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Entropic posted:Thanks, that's hilarious. I guess the same thing happened on a smaller scale with Mirmulnjir? I haven't fought him since installing USKP, is there a youtube somewhere that shows how bad the voicework is? The Mirmulnir VA in the USKP arrived just as the whole Gatedebacle had settled down. When I posted the Shut Up Mirmulnir mod linked in the OP, I asked that no one put that up on the Nexus or Workshop because I have no interest in getting involved in e-drama. Apparently I was worried over nothing because this went up soon afterwards and Arthmoor didn't blow a fuse. The UP team actually encourages modders to incorporate the patches in their mods and I wish more people would do that. Now we have the annoying situation in Skyrim modding where most mods that edit the same forms or files the UPs do, overwrite their fixes.
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# ? Jan 8, 2014 21:24 |
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# ? May 31, 2024 14:44 |
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wjs5 posted:Is there a working Co-op mod out? I checked the op but might have missed it if it was listed. Sort of. It's super buggy and the main developer dropped off the face of the planet, so it's unlikely it'll ever get to a place where it's actually usable.
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# ? Jan 8, 2014 21:29 |
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So I have HD 2K textures and the high res DLC installed, but quite a few things still look like the original textures: This is the door to the hall of whatever it is, at Winterhold. Any idea what's up? Do both those packs have gaps like this?
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# ? Jan 8, 2014 21:44 |
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Mister Bates posted:I assume patrols and fights in Immersive Patrols still take place even if you don't see them? I've been occasionally finding places where there are a whole shitload of dead guys from two opposing factions, and I can't tell if it's a bug or if there was a huge battle that went down that I missed. Either way it's pretty cool, it gives a good feeling of things actually happening that don't entirely revolve around the player. I rather like just strolling down the road and finding a dead Imperial soldier surrounded by half a dozen dead bandits. The patrols fighting each other is a part of that mod, yes. Sometimes I'll come across a few dead Stormcloak bodies after finding a patrol of Imperials walking away, or vice versa. Also with loot scarcity/difficulty mods, running around the roads looking for loot is a legit strategy. Entropic posted:Thanks, that's hilarious. I guess the same thing happened on a smaller scale with Mirmulnjir? I haven't fought him since installing USKP, is there a youtube somewhere that shows how bad the voicework is? Yeah it is really bad. When you fight him, the audio doesn't really fit in with the rest of the audioscape, and it just sounds like a fat neckbeard muttering things to you as you fight him. Which is odd, because the VA in Live Another Life (at least the statue) is spot on. e: Thread, is there a way I can find out which NPCs a mod comes from easily, in game? In Oblivion, there was a mod that let you click on a dude, and then a debug menu would pop up showing the NPC, which mod added him, what level he was at, etc. Anything like that for Skyrim? Also curious about how to find out what mesh is used in game, if that is possible. Gyshall fucked around with this message at 22:18 on Jan 8, 2014 |
# ? Jan 8, 2014 22:01 |
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I've been trying to get ENB working, yet whenever I grab an ENB preset (I've tried ProjectENB and Seasons of Skyrim, and the same thing happened both times), this is what happens to Skyrim. I've got no idea where to start troubleshooting. Ideas? The only game that any graphical glitches happen in is Skyrim with ENB, so I dunno what the gently caress. EDIT: Somebody needs to make a game using the visual stylings of the second picture, but I digress. Ghost of Reagan Past fucked around with this message at 01:52 on Jan 9, 2014 |
# ? Jan 9, 2014 01:50 |
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The Elder Scrolls V: Skyrim Madworld Edition.
