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I'm having trouble starting a new game because there's something wrong with the cart at the beginning. When the game fades in the cart is tumbling all over the place and ends up flying in the air. Sometimes if I try enough times this stops happening, but I still end up with problems, like in this pic where the horse just walked into a rock and got stalled forever. I'm wondering if this is due to a mod affecting the terrain leading up to Helgen, or if it's something else. I realise I could just use Alternate Start and skip the whole sequence, but I'd rather know what the underlying problem is. Load Order Also, is it possible to get a mod to stay in the same place in my load order when I use BOSS? Every time I use BOSS it puts Hothtrooper44_Armor_Ecksstra.esp at the end of my load order because it doesn't recognize it yet, and it's a pain to manually push it up to where it's supposed to be every time.
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# ? Feb 21, 2014 09:34 |
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# ? Jun 5, 2024 00:18 |
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I'm trying to delete some trees due to a mod conflict. I load up MO, launch the CK through that, select skyrim.esm, immersive settlements, and bigger trees. I delete the 6 trees and tell it save. Of course CK eats a big bag of dicks and locks up. I then recall reading that someone here had the same issue and they opted to just open CK outside of MO. I do this but now none of the mods I have installed show up for editing. This makes sense based on how MO works. My question is this: how can I make these edits without sullying my *~pure~* skyrim install by manually extracting those mods into my real skyrim/data/ folder?
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# ? Feb 21, 2014 09:54 |
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ughhhh posted:is there a way to disable the 'Best Friend' perk? I love my mudcrab buddy, but it keeps following me into places it shouldn't be in (like the black book) Just talk to it and tell it to wait, or to travel to a town, or to go home (if you've set a home point). All of them will have it stop following you. For the latter two, even if there's no way for it to get to its destination, it should eventually teleport once it gets stuck. You might be able to turn it off in the MCM, too, but that may only be for the standalone version.
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# ? Feb 21, 2014 09:54 |
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Broniki posted:I'm having trouble starting a new game because there's something wrong with the cart at the beginning. When the game fades in the cart is tumbling all over the place and ends up flying in the air. Sometimes if I try enough times this stops happening, but I still end up with problems, like in this pic where the horse just walked into a rock and got stalled forever. I notice that you have those 'locations' mods from Steam Workshop (Lainarlane, Amber Guard etc). Try disabling them and see what happens. I had the same problem before as well. Update all of your mods if you havent done so and also rebuilt your Bashed Patch.
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# ? Feb 21, 2014 13:52 |
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@Praetorian Mage: You'll definitely want to add all those ThirteenOranges mods to ASIS' exclusions if you haven't already, they get seriously messed up by it in my experience.
Pretty good fucked around with this message at 15:58 on Feb 21, 2014 |
# ? Feb 21, 2014 15:55 |
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Broniki posted:I'm having trouble starting a new game because there's something wrong with the cart at the beginning. When the game fades in the cart is tumbling all over the place and ends up flying in the air. Sometimes if I try enough times this stops happening, but I still end up with problems, like in this pic where the horse just walked into a rock and got stalled forever. If you use MO, you don't need the ecksstra.esp. It's just to make sure the second BSA gets loaded. As for the intro, I have that problem too, but I thought it was Realistic Animals and Predators causing it. :/
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# ? Feb 21, 2014 16:36 |
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Question for modders, how do I check if an actor is "knocked down" when they are marked as essential, GetAV("Health") < 0, or is there some state I need to check? Also, is there an up-to-date exclusion lists for ASIS somewhere? Never used it before and trying it with a new play through along with SkyRe, and had a bunch of issues that I eventually figured out was incompatibility with ASIS. honestly it doesn't seem worth all the problems I'm going to run into unless there's a good updated list of things to ignore. Mr. Crow fucked around with this message at 17:04 on Feb 21, 2014 |
# ? Feb 21, 2014 17:01 |
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Mr. Crow posted:Question for modders, how do I check if an actor is "knocked down" when they are marked as essential, GetAV("Health") < 0, or is there some state I need to check?
