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Benrahir

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Nexus Mods Profile

  1. I swear, if I had the ability, I'd do a questmod about choosing a 3rd option in the Civil War questline: brokering a peace between the Empire and the Stormcloaks, then both groups kicking the ass out of the Thalmor (beginning with destroying their embassy, then silencing them and their spies so Skyrim would become a silent territory for them). Having in mind their mutual hate for them, you could think "the enemy of my enemy is my friend" could be relatively easy applied there. Besides, Tullius was sent to Skyrim to "solve the situation there", without being given any specifics (AFAIK). And brokering a peace is a solution as good as any other, so technically he wouldn't be contradicting orders. By now my next character (well, a remake of my favourite one) will be more like 75% Stormcloak, but still neutral in the fight. Fortunately, being an outcast from Soltsheim and somewhat individualistic (althought proud of being a Nord), it kinda fits him.
  2. Then you haven't been paying attention... Or reading this thread. Paid attention, yes. Read this particular thread...no. Care for a quick synopsis of that 'evidence'?
  3. Soooo...I've been looking for this for a long time, and so far I've seen it nowhere (well, except in a single mod which doesn't work correctly). Thing is that I've always wanted a Lock Alteration spell that would be actually effective (the one I mentioned still allows enemies to open doors, and enter thou cell-changing ones). It'd add another strategic layer to combat, being able to lock away enemies in interiors to avoid getting flanked/outnumbered, or lock yourself in a room so you can heal/regenerate magicka. So, anyone up to the challenge?
  4. ....I've completely lost touch to what are the best character (both body, hair and face) mods out there. Not that I've ever had any idea of what the best body mod is for what I want :( For this new playthought I'm looking to create somewhat of a Blackwall (DA:I) character: male, Nord, rought-looking, veeeery big-bulky-bodybuildy, amazing beard...you get the idea :) So, which are the most actual, up to date and best mods to achieve that? Especially body mods....seen a lot of them but I don't know if they're outdated or what :/ Thx in advance for the help!
  5. It all rounds up to if the Empire still considers the Thalmor as their enemy and have a plan (even if it's long term) to fight them, or not and they're only clinging to their last scrubs of power and influence (which having in mind their lust for them, it's not hard to imagine). If it's the first, I'll loan them a spear. If not, Stormcloaks all the way. And I've yet to find any evidence of the first.
  6. You can fund new mods with $$$? I mean, it's not punishable in the Nexus sites? If yes, things could turn interesting... :D
  7. Hi there! :D So far, there are tons of Open spells for the sneaky Alteration user, but there's only one that adds a "Lock" spell. Problem is that I've tried it, and while it "technically" works (the door/cage door/etc. appears as being locked), NPC's and monsters can still open them most of the time. What I'd like is "something like that", but much less random and more complete: a set of 5 Lock spells (Novice, Apprendice, Adept, Expert, Master), each with it's respective 20%, 40%, 60%, 80% and 100% chance of an NPC NOT being able to open a door every X seconds (suggestions about how many checks per second/s are welcome). The duration of the spell (either to lock a door permanently, or make it time-based) is also open to discussion (although I kinda like the time-based option (30? 60 secs?)...it could make the spell a bit less overpowered). If that'd be way too impossible to do (due to Papyrus/game constraits), I'd be just happy with an universal, 100% reliable "Lock" spell with a 100% chance of an enemy not opening a door...but as I said, this only if the first way is just impossible. So, anyone up to the challenge? :D If you've any questions or you lack certain details of this req, please feel free to ask. And thanks for trying - and reading :smile:
  8. It gives me a little more faith in humanity that TES won instead of a game where you play a criminal. Although not much.
  9. Works like a charm now, and it's bugfree as far as I can see. Many thanks to both of you!! :D
  10. Well, it's also possible that Bag of Trash does a delete ON open...as it really doesn't matter when it deletes them (either when you close the menu, or you open it anew, the items will be gone anyway) :lol: But anyways, if you can now review the items before closing the menu...it's all OK :D (testing 1.1 right now).
  11. Well, as I said, it's mostly to prevent accidents...I'm pretty careful so I doubt I'd have any, so...have it your way :) A must, a must....it isn't a must. Just recommended :)
  12. Thanks, I'm sure that'll be useful for crysthala :)
  13. I think that the thing about the text appearing is easily forgetteable, because the advantage it has compared to the Bag of Trash mod (which has to be "equipped", and thus occupies a body slot for a brief time) is more of the worth of that extremely little annoyance. You can even mention this in the description =) As for "delete at closing"...that's what the Bag of Trash mod does itself...you may want to investigate how it does it... Anyway, I'll be AFK until night, so I'll be glad to test any new versions then :)
  14. OK, tested it a bit (you REALLY weren't kidding about the "not-going-back" thing, right? (lol)), and so far I found only two very minor issues: - The typical "You cannot equip this item" text appears. Don't know if it can be muffled, but as I said, it's pretty minor. - The "auto-delete" feature works well but IMO it may be a bit...prone to accidents. I'd recommend to change it to "delete-at-closing" instead, to give users a chance of checking out what they're deleting before doing it. - There's a space before the name. Intentional? (to put it at the top of the item list). If so, I like it :smile: - Also, the item dissapears from the forge list if you've one in your inventory. Intentional, too? (Like it, too...just mentioning it because I've never seen that happen). Other than that, it works perfectly :smile: EDIT: OK, looking at the scripts, it seems that throwing the trash bucket into the...trash bucket was never intended, as stated here (which doesn't seems to work...something to look about?): MiscObject Property TrashbucketObject Auto {misc item for the trash bucket so you can't throw the trash bucket away in the trash bucket}
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