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# ? Jan 9, 2014 02:09 |
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Ghost of Reagan Past posted:I've been trying to get ENB working, yet whenever I grab an ENB preset (I've tried ProjectENB and Seasons of Skyrim, and the same thing happened both times), this is what happens to Skyrim. I don't have any advice on your technical problems (never used ENB personally), but I might be able to help with that last thing... https://www.youtube.com/watch?v=E1CF3GEEpEs (BTW, not my video, just the best one of gameplay I could find without any commentary)
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# ? Jan 9, 2014 02:37 |
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By the way, another reason Mod Organizer is awesome? Click that red triangle up in the top right corner of the screen. If your virtual install order is hosed and it knows about it, you'll see something like this:
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# ? Jan 9, 2014 02:58 |
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Shout out to Storage Helpers. It's great, it's immersive, and its perfect for making a home wherever the gently caress you want. Already have a home but need extra storage space? Bam. Or perhaps you are a sperg like me and want a specific container (strongbox?) to store jewels in but the home you like doesn't have a good spot for them? Bam. Check it out.
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# ? Jan 9, 2014 04:34 |
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Wondering if anyone could give this load a eyeball and point out if I'm missing any critical compatibility patchs or if two of these really shouldn't go together, occasionally getting spikes to 1 FPS and sometimes scripts might stop working until I reload, BOSS and such say everything is fine so I don't know where to begin. Skyrim.esm Update.esm Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp ClimatesOfTamriel.esm SPIKE.esm XFLMain.esm Wyrmstooth.esp Better Dynamic Snow.esp AOS.esp AOS_DGDB Patch.esp bardsoundsmalukah.esp enhanced soundtrack 01.esp FantasySoundtrackProject.esp skyrimsoundtrackexpansion.esp alchemysatchels.esp bladesfactionfix.esp Chesko_WearableLantern.esp fixed followers.esp hellayracedesc.esp higherlevelenemies.esp linked home chests.esp Populated Dungeons Caves Ruins.esp Populated Lands Roads Paths.esp Skyrim Immersive Creatures.esp Skyrim Immersive Creatures - DLC2.esp Skyrim Flora Overhaul.esp solitude smelter.esp SkyUI.esp Cloaks.esp 1nivWICCloaks.esp 1nivWICSkyCloaksPatch.esp hothtrooper44_ArmorCompilation.esp Immersive Weapons.esp psijic mage.esp Dr_Bandolier.esp DeadlyDragons.esp SkyRe_Main.esp SkyRe_Combat.esp SkyRe_EncounterZones.esp SkyRe_EnemyAI.esp SkyRe_EnemyScaling.esp SkyRe_StandingStones.esp Morrowloot.esp arcanebreezehome.esp betterriften.esp buildablehouse.esp CornerofTheSkyrim.esp dnihome.esp tos_granitehall.esp hg.esp Inconsequential NPCs.esp quest_nomercy.esp OBIS.esp OBISDB.esp orvarstomb2.esp quest_pitfighter.esp quest_sorcery.esp Run For Your Lives.esp When Vampires Attack.esp westbrookkeep.esp whiterun spruce by revan1199.esp BetterQuestObjectives.esp BetterQuestObjectives-Dawnguard.esp BetterQuestObjectives-SkyRePatch.esp Civil War Overhaul.esp AOS_CWO Patch.esp FireAndIceOverhaul.esp AOS_FIO Patch.esp Increased Bounty & Guild Rewards.esp Skyrim bigger trees.esp SFO - Dragonborn.esp SkyTEST-RealisticAnimals&Predators.esp Uncle Sheo.esp unreadbooksglow.esp aMidianborn_Skyforge_Weapons.esp BetterQuestObjectives-AMBSkyforgePatch.esp tavesolitude.esp tos_amber_guard.esp tos_laintardale.esp Realistic Lighting Overhaul - Illuminated Spells.esp Realistic Lighting Overhaul - Dungeons.esp Realistic Lighting Overhaul - Dawnguard Interiors.esp Realistic Lighting Overhaul - Major City Exteriors.esp Realistic Lighting Overhaul - Major City Interiors.esp Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp ClimatesOfTamriel-Dawnguard-Patch.esp