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# ? Feb 21, 2014 17:10 |
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Mr. Crow posted:Question for modders, how do I check if an actor is "knocked down" when they are marked as essential, GetAV("Health") < 0, or is there some state I need to check? For whatever it's worth, here's my current exclusions list. code:
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# ? Feb 21, 2014 18:28 |
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Broniki posted:I'm having trouble starting a new game because there's something wrong with the cart at the beginning. When the game fades in the cart is tumbling all over the place and ends up flying in the air. Sometimes if I try enough times this stops happening, but I still end up with problems, like in this pic where the horse just walked into a rock and got stalled forever. I was having this issue and it was, of all loving things, my .ini files being screwy. I replaced them entirely with Ewi's .ini files from here http://www.nexusmods.com/skyrim/mods/51033/ and things seem to be fine now. Apoplexy fucked around with this message at 19:05 on Feb 21, 2014 |
# ? Feb 21, 2014 18:57 |
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If I've done all my modding via MO, I can just delete that when I want to start again, right? There's no need to do a totally fresh Skyrim install for that?
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# ? Feb 21, 2014 19:03 |
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MooCowlian posted:If I've done all my modding via MO, I can just delete that when I want to start again, right? There's no need to do a totally fresh Skyrim install for that? Delete? If by delete you mean "make a new MO profile that defaults to vanilla + no mods" then yes.
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# ? Feb 21, 2014 19:08 |
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Mortimer posted:Delete? If by delete you mean "make a new MO profile that defaults to vanilla + no mods" then yes. I dunno, I just meant take the folder I put MO in and get rid of it. I got this error when trying to open MO, and googling turned up nothing. Since I haven't actually played in months and there wasn't really a massive list of obscure mods I wanted to keep or anything, I thought it was probably easier just to restart than bother people with trying to fix it. It was just a question of whether or not I could just delete the old MO folder and start again from scratch or if I should be reinstalling skyrim itself again to avoid any weirdness. I don't really know much about how modding works beyond that I can click a few buttons and get fancier dragons in my game, so I'm just not really sure how deep I need to purge.
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# ? Feb 21, 2014 19:36 |
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Try downloading the new version of MO (1.1.1?) and installing it over it if you haven't already. If you really don't want to use MO (you should!) you can just delete its folder and be back at vanilla, yes.
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# ? Feb 21, 2014 19:39 |
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Is there anything that makes combat super lethal for me and enemies requiring blocking to negate damage? Something that doesn't turn enemies into damage sponges? How about locational damage too? I wanna shake up Skyrim's gameplay a bit because I'm getting bored with the game.
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# ? Feb 21, 2014 20:03 |
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Upmarket Mango posted:Is there anything that makes combat super lethal for me and enemies requiring blocking to negate damage? Something that doesn't turn enemies into damage sponges? How about locational damage too? I wanna shake up Skyrim's gameplay a bit because I'm getting bored with the game. Deadly Combat does this and it even had an MCM window so you can adjust things more to your liking: http://www.nexusmods.com/skyrim/mods/5485/
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# ? Feb 21, 2014 20:56 |
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Excellent thank you. Next question, what would be the best way to dynamically add a perk to NPCs (all guards)? Or should I just do it by hand and have the load order compatibility issues? Edit: seems you cant add perks to NPCs at runtime and have them work, guess that answers that. Mr. Crow fucked around with this message at 21:09 on Feb 21, 2014 |
# ? Feb 21, 2014 20:57 |
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Agents are GO! posted:
Agents. Your loving Lootification efforts own so hard. I use Armonizer and Weaponizer, do you think you can do those, too? edit: Actually, I've been thinking about this for a while: Weaponizer's weapon types are likely covered by the stuff CCO-R and Lootification and Dynamic Loot already cover well (as in, they're Lootification-ed (or lootified for short?) and integrated by Dynamic Loot and CCO Remade natively or via patch) and I'm looking into that more closely as I type this, but Armonizer flat-out loving owns and I seriously wish it were supported. Instead, the author declared he was going to re-make it from scratch entirely and then hosed off after implementing only a few sets of boots. That said, Armonizer has a buncha beautiful armor sets, most the Game of Thrones ones and all but they still look great, and the Morrowind Armors in it. Anyone know if I'm somehow missing that these are in a different mod that's more popular? Armonizer's armor gallery, for reference. Another follow-up: To answer my own questions about Armonizer, looks like the big bug with it (some items are just not implemented and cause invisible parts on NPCs when wearing them because of it) is fixed with http://www.nexusmods.com/skyrim/mods/27092/ even if you don't do SkyRe. So yay. Apoplexy fucked around with this message at 22:28 on Feb 21, 2014 |
# ? Feb 21, 2014 21:38 |
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I made a some simple edits to Skyrim Bigger Trees so it'd be compatible with Immersive Settlements. Holy poo poo, I have intense respect for those of you who made real mods. gently caress the lovely creation kit forever.
