Jump to content

phantasmalWordsmith

Members
  • Posts

    4
  • Joined

  • Last visited

Nexus Mods Profile

About phantasmalWordsmith

Profile Fields

  • Country
    United Kingdom
  • Favourite Game
    Skyrim

phantasmalWordsmith's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Okay, so, Skyrim has been acting up for a few days now. However, I think there's something odd going on. The problems started after I fell asleep while taking a break from Skyrim - late night gaming session - and waking up the next morning. I added a couple of mods - some small ones like Player Headtracking, Immersive Beds, and Footsteps, which were then added to my merged mod file, and when I loaded up the game, instead of the usual crash, what I got was a windows message telling me Skyrim had stopped working. I turned off my new merged esp, and tried again, still no. The crash will occur after the Bethesda logo passes, and the dragon symbol is on screen, waiting for the menu to load up. Skyrim will load and the windows message will pop up, or it'll crash as it normally does. I'm not missing a masterfile, of that I am sure, mod organiser would've alerted me to it. I actually found removing When Vampires Attack, improved my results a little. I've tried removing my save files to a different folder, that made no difference. I've also reinstalled Skyrim a couple of times. I've also gone through my mod list, removing one ESP at a time to see if one of them is causing a conflict that LOOT isn't detecting. I've suspected a potential issue with Steam, but I don't think there's been a update recently. I'm not in any betas. I've also tried validating the data integrity, whenever I've done that, its informed me that "1 file failed to validate, and will be reacquired" though I'm not sure what file it is, and shouldn't reinstalling have fixed that? Since my new keyboard is coming today, I'm gonna remove all the ESPs again, and re-enable them one at a time, see if I can find the problem that way. EDIT: Its worth noting that this issue is present in all profiles of Mod Organiser. Loading up the basic game via the steam menu, does however work. If anyone has any suggestions, they'd be most welcome. I've been modding, crashing, fixing, and tinkering with Skyrim for a few months now but this is a first for me. I'm using SKSE of course.
  2. I've recently been pouring over some thoughts and realised there was something I thought would make a interesting mod, if difficult. Alright, so when smithing, you unlock the range of weapons/armour to produce and you always make those weapons. However, I thought, well, what if the PC, as a craftsman, was able to craft unique blades in game? I pondered over this for sometime till I eventually figured out a skeleton of a idea in my mind and I would go about making this myself but I have no modding talent to speak of, so I'm just putting it out here. The Mod would add new recipes to the smithing menus. These recipes would make segments of a weapon (Blade, hilt, handle, pomel) in different shapes and materials. Ergo, different meshes and different textures. One recipe could make a Daedric material in the shape of the Orcish Sword's blade, the Ebony Sword's hilt and a Steel Sword shaped handguard and a Elven sword's pommel. These different components could then be put together to make the mix-matched Daedric sword, in your own style. Now I realise, this would mean making every model, on every texture, in all of the segments and full weapons. That, would be a big and long project but I think it could be done, theoretically at least. Going a bit further, perhaps integrating more segments of weapons from mods, like the Skyforge Steel Weapon mod which changed the Skyforge Steel weapons and also made Moonstone, Ebony and Dwarven material versions. Or adding katana/scimitar/etc blades. Could also be done for maces, warhammers, battle axes, great swords and war axes. And I don't know where I got this from, possibly the Man At Arms series on youtube, but what about also making the alchemy skill relevant by making (al)chemical metal treatments possible. Similar to the way the Wuuthrad axe does extra damage to Elven races, perhaps - probably in the cooking pot or forge crafting menus - the player could combine ingredients to make various alchemical oils that can be added to the weapon segment forging process to give the blade different qualities. (A oil produced of Falmer Ears could do a little extra damage against Falmer. Using Vampire Dust to make an oil that when treated onto the blade makes Absorb Health enchantments better.) and then maybe just use regular oil for basic weapons. Maybe even, perhaps aesthetic effects (using Glowing Mushrooms to make the blade glow slightly? Using human hearts/flesh to give it a bloody effect? Perhaps using Daedric hearts in this manner with ebony segments to make Daedric weapons? Using a solution of powdered dragonbone / scale to add a bone like look?) Another potential feature of such a mod would be to take a already made sword, and take it apart, back into segments. To summarise, craft little pieces of a weapon to then craft it into a actual weapon that is unique to the player. Perhaps you could also purchase segments from the Blacksmith to put them together yourself. It'd be great for roleplayers who want their Dovahkiin to have a unique weapon they've built themselves. It'd be great for people who want a particular weapon shape in a different material / texture. I don't think anyone would actually make this into a mod, but I wanted to share at the very least and see what people thought.
  3. Okay. Had this issue myself. Went through some methods. First, remove UFO Set the follower as non essential with console commands ( setessential <Base ID> For me, it was Cosnach because his skills are one handed (blades use one handed weapons) and heavy armour (blades use heavy armour) so his code was 00013390. The wiki and uespWiki have all the codes you'll need) I then used the console command "kill" on my follower and then resurrected him the same way. He was then able to join the blades. It may be worth mentioning that Delphine was inside the temple rather than outside. Not sure if its a factor. Hope this helps others.
  4. It may be that some follower mods set the unkillable flag on followers which makes them unable to join the blades. Same thing happens when you try to sacrifice someone in the Boethia's Calling quest.
×
×
  • Create New...