AOS_COT-DG Patch.esp Apocalypse - The Spell Package.esp Increased MageFlesh Duration (30min).esp Increased MageFlesh Duration (60min).esp Increased Candlelight Duration (60min).esp Increased MageFlesh Duration (10min).esp Increased Candlelight Duration (20min).esp Increased Candlelight Duration (10min).esp Increased Candlelight Duration (5min).esp Increased Candlelight Duration (3min).esp Dual Wield Parrying_SKSE.esp DragonCombatOverhaulDragonborn.esp Locational Damage.esp The Dance of Death - Ultimate Edition.esp Beards.esp 3DNPC.esp XFLDialogue.esp XFLPlugins.esp BetterQuestObjectives-XFLPatch.esp Alternate Start - Live Another Life.esp BetterQuestObjectives-AlternateStartPatch.esp SkyRe_Races.esp Purewaters.esp PurewatersDG.esp PurewatersDB.esp barenziahquestmarkers.esp House Markers.esp=1 Bashed Patch, 0.esp ReProccer.esp Merged.esp
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# ? Jan 9, 2014 05:01 |
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Random reminiscence... gently caress multiplayer Elder Scrolls forever, but the one thing that does make me a little sad about Skyrim modding is that there's no Wrye Morph in the pipes. Which--when it came out--blew my mind and totally reinvented/rejuvenated Oblivion for me, letting me create and roleplay out the narratives of a collection of specialized, intermingling, eventually beloved characters. Pretty much my favorite few months in gaming ever. Does anyone else have fond memories of Wrye Morph? Or was it an obscure enough project that I'm alone in my nostalgic love? I wonder if such a thing would ever be possible in Skyrim, if anyone other than Wrye would have the daring/brains to pull it off, and how it would work with the new challenges posed by Skyrim's storyline/mechanics. Okay done fantasizing crazy poo poo; back to playing my latest Skyrim install.
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# ? Jan 9, 2014 06:22 |
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Trip report: my pile of guards eventually disappeared after I let Lydia go home and sleep on them.
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# ? Jan 9, 2014 06:42 |
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That raises some disturbing questions about your housecarl's hobbies, I think.
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# ? Jan 9, 2014 06:47 |
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I like to think she's just really good at her job, and "carrying your burdens" includes carrying corpses out to the dump for me.
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# ? Jan 9, 2014 06:52 |
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I had this dream I was eating a big, meaty marshemellow...
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# ? Jan 9, 2014 06:53 |
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Entropic posted:I like to think she's just really good at her job, and "carrying your burdens" includes carrying corpses out to the dump for me. Check her inventory. Maybe she has the corpses in there.
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# ? Jan 9, 2014 07:00 |
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I'm just scared I'm gonna find her hidden room behind a bookshelf like the one in Hjerim.
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# ? Jan 9, 2014 07:10 |
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Ra Ra Rasputin posted:Wondering if anyone could give this load a eyeball and point out if I'm missing any critical compatibility patchs or if two of these really shouldn't go together, occasionally getting spikes to 1 FPS and sometimes scripts might stop working until I reload, BOSS and such say everything is fine so I don't know where to begin. If Merged.esp is a tesedit merged patch it should be before reproccer. Add a boss rule to keep it there and rerun reproccer (it will run boss and if boss puts it after reproccer.esp it won't be used in making reproccer's patch).
