverse Dragons) Populated series Other additions
Appearance mods;
Hairdo mods (Except those with ESM like Apachii Hair) Adorable Females Face mods Body mesh mods (e.g. Seraphim, Beautiful Mistresses, Dimon99 and Maevan2 Female body) Natural Eyes Other appearance mods
Texture mods; Patches;
Patches for earlier mods (e.g. the Apocalypse-Ordinator Compatibility Patch) Patches that alter content Patches that disable content or purport to improve performance
So I left a comment on your necromage thread outlining how I'd LOVE if you could port that mod over to xbox one. Well this would be another to die for mod. PLLEEEEAAASSSSEE
BTW I gave this mod a shot and everything works fine. Having tried to make the Backstab enchantment available myself with the CK, only to fail miserably, really makes me happy this exists now.
What do you think - Would it also be possible to do the same with the Dawnguard Runehammer? The Bash-To-FireRune enchantment would really be awesome to have on other weapons as well.
The problem with making disenchanting possible is that you also have to take care of making it a useable enchantment afterwards (e.g. creating the necessary files and linking them to the enchantment)
Okay. That's easy enough. Will do it once I've got the time.
#Edit: Turns out the RUneHammer Enchantment is done via scripts, which unfortunatly is more than I can handle at the moment. I'll try to learn some more about it, but this will most likely not happen any time soon. At least not by my hand.
25 comments
Probobly some conflikt?
My mod list.
GameMode=SkyrimSE
Skyrim.esm=1
Update.esm=1
Dawnguard.esm=1
HearthFires.esm=1
Dragonborn.esm=1
ApachiiHair.esm=1
Ordinator - Perks of Skyrim.esp=1
50 More Perk Points.esp=1
RichMerchantsSkyrim_x5.esp=1
Realistic Lighting Overhaul - Brighter Dungeons.esp=1
Realistic Lighting Overhaul - Weathers - Brighter Nights.esp=1
RLO - Adaptive Interiors Vanilla Weathers Patch.esp=1
RLO - Major City Exteriors - No Guard Torches.esp=1
Realistic Lighting Overhaul - Weathers.esp=1
SMIM-SE-Merged-All.esp=1
DaggerCraft.esp=1
ScopedBows.esp=1
ScopedBows_ArrowTweaks.esp=1
HeljarchenFarm.esp=1
testmine.esp=1
Better Amulet of Talos.esp=1
RealisticWaterTwo.esp=1
Skyrim Flora Overhaul.esp=1
Dark_Eden_Forests.esp=1
Skyrim Unlimited Rings And Amulets SSE.esp=1
lighter pickaxes & woodcutter axes.esp=1
LevelersTower.esp=1
helmetwithcirclet.esp=1
Eli_Breezehome.esp=1
redguard armor.esp=1
MegaDrink02.esp=1
Realistic Pickpocket Chance.esp=1
GuildArmors.esp=1
it crashed 5 times 2-5 sec after i got in the game.
only had some random crashes before.
My guess is it's either GuildArmors or Ordinator.
Sinxe obly thibg affected by this mod is the backstab enchantment (and hidden perk) and the dark brotherhood armor.
I'll take a look into it, but I'm relatively new to modding (started about 1.5 weeks ago), so i can't promise anything.
Try putting Ordinator afer this mod and see if it helps.
Same with GuildArmors.
Moved it 2 last place agen, now it works and no crashes.
Bug fixes (e.g. Unofficial Skyrim Special Edition Patch)
Game Structure and UI Mods;
Overhauls (e.g. Campfire and Frostfall)
Mission and content correction (e.g. Cutting Room Floor)
Difficulty/level list mods
Race mods
Perk mods
UI mods
Cheat mods
Missions/Quests;
Environmental mods;
Global mesh mods (e.g. SMIM)
Weather/lighting mods
Foliage mods
Sound mods
Buildings;
Mods that add distributed or worldwide content (Dolmen Ruins or Oblivion Gates)
Mods that add or expand settlements
Mods that add individual buildings
Mods that modify building interiors
Items;
Item packs
Individual items
Gameplay;
AI mods (e.g. Immersive Citizens)
Robust gameplay changes (e.g. Marriage All, Alternate Start)
Expanded armor (e.g. Magic Books, Pouches)
Crafting mods
Other gameplay mods (e.g. Rich Merchants, Faster Greatswords)
NPCs;
Overhauls (e.g. Diverse Dragons)
Populated series
Other additions
Appearance mods;
Hairdo mods (Except those with ESM like Apachii Hair)
Adorable Females
Face mods
Body mesh mods (e.g. Seraphim, Beautiful Mistresses, Dimon99 and Maevan2 Female body)
Natural Eyes
Other appearance mods
Texture mods;
Patches;
Patches for earlier mods (e.g. the Apocalypse-Ordinator Compatibility Patch)
Patches that alter content
Patches that disable content or purport to improve performance
What do you think - Would it also be possible to do the same with the Dawnguard Runehammer? The Bash-To-FireRune enchantment would really be awesome to have on other weapons as well.
Sure thing.
The problem with making disenchanting possible is that you also have to take care of making it a useable enchantment afterwards (e.g. creating the necessary files and linking them to the enchantment)
Will do it once I've got the time.
#Edit: Turns out the RUneHammer Enchantment is done via scripts, which unfortunatly is more than I can handle at the moment. I'll try to learn some more about it, but this will most likely not happen any time soon. At least not by my hand.