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# ? Feb 21, 2014 23:26 |
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TheSpookyDanger posted:Deadly Combat does this and it even had an MCM window so you can adjust things more to your liking: http://www.nexusmods.com/skyrim/mods/5485/
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# ? Feb 21, 2014 23:39 |
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Apoplexy posted:Agents. Your loving Lootification efforts own so hard. I use Armonizer and Weaponizer, do you think you can do those, too? edit: Actually, I've been thinking about this for a while: Weaponizer's weapon types are likely covered by the stuff CCO-R and Lootification and Dynamic Loot already cover well (as in, they're Lootification-ed (or lootified for short?) and integrated by Dynamic Loot and CCO Remade natively or via patch) and I'm looking into that more closely as I type this, but Armonizer flat-out loving owns and I seriously wish it were supported. Instead, the author declared he was going to re-make it from scratch entirely and then hosed off after implementing only a few sets of boots. That said, Armonizer has a buncha beautiful armor sets, most the Game of Thrones ones and all but they still look great, and the Morrowind Armors in it. Anyone know if I'm somehow missing that these are in a different mod that's more popular? I'm pretty sure Armonizer and Weaponizer are already done, if not in the base pack then on a file linked somewhere on the lootification page on nexus. I'm at work or I'd link you up. I mean, I know they're done, because I have the entries, and I don't recall doing them. Edit: LLI.jar takes loving forever to run with all these enabled. 30 megabyte LLI.esp bitches. Agents are GO! fucked around with this message at 00:44 on Feb 22, 2014 |
# ? Feb 22, 2014 00:38 |
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What's the deal with the irritatingly slow download speeds at Skyrim Nexus? I know it's not my computer/ISP because I just downloaded Skyrim at 2.4 mbs. It's taking me 30 mins to download the 75 mb Unofficial Skyrim patch. edit: now it's up to 2 hours. What the gently caress. Not going to be playing Skyrim tonight it looks like.... Mustang fucked around with this message at 04:01 on Feb 22, 2014 |
# ? Feb 22, 2014 03:58 |
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Mustang posted:What's the deal with the irritatingly slow download speeds at Skyrim Nexus? I know it's not my computer/ISP because I just downloaded Skyrim at 2.4 mbs. It's taking me 30 mins to download the 75 mb Unofficial Skyrim patch. This is just a wild guess, but it might be because the newest version of Equipping Overhaul just came out and everyone is bombarding Nexus to get it and the stuff it requires.
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# ? Feb 22, 2014 04:20 |
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Like clockwork, the servers get hammered at the beginning of every weekend. Saturday morning will not bring you relief: if anything, they will probably take it down for "maintenance" for most of the day.
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# ? Feb 22, 2014 04:20 |
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And it's gonna keep staying that way because Cabal still has to release a ton of retextures. Here's a preview of his Penitus Oculatus armor
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# ? Feb 22, 2014 04:36 |
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Another modding question, basically can't get a perk I've stuck on NPCs to work as intended. More detail here.
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# ? Feb 22, 2014 06:47 |
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Alamo Mead Yes. It is that Alamo. King of the Hill reference for those unaware.
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# ? Feb 22, 2014 07:09 |
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TheSpookyDanger posted:Deadly Combat does this and it even had an MCM window so you can adjust things more to your liking: http://www.nexusmods.com/skyrim/mods/5485/ This is perfect. Thanks dude.
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# ? Feb 22, 2014 08:01 |
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Mr. Crow posted:Another modding question, basically can't get a perk I've stuck on NPCs to work as intended. You cannot give NPCs a perk on the fly. If they don't have the perk in the editor, they'll never have it no matter what you do. If you're adding the perk in the editor and it's still doing nothing, it's possible that the on-hit stuff just doesn't work for them. The most random things choose to not work sometimes.