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# ? Jan 9, 2014 08:10 |
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I was just out hunting elk, and a bunch of bandits decided they wanted to hunt the elk herd I was stalking, ruining my kill with their badly-aimed arrows. Immediately after doing this, they were attacked by a pack of wolves out of nowhere, who killed all the bandits, then a sabre cat charged in, killed all the wolves, and ran away. Ended up working out in the end, I'm swimming in wolf pelts/meat/bones/organs now. Also, while I was attempting to sneak up on and clear a bandit camp, the camp was assaulted by a squad of Imperial soldiers coming from the opposite direction, allowing me to shoot all the bandits in the back without any of them even realizing I was there. For some reason, I found the Imperial soldiers cheerfully marching off down the road while chatting casually to each other hilarious. Doing the mission to rescue the Grey-Mane guy from the Thalmor camp in the far northwestern corner of the map is a whole lot harder when you're freezing to death and so weak you can barely swing an axe. As soon as I finally killed the last elf, I spent the next five minutes crouched over one of their fire pits. My character literally had ice forming on their armor. I had a bunch of bandits join in with me to help fight a dragon, and then after the fight was over, the surviving bandits were non-hostile to me. They were rather rude and just told me to gently caress off repeatedly, but they didn't attack me. Not sure if this is vanilla behavior I just hadn't seen before or something added by a mod, but it was cool regardless. Is there a mod which tones down the ragdolling in this game? I'm playing with the Dragon Combat Overhaul, and while it's loving amazing for the most part, I really don't like being sent flying fifty yards through the air every time a dragon lands too close to me. Mister Bates fucked around with this message at 08:49 on Jan 9, 2014 |
# ? Jan 9, 2014 08:47 |
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Mister Bates posted:Is there a mod which tones down the ragdolling in this game? I'm playing with the Dragon Combat Overhaul, and while it's loving amazing for the most part, I really don't like being sent flying fifty yards through the air every time a dragon lands too close to me.
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# ? Jan 9, 2014 09:21 |
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Is there a quick and easy way to check Morrowloot has taken effect on a saved game? I installed it around level 8 and I'm not sure if it's kicked in or I need to wait for cell resets.
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# ? Jan 9, 2014 09:50 |
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poptart_fairy posted:Is there a quick and easy way to check Morrowloot has taken effect on a saved game? I installed it around level 8 and I'm not sure if it's kicked in or I need to wait for cell resets. There's a unique shield from Morrowind in a place you are likely not to have been to yet: Basement of the hall of the vigilants, on top of a dresser or something. Because that is where you keep important, powerful, historic artifacts. I don't know if mods can change loaded cells or how all that works, so I figure going somewhere new it useful?
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# ? Jan 9, 2014 09:51 |
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Ah, awesome. The shield's there so it's obviously working! I haven't explored anything beyond Whiterun yet so I guess it's just waiting for me to get to new areas.
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# ? Jan 9, 2014 09:55 |
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Entropic posted:Trip report: my pile of guards eventually disappeared after I let Lydia go home and sleep on them. Thread question: The base game's playerhouses are a noreset encounterzone. As far as I know, that should have meant the interior never resets and those bodies never disapear on their own. Assuming Entropic isn't using a mod that removes Breezehome's noreset flag, does the game treat bodies differently then containers and items that are lying around when resetting a cell? Gyshall posted:Thread, is there a way I can find out which NPCs a mod comes from easily, in game? In Oblivion, there was a mod that let you click on a dude, and then a debug menu would pop up showing the NPC, which mod added him, what level he was at, etc. The GetLevel console command will give you the NPC's level. Gyshall posted:Also curious about how to find out what mesh is used in game, if that is possible.
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# ? Jan 9, 2014 11:00 |
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So, that Hunterborn mod... I butchered a dragon and realised how heavy the meat was, so just gobbled it all down. Took a quick nap to get rid of RND's gluttonous debuff, only to realise the dragon meat buff stacks with itself and I'm currently unkillable.
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# ? Jan 9, 2014 11:44 |
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Raygereio posted:Thread question: The base game's playerhouses are a noreset encounterzone. As far as I know, that should have meant the interior never resets and those bodies never disapear on their own. Assuming Entropic isn't using a mod that removes Breezehome's noreset flag, does the game treat bodies differently then containers and items that are lying around when resetting a cell? IIRC dead body cleanup is a different script and a completely separate process to cell resets. I remember that specific detail when I was learning about the CK. It's possible that it's mentioned in one of the official youtube tutorial videos or as part of a written tutorial on the CK wiki. e: I'm trying to find a source on the wiki and I can't. Maybe I imagined reading this? Xik fucked around with this message at 12:05 on Jan 9, 2014 |
# ? Jan 9, 2014 12:00 |
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Xik posted:IIRC dead body cleanup is a different script and a completely separate process to cell resets. I remember that specific detail when I was learning about the CK. It's possible that it's mentioned in one of the official youtube tutorial videos or as part of a written tutorial on the CK wiki. I'm not sure where the timer is defined, and how it works, but corpses definitely follow different rules from everything else.
