The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Equipment Flexibility Project - Wizardry Module
   
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12 jul, 2013 @ 21:39
21 jul, 2013 @ 7:57
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Equipment Flexibility Project - Wizardry Module

I 1 samling av RJinthematrix
Equipment Flexibility Project
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Beskrivning
Features:
Warlocks/witches/mages/conjurers/necromancers have all types of melee weapons or bows with combat style augmentation to allow them to use it in combination with magic
Multiple possible armour sets with enchanted necklaces & rings
Enchanted elemental weapons relevant to the mage's specialty (plus draugr weapons for necromancers)
Bosses may have visuals associated with their power, a low level boss may have small hardly noticeable effects but higher level will be very evident (4 possible visuals for each element)
Mages (warlocks, witches, etc.) at level 22+ now have a chance to carry Adept level spell tomes and Expert level spell tomes at 36+

Compatibility:
100% compatible with mods that add new weapons and armor, all DLC, new areas and even new zones like Falskaar, just make sure this mod is BELOW the others on the load order
14 kommentarer
RJinthematrix  [skapare] 2 jun, 2014 @ 7:18 
of course, you can add any of my mods to a collection
sorry for the super long delay, been abroad
Captain Kraken 15 maj, 2014 @ 8:05 
@Rjinthematrix, can I use your EFP mods for my mod collection?
Vodahmin Hahnu 7 nov, 2013 @ 13:20 
We are not gonna talk about the guy in the background flapping his arms like a bird...
RJinthematrix  [skapare] 4 aug, 2013 @ 20:56 
@Mystic Kitty you could add visuals to your character with the console because they are activated by equipped items on slot 44
but I recommend you save before playing around with these because some fx are scripted and may cause some strange things to happen
Mystic Swordsman 3 aug, 2013 @ 6:51 
do the visuals that are associated with their power show on your character or just on bosses?
Assinmypants 21 jul, 2013 @ 10:22 
I use both steam and the nexus mod manager (NMM), I launch with the manager and download from both. I'm pretty sure that eventually it will catch up to me and I'll have to reinstall but this way I can have my cake and eat it too.
Knight of Heide 21 jul, 2013 @ 8:12 
Yes but the self managing mod system that leaves downloading and installing a mod as easy as a single click that steam uses is just better. I don't want to download something (that takes forever) then tamper with files and other programs just to use it. I'm new to the whole idea and I sure don't want to risk ruing a game I paid for by useing a substandard system for modding.
RJinthematrix  [skapare] 21 jul, 2013 @ 8:04 
Wyrmstooth is just under the 100mb restriction at 97mb, Falskaar is 553mb. While the nexus has some terrible servers, it does make it easier to have separate modules and add-on's consolidated on one page.
Knight of Heide 21 jul, 2013 @ 7:32 
thats stupid...nexus sucks @55. Wyrmstooth looks just as large and its on steam.
RJinthematrix  [skapare] 21 jul, 2013 @ 7:25 
@Delta Tier One that's right, as Steam mods are limited by their filesize and it is huge