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# ? Feb 22, 2014 11:17 |
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Hah, I had forgotten how much of a dick this game can be at lower levels. I started a new character with a random Another Life start, got shipwrecked, made my way to Dawnstar. As soon as I got there, I started a quest I had never seen before (the one with the nightmares). I follow this priest of Mara to a tower, we fight some dudes, everything's going fine until we get to the last room in the dungeon. Cue half an hour of reloading trying to get past one Orc who kept one-shotting me and who could take all of my magic bar in form of fire to the face and only take about 5% damage. On another note, the Apocalypse Magic mod is a bit overwhelming; there's a fuckload of spells available from the start, I have no idea where to begin. :I
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# ? Feb 22, 2014 18:47 |
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Edmond Dantes posted:On another note, the Apocalypse Magic mod is a bit overwhelming; there's a fuckload of spells available from the start, I have no idea where to begin. :I Play an alteration mage! Bullet-sponge one-shot orc giving you problems? Throw is the answer. Throw is the answer to everything.* *Except dragons ANIME IS BLOOD fucked around with this message at 01:15 on Feb 23, 2014 |
# ? Feb 23, 2014 01:10 |
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The Mad Archivist posted:Play an alteration mage! Bullet-sponge one-shot orc giving you problems? Throw is the answer. Throw is the answer to everything.* That's a funny way to spell Death Arc. I love how Apocalypse + SPERG makes Ice Magic awesome. All magic, actually...
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# ? Feb 23, 2014 03:28 |
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The Mad Archivist posted:Play an alteration mage! Bullet-sponge one-shot orc giving you problems? Throw is the answer. Throw is the answer to everything.* Oddly, I have had trouble getting throw to work properly. I channel it and the most effect I've been able to generate is listing someone like ten feet off the ground.
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# ? Feb 23, 2014 04:11 |
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How does Dance of Death work these days with SPERG + Immersive First Person View? I see the latest version of DoD adds perk requirements for unlocking some moves, and I've found that IMPV gives you killmoves from the first-person perspective, at least as far as being killed, which I still find way more satisfying than the game popping out to 3rd person to kill me.
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# ? Feb 23, 2014 06:22 |
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Saint Sputnik posted:How does Dance of Death work these days with SPERG + Immersive First Person View? I see the latest version of DoD adds perk requirements for unlocking some moves, and I've found that IMPV gives you killmoves from the first-person perspective, at least as far as being killed, which I still find way more satisfying than the game popping out to 3rd person to kill me. Dance of Death has an option to remove perk requirements for killmoves.
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# ? Feb 23, 2014 06:23 |
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Saint Sputnik posted:How does Dance of Death work these days with SPERG + Immersive First Person View? I see the latest version of DoD adds perk requirements for unlocking some moves, and I've found that IMPV gives you killmoves from the first-person perspective, at least as far as being killed, which I still find way more satisfying than the game popping out to 3rd person to kill me. If you disable VATS (yes, that) in the .ini you do third person and first person kill moves without the kill cam iirc.
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# ? Feb 23, 2014 06:29 |
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Are there any mods that make spell effects from staves scale with your skill level? Staves of Skyrim has a system like this, but it only works for basic Destruction effects and it can be a bit weird sometimes.
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# ? Feb 23, 2014 06:33 |
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What's the deal with categorized favorites menu these days? I'm starting to get A LOOOOT of spells and i want to get a bigger favorites menu to see them all at a glance, but i see that it hasnt been updated in like a year. Is there a better alternative or something now?
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# ? Feb 23, 2014 06:42 |
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Dongattack posted:What's the deal with categorized favorites menu these days? I'm starting to get A LOOOOT of spells and i want to get a bigger favorites menu to see them all at a glance, but i see that it hasnt been updated in like a year. Is there a better alternative or something now? Sky UI has its own favorites menu now, so that might be why the other favorites mods haven't been updated lately. Personally, I still prefer Categorized Favorites.
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# ? Feb 23, 2014 06:47 |
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# ? Jun 5, 2024 00:18 |
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Try using CFM - Oni Edition. It comes with an INI file that you can edit to add in whatever you need.
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# ? Feb 23, 2014 06:49 |