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# ? Jan 9, 2014 12:25 |
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Can anyone recommend good necromancy mods? I remember there being a good one that allowed you to pick up corpses and raise them and poo poo but it ended up being incredibly buggy.
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# ? Jan 9, 2014 14:15 |
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I just had a simple yet great idea for a mod ans was wondering if it was possible to do. read me. Basically take the readme.txt from all the mods you have installed and create in game books which are then stored in a specific location (the library in windhold would be great). So a simple ingame way to read the readme about a mod. It would also be cool if it added all the ingame books that mods create to the library. And quite possibly add a spell which allows the summoning, and placement of a bookshelf with the all the tutorials, readme etc. Would this be possible to do?
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# ? Jan 9, 2014 15:06 |
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Quift posted:I just had a simple yet great idea for a mod ans was wondering if it was possible to do. Probably with a SkyProc utility.
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# ? Jan 9, 2014 15:15 |
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Raygereio posted:Huh. The bloodstain textures on walls all disappeared fairly quickly too. I'm pretty sure bodies and battle damage (blood stains, burn marks from spells, etc.) are handled separately from dropped / stored items, at least in player houses.
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# ? Jan 9, 2014 16:16 |
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Entropic posted:The bloodstain textures on walls all disappeared fairly quickly too. I'm pretty sure bodies and battle damage (blood stains, burn marks from spells, etc.) are handled separately from dropped / stored items, at least in player houses. Well yeah, IIRC all the blood/burn stuff is on timers measured in seconds, not days. Also there's an adjustable maximum number of those decals that can exist in the world at one time, so as you make more, the old ones will spontaneously disappear. If for some reason you want a player house drenched in blood... Uh... You should probably accomplish that with permanent blood objects via the Construction Kit...? Trustworthy fucked around with this message at 16:28 on Jan 9, 2014 |
# ? Jan 9, 2014 16:25 |
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Or just never pay the steward in Windhelm to clean up the Butcher house.
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# ? Jan 9, 2014 16:48 |
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So what mod should I use to adopt all the kids? Are there mods that add adoptable children? What about orc or khajit kids?
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# ? Jan 9, 2014 17:19 |
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I wonder if anyone's made a child soldier mod.
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# ? Jan 9, 2014 17:52 |
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Quift posted:I just had a simple yet great idea for a mod ans was wondering if it was possible to do. This is an interesting idea, but I'd wonder how well it would work with mods that have a fairly big readme, due to the very slow page-turning animation. I get annoyed enough having to check the components for Midas spells. Would it be possible to make a mod that removes the page-turning animations?
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# ? Jan 9, 2014 19:05 |
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Praetorian Mage posted:This is an interesting idea, but I'd wonder how well it would work with mods that have a fairly big readme, due to the very slow page-turning animation. I get annoyed enough having to check the components The biggest issues I see is mods that just name their readme's "readme.txt."
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# ? Jan 9, 2014 19:09 |
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Entropic posted:I wonder if anyone's made a child soldier mod. There's a mod that lets you take kids as followers.
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# ? Jan 9, 2014 19:13 |
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Entropic posted:I wonder if anyone's made a child soldier mod. Honestly I think I'd enjoy this more in the Fallout universe. Where I can give them all atomic-bomb-launching firearms.
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# ? Jan 9, 2014 19:43 |
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# ? May 31, 2024 14:44 |
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I like the fire and ice overhaul, with fire spreading on flammable objects, but I could do without the icicles from frost, is there any mod that just has fire spreading, or failing that, is there a way to make the fire give off light so the fires aren't raging in a pitch black cave?
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# ? Jan 9, 2014 20:24 |