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thedisgrace

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    Canada
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    Skyrim, Guild Wars 2(soon)
  • Favourite Game
    Thief 2: Metal Age. Nostalgia demands it.

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  1. A script that kept track would be ideal, definitely. Easier than trying to track what the player was pressing, might be creating a new script with its own button using MCM. Replace your toggle button with it. The new button would toggle your speed and save it in the script. The script would then run after every action/conversation/load/transition, and set your speed to whatever you had toggled it to previously, whether the game had swapped it on your or not. Basically doing the job that the default should be doing.
  2. Skyrim has a quirk where if you are holding your Shift key (default for speed adjustment) while performing some action such as changing cells, it will swap your speed. For example, if your default speed is Fast, and you hold shift to walk up to and activate a door to a house, when you load into that cell, your default speed swaps to Walk, and holding shift will make you move fast. This can also get swapped when loading a game. It doesn't always happen. But it does happen. This is frustrating. Especially for stealthy characters, where movement speed can mean the difference between being noticed or not. I also don't know if there's a feasible way to fix it. However, I've seen mods fix some issues I thought would be impossible to fix, so I thought I'd just throw it out there for anyone who might have an idea. Thanks in advance!
  3. It's possible for maps to be flat, but it breaks the discoverability of locations. I can't fathom why Bethesda would do it this way (laziness no doubt), but the 3D map and the in-world map are somehow intrinsically linked, such that if you flatten the map and go to a location that is above the map's Z plane, you will not discover it. Wacky, I know. However, some people like to play without map markers of any kind. For them, a flat map might be without drawback, though I suspect it maaaay break some quests that require you to discover locations. Can't say for sure.
  4. That mod doesn't really change map functionality, it just makes some (good) changes to the map UI to make it, well, prettier. Smaller icons etc.
  5. Way back when I was first trying to build an immersive Skyrim mod list I managed to stumble onto a mod that made it so that whenever you opened the map, it started focused on Riverwood. So effectively it prevented the map from giving away your position. I'll be damned if I can find it again though. =/ As for the discovery thing, I think that'd be a bit of an undertaking. It's one thing to prevent the map from ever being updated (easy enough) but harder to be selective about how and when it updates. I'd definitely be interested in that behavior, though. What I'd really like to see is a system where you can place your own markers. So if you discover something you can take a look at the surroundings, try to make a good guess of where the location is, and make a semi-permanent marker for it. A marker which very well could be wrong if your guess was bad. I'd love something like that.
  6. I'm glad I read this. I always kind of assumed that I had to click on the advert for it to mean anything, so I figured adblocker wouldn't make a difference(I don't recall ever clicking on an advertisement ever, I don't trust them). But if having adverts simply on the page will do the site some good, it is honestly the very least I can do, so I disabled adblocker for Nexusmods.com. =) My only request is that the ads stay, y'know, tasteful. Part of the reason I use adblocker is to avoid obscene, ugly, suggestive ads. (I know you have minimal control over who advertises in your space, but just saying)
  7. That would definitely work too, and might be easier and less script-intensive than putting every stolen object on a timer. I think Skyrim tracks objects in a pretty similar way to Oblivion, so maybe it wouldn't be too hard to port that mod?
  8. That would be good if you could somehow make it so that people still react to the object being stolen. From my understanding if you remove the 'stolen' tag then you could just run around town stealing 90% of the items laying around and nobody would bat an eye. But yeah, if there was some way to keep that behavior and still let you sell those items... Maybe a script that removes the stolen tag on items after a certain amount of time, perhaps related to their value? So an item worth 10 gold might only take 1 hour of game time, but something worth 100 gold might take days. And anything above that would need a proper fence.
  9. Ever since Oblivion it has bugged me that the entire world has Robocop-like capacity to recognize stolen goods. How on earth can a shady shop owner in Whiterun can tell the difference between a silver chalice I grabbed from a dungeon or a bandit camp(which was probably stolen in the first place), and a silver chalice I nicked from a house all the way in freakin' Solitude? It never made sense to me. I realize that the original intent was to make the thief guild more appealing and relevant by making it the only way to fence goods. And to prevent people from feeling like they can just nick any old thing when nobody's looking, and thus make the game easier. However, we're all (mostly) mature here and mods can make the game play however we like. However, thus far I haven't seen anyone try to address the issue of stolen goods and fences. Also, unlike in Oblivion, the Thief Guild already has its own appeal by giving you more specific 'jobs' if you are into that sort of thing. So I'm curious if anyone has any ideas on how to open up the seedy underworld to not be quite so exclusive to the Thieves Guild. Honestly, you shouldn't need to join the thieves guild just to sell a few stolen goods; surely there are plenty of unsavory types around Skyrim who are more than happy to take useful items off your hands without asking any questions, and aren't necessarily affiliated with the thieves guild. Personally I rather miss the Morrowind way of handling it, where the 'owner' of an item is tracked and they will recognize things when you try to sell them. I'd even like to go one step further and say that if you are openly wearing a stolen item then the owner will recognize it and call the guards. But this type of thing might be rather hard to script. So we might never see that kind of mod - it might not even be possible with the way Skyrim tracks objects, I really don't know. So that failing, I'd love to just see the addition of new merchants (smugglers, gamblers, skooma dealers, etc) who maybe don't have a lot of gold, and might be picky about what they buy, and may not give you as much gold as a thieves guild fence, but don't turn their nose up at suspicious goods. Ideally I'd like to see at least one such shady merchant in every Hold, and more scattered around in various locations where it would make sense, such as travelers' inns and orc encampments and the like. Yes, there are is a mod that add fences to player homes but this tends to be a bit 'cheaty' for my tastes. Some random dude who hangs out in your house and buys stolen goods just feels like a vending machine. There's a difference between a convenience mod and a mod that makes thievery more accessible.
  10. I feel like if this were as easy as people are assuming it would've been done by now, given that there were a lot of complaints about the restricting nature of Skyrim's armor system. But you never know. Certainly it'd become a must-have mod if someone could introduce individual glove/pauldron/grieves slots.
  11. How many times have you been trying to interact with an NPC or a chair or something of that nature, only to miss by a few pixels? Suddenly you're a thief, half the town is out for your blood, and you're stuck with a fine. How many times has this meant losing some amount of progress due to having to load a save? The idea is basically a mod which would, when interacting with an 'owned' object, bring up a verification window warning you that the item is owned and taking it would be considered theft. It then gives you the option of leaving it alone, or taking it anyway. In theory such a mod would just get in the way for thieves and not be necessary; it is more designed for other characters who never steal (or only steal under certain circumstances). That said, it could be implemented as a power that can be toggled on and off, for the sake of crime sprees. Alternatively, the window could disable for a brief period after ignoring it once. So if you steal something, the verification window will not appear again for a period of time, allowing the character to steal to their heart's content without interruption. I'm afraid I know little in the way of scripting, but my hope is that it'd be relatively trivial either with SKSE or without it. Would anyone be interested in this?
  12. If I might add a suggestion... The water in the northern sea is filled with iceflow and iceburgs, and yet you can swim around in in with impunity. At the very least it'd be nice if that body of water did frost damage over time when you are in it. And maybe continue to do frost damage until you find a source of heat like a campfire or an indoor area.
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