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#Silverlock skyrim se mod#
This mod has been run through Cathedral and saved in the CK. Adds perks to Block tree to enhance your staff, including Illumination and elemental infusion/discharge. Staves are equipped in the Shield slot and allow you to block/parry in the same way a shield does. There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Adds 30 new staves to the game: 15 new models, and new textures for all staves. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using Maxthon or Brave as a browser, or have installed the Ghostery add-on, you should know that these programs send extra traffic to our servers for every page on the site that you browse.The most common causes of this issue are: Visit now to see the best up-to-date SKSE Silverlock content for United States and also check out these interesting facts. The only other issues I really had were my ability to add just one more mod which would somehow break my game (eventually).Your IP address has been temporarily blocked due to a large number of HTTP requests. I know it's too much to hope that the animations are handled better by the engine now, that and the scripting were what I had issues with (just preference issues for animations). I may be wrong or remembering it incorrectly, if so enlighten me.
![silverlock skyrim se silverlock skyrim se](https://i1.wp.com/konev-t2a.net/wp-content/uploads/2013/07/TESV-2013-06-28-22-19-32-301.jpg)
Sorry it's been a while since I played Skyrim, I just remember Papyrus was a 3rd party script engine, or something like that, and wasn't built into the engine properly and thus issues with vanilla/modded scripts were present. So this should mean that the issues with scripts will be over? Stable scripts both vanilla and modded!? That would be wonderful!! But I do know this: We're all gonna start finding out in just a few weeks!Įdited by LeddBate, 20 September 2016 - 03:33 AM.
![silverlock skyrim se silverlock skyrim se](https://img.2game.info/re/l/skyrim/images/mod/101623/1588094841.jpeg)
How much more stable will the new engine be in "real-world" terms? I don't know.
#Silverlock skyrim se mods#
Right after that happens, you can expect to see a lot of mod authors start updating their mods through the CK to work for the new 64-bit version along with SKSE so that we get the new, prettier and more stable game along with all the awesome MCM equipped mods we've been using with the old 32-bit engine. What you should be REALLY looking forward to is when the Silverlock team gets their hands on the new engine and releases an updated SKSE. (Errr, not that the new edition comes in a box, but. Thus, the "new-vanilla" Skyrim will look like it is already visually modded right out of the box. The engine itself is reputed to have ENB-like effects baked right in.
#Silverlock skyrim se Patch#
Also, you won't have to bash together mods in a patch to keep under the old 256 plug-in limit. Switching to 64-bit WILL make the game more stable (mostly by allowing more RAM to be used.) In addition to this, GPUs with more than 4GB of VRAM will now really pay-off for their users (TRON reference!!) as you will now be able to blow right past the old mod limit (256 plug-ins, if I remember correctly) and get the most out of your texture-heavy mods.