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Hi Reaper, I'm sorry, but I don't know about Death Consumes All, so I can't speak for how they would do together. If you wanted to experiment, I might suggest getting the rest added and making a hard save, then adding Death, so you can revert to the save without it, if things don't go well.
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You might like ye olde Sands of Time mod. (Make sure to look at the prerequisites. There will be a lot of carnage, so I believe the dead NPC cleaner is one of the requirements. https://www.nexusmods.com/skyrimspecialedition/mods/3093?tab=description
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[SE]Hire laborers to loot for you
thumbincubation replied to thumbincubation's topic in Skyrim's Mod Ideas
Yeah, there are a couple follower-loot options. Was looking for more of a way to RP by hiring laborers to do it. -
[SE]How do you rig a bow for skyrim?
thumbincubation replied to dragonlord987's topic in Skyrim's Mod Ideas
Dragoon, you've worked some miracles with that outfit studio and I've got several of your creations in my load order. I wish I could give you kudos more than once. -
Hi all, Wondering if anyone would be willing to create a mod that lets the player clear enemies from dungeons and forts, without looting, and hire laborers to go in and clean out the loot, for a fee. In my mind, it would be an NPC "agent," who would have dialog options along the lines of "I'd like to hire your crew to clean out a location for me," and then a list of possible locations. I don't know the best way to go about that, maybe only a one-time thing and it can read a list of locations with the "cleared" flag, within say 7 in-game days of hiring, or something like that. Maybe it would be a one-time thing per location. The NPC would be somewhere near a couple of carriages, maybe with some basic non-dialog workers, and several large storage containers, maybe oversized wardrobes or lootable crates. Once hired, the NPC tells you to return later or sends a courier when ready, and then charges you a fee in gold. Go back to the agent later, and the loot is in a container that respawns in 10 days or so. Or possibly even an option to have the goods delivered to one of the base game or Hearthfire homes. I would imagine there is a way for the system to read the items populated in the dungeon, disable them there and spawn a copy of the list in your container or home. This way, the carriages don't have to be moved and nobody needs to travel. They're just there to give it a sense of an operating moving/storage business, but all the work happens behind the scenes, hopefully keeping the mod small and lightweight. Could this be done?
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Can Someone Recommend an Inventory Mod That Lets Me....
thumbincubation replied to Zathura2's topic in Skyrim's Skyrim SE
https://www.nexusmods.com/skyrimspecialedition/mods/25271 Better Container Controls (SkyUI version) by CD Cooley I swear by this mod. Works with a gamepad, and there's a config that lets you specify things that do/don't fall into the "everything" category, and if used in conjunction with something like "Favorite Misc Items" by PowerOfThree, it's even more flexible. Basically, anything I favorite is safe from mass movement, so I can decide on a default loadout, and one-button store everything except that. Alchemy, for me, is now *click* full of ingredients and enchanted alchemy gear stored in alchemy container, make potions, *click* empty of ingredients and enchanted alchemy gear. Potions, in my set up, go back into the alchemy bag unless they're one of the ones I've favorited. -
I have never been able to figure out how to do that either. I was hoping I could hide for example one of the 3 layers of walls, and it would include everything that comes with that particular "build" of the home. As it stands, it's hard to know if the floor you're putting a rug on goes with the wall you're putting a torch on, or not. Hearthfire homes are such a mess.
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If you like the whitewashed horror look, there's Black Thorn Keep. It's not a modder's resource, but the permissions will allow you to use the assets as long as you're not making money or DP. https://www.nexusmods.com/skyrimspecialedition/mods/25920 He has a couple of other nice castles, but the permissions are different, though I would suggest throwing him a message anyway, even for the one with open perms.
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Now that you're in, change the answers to all your security questions.
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SSE xedit question - forwarding records
thumbincubation replied to dizietemblesssma's topic in Skyrim's Creation Kit and Modders
I could be mistaken, but I took it to mean creating a stand-alone patch, so that you don't have to rebuild it every time. -
If it can be done, it will take someone a lot smarter than me. The thing with planters is that, like bookshelves, there are a lot of invisible "moving" parts, so to speak. If you were to use Creation Kit, you would place the planter, which is the easy part. Then you would use a special activator soil plot. After that, you would place a special "planter NPC" in a cell somewhere, and link that NPC to the soil, so when you plant something you're giving it to the NPC, who gives you back more of it later. The planter static, even the activator, could be placed by the Campfire-dependent mod you listed, or by Jaxonz Positioner, CD Cooley's Decorator Helper, DylBill's positioner, even by spawning it in with console commands. You could even spawn in an NPC, but linking them in game is beyond me.
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Can someone explain something to me?
thumbincubation replied to skullionaire117's topic in Skyrim's Skyrim SE
I'm not sure about loot. I know you can set a mod to load after another mod, but I don't know about loading last. The easiest way I know of is to use Wrye Bash, where you can just drag it down to where you need it to be. Even if you don't make bashed patches, the simple checkbox activation and drag/drop makes it nice. -
How can you start Unbound without restarting the game
thumbincubation replied to Dumbbus's topic in Skyrim's Skyrim LE
For Unbound, specifically, I don't think you can go all the way back to surviving the dragon attack with your hands tied, but you can still start the main quest from the point where you go and warn Riverwood. You should get rumors about Helgen from innkeepers. Even if you don't you can go to Helgen and you should see/hear Alduin leaving the area. Inside, go to the courtyard on the fort keep side and look for the body of the adventurer. Take and read the journal, and it should start the quest to either explore the cave under the keep (from the outside, not through the keep) or go to Riverwood directly. -
Added as a friend yesterday, by an unfamiliar name who is inactive today. Is this just a glitch or potential for spam/scam?
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I'm looking for mod that Change child NPC outfit
thumbincubation replied to EastBard's topic in Skyrim's Mod Ideas
Check this one out. I don't know how close it is to the one you were referring to, but it looks like it has a decent variety of armor. https://www.nexusmods.com/skyrimspecialedition/mods/50669