Tytanis Mod

Post » Fri Dec 16, 2011 5:30 pm

I've posted this on two other forums, but I can't seem to get a resolve. I downloaded the new Tytanis mod (0.46) and extracted to my Skyrim directory. I overwrote the previous files (I had 0.44 installed), and when I got into the game, I tried the console command for the new mounts, and the system didn't recognize the object ID. I double checked the commands were right, and they were. I reinstalled again, but no luck. I tried this for an hour before I gave up. Why won't it work? .-.
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Sheeva
 
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Post » Fri Dec 16, 2011 1:45 pm

First two characters in a the item id are the mods position in the load order so;

02109e3d might be xx109e3d or xx02109e3d
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sarah
 
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Post » Fri Dec 16, 2011 10:24 pm

The mod author seems to have put it in the comment section rather than main description. S/he said:
It seems that the code changes per load order.

Type in console: help tamed 0

Only choose the codes ending in e3b

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Eoh
 
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Post » Fri Dec 16, 2011 9:29 am

If I were you OP, I'd talk to the Mod's author, directly. you'll get more exacting answers.
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brian adkins
 
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Post » Fri Dec 16, 2011 3:16 pm

Is the .esp selected under data files in the launcher?

As was suggested, ask author he's great with support
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Vahpie
 
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Post » Fri Dec 16, 2011 2:56 pm

This mod seems insanely overpowered. Has anyone tried it who can confirm?

Smithing is already monster, and with this you can smith magic artifacts too? Or do you still need Enchanting for some items? It seems to make alterations to the actual gameplay as well (perks, skill trees, spells etc.). It has overpowered, game altering written all over it. I love the added weapons, armors, etc., but I wish they would've left the gameplay alone =(
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matt white
 
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Post » Fri Dec 16, 2011 5:52 pm

I was helping someone yesterday who had problems, and I told him to remove his mods and see if he still had that problem.

GStaff also wrote him a note afterwards and said some players are using the mod program from another Bethesda game - since the one for Sky won't be released till next month - so the settings in that mod program do not correspond to Skyrim.

Hence, use mods at your own risk, you may hit a grand slam or screw up your game.

Good luck.
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vanuza
 
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Post » Fri Dec 16, 2011 7:16 pm

This mod seems insanely overpowered. Has anyone tried it who can confirm?

Smithing is already monster, and with this you can smith magic artifacts too? Or do you still need Enchanting for some items? It seems to make alterations to the actual gameplay as well (perks, skill trees, spells etc.). It has overpowered, game altering written all over it. I love the added weapons, armors, etc., but I wish they would've left the gameplay alone =(


It adds variation and options some balance work can be done and he is doing it as he goes along. Don't take the the skill. A lot of the added stuff just matches the vanilla equivalent with either a new name and/or different texture (want white deadric armour go ahead). Some are a go-between want stronger steelplate then infuse it with dragon blood still weaker than dragon bone. It makes use of junk rather than selling it or ignoring it. You still need the enchanter, it adds cooking recipes for people who want to avoid becoming an alchemist.

The game is overpowered as is, this gives you options no one has to use them, or just use a couple of options your character finds useful and the effect is lessened. If you sit there and smith everything you will become overpowered but so will smithing hundreds or iron daggers. That's a problem with vanilla not the mod itself.

Most of the things he adds just make sense, find steelplate armour but have no use for it, fine take it to the smelter and turn it into ignots. (on higher levels that's less powered than selling it and buying twice the ignots).

I hope he does alter the gameplay down the line and underpower smithing.
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FLYBOYLEAK
 
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Post » Fri Dec 16, 2011 1:52 pm

Yeah all the added gear is awesome, no doubt. I just don't like things like dual wielding greatswords for instance, that's just ridiculous. I solely install mods via NMM, and I fear doing so with this one will add everything. So I'll have to go in and delete the files I don't want replaced I suppose, which I'm not too comfortable doing. I'll take a peak at it and see if I can pick and choose the additions.
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Sarah Kim
 
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Post » Fri Dec 16, 2011 6:28 pm

The dual weilding is a perk you need to pick. Just don't pick it.
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Tracey Duncan
 
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Post » Fri Dec 16, 2011 1:06 pm

The dual weilding is a perk you need to pick. Just don't pick it.


Well, it's been made part of Warmaster perk for two-handers, which I will be picking since my warrior uses a Greatsword exclusively. I don't want him to wield two, though, that's [censored].
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Lady Shocka
 
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Post » Fri Dec 16, 2011 2:47 pm

The don't craft the handful of warmaster weapons he added that can use the dual wield option. Normal two-handers act the same. It actually puts you at a disadvantage as using them moves you to the one handed tree.
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RUby DIaz
 
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Post » Fri Dec 16, 2011 7:11 am

I got it with the "help tamed 0" command, thanks guys :)
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brian adkins
 
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