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Raymus1449

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    Skyrim

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  1. SOLVED Problem: Consistent, reproducible CTD during "Legends Lost" the moment the Attunement Crystal is inserted into it's receptacle. Details: LOOT SortedLOOT Suggested Patches installedBASH PatchedMod Organizer 2Drivers UpdatedWindows 10Papyrus Log: EDIT: I notice the only one that references wraithguard is "[08/21/2019 - 01:27:00PM] warning: Property wraithguard on script ccBGSSE008_WraithguardScript attached to alias ccBGSSSE008_Player on quest ccBGSSSE008_PlayerTrackingQuest (FE00FB60) cannot be initialized because the script no longer contains that property" Though it may not be a script error, I notice after leaving the cave and coming back in, no new logs appear between "VM is thawing" (Loading in) and activating the pedestal and crashing. What, then? Notes: I do not understand much about the papyrus log, but many of those warnings seem strange to me. Are they suggesting grander problems?No other notable crashes yet other than the expected occasional hiccup with long play sessions. I appreciate any help in troubleshooting, let me know if more info is needed, I'm really hoping to get this working without tearing my hair out this time.
  2. I have many thoughts on the redesign but my biggest criticism, and by far the most important, is that I second what avpn said a couple comments back. All "featured" mods need to have the same sized display like the original layout. I think if the mod is "featured" then it is "featured" and any picking favorites beyond that could cripple the amount of people who click on the smaller-pane featured mods, and thus cripple how much attention a featured mod would have gotten with the old layout. I think it's subtle enough that most casual browsers would really only notice/consider the first two big mods. Hope you agree. Otherwise, I like the new layout a lot more than I thought I would, being someone who hisses like gollum at the prospect of change. Of course it'll take some getting used to, but it's an update both functionally and visually in tone with, say, modern Windows 10. Whereas the original design looks Windows 7. As much as I love Windows 7, a redesign is very welcome. So to speak. Great work everyone, now I'm just waiting for every scrap of news for the new NMM-- or "Vortex". I was a big fan of MO, and still use MO2 to this day, working through it's many issues from having not been updated in a while. I hope Vortex is keeping every feature from both MO and NMM, if possible. Cheers.
  3. Sorry to post on a dead topic, but I'm also having this issue. Only, with Starlight drive-in. Anyone ever find a fix? EDIT: All I ended up doing was placing a radio beacon. Settlers still came, and one of them gave me one of those generic quests to acquire the settlement. A little annoying to do for a settlement that usually doesn't require it, but it fixed the issue.
  4. I am a very sentimental person, and as such I hate to see Mod Organizer go. That said, I'm glad to see that the goal is to create a manager as advanced as MO for those that want it to be. Can't wait for more news!
  5. Except you eventually stop sharing with the crew because they eventually force you to end-game and retire. Bastards. Love the idea for the mod, I wish I had the slightest understanding of the CK, but I've not been able to learn it because this particular computer is somewhat shoddy. I haven't played Skyrim in so long. Pity me. Definitely going to check back here, I'd very much like someone to pick this up. I've been looking to do an Ultima-difficulty playthrough once I get Skyrim back where you are exposed to the very cold, very harsh reality of being the Hero in Skyrim. This would definitely help that out. "Oh Goodie, I just got back from this grand adventure and I finally have enough cash to buy that home and start my family. Ah, life is good. ...Wait, Faendal, what are you doing? No! Stop! I WAS SO CLOSE!!!"
  6. Shameful, is what it is. The guards in this city are all lazy and undisciplined. Things need to change... Commander Cauis walks around Dragonsreach like a preening rooster. I could do his job blindfolded... Really, Sinmir? Then why are the guard's hot on my tail whenever I steal an apple? Seems like pretty solid law enforcement to me. But what if it really wasn't? This is to be an immersion mod, of course. Our favorite Lollygagger Sinmir in the Bannered Mare is always griping about the poor state of Whiterun's Guard force. Yet they seem to act just like any other law enforcement in any other city, don't they? This is something a lot of people don't seem to notice and if they do, it's something they stop noticing eventually. As such, this would be another one of those mods where you really wouldn't notice that there is a mod in place, like it was supposed to be this way all along. What if, while Sinmir is NOT captain of the Guard (I.e, before civil war questline or if the Imperials win whiterun), the Whiterun guards, specifically, acted differently? How would they act differently, you might ask. Well I've thought up a quick and simple list that might make a lot of sense. At least one Guard sitting around in the Bannered Mare during the day, drinking his cares away.At least three Guards in the Bannered Mare at night, dancing and drinking and lollygagging.Guards do not react to theft of things 30g or lower, even if it is directly in front of them.Guards do not react to anyone of a bounty less than 500g.Guards are more close-knit like they are talking to each other and hanging out, rather than patrolling the city.Only one Guard patrolling the plains district, while the guards in the cloud district are less, but otherwise unchanged.Guard that stands by the post between Arcadia's Cauldron and Belethor's Goods relocated or changed in some way that makes him look (and BE) less perceptive.Guards do not notice any public disturbances you make INSIDE buildings (Where there are no guards) until you hurt someone enough, or kill someone.Guards are not always well-armed. (Maybe even clothes instead of Armor on some of them?)Guards are less able, to the point of being almost Incompetent, in battle. (Maybe, though this could conflict with many combat overhaul mods... By could, I mean Would.)Now, how would this work with other mods? One of the more notable guard-overhaul mods is Guard-Dialogue overhaul. I see several workarounds, (Although I am not YET a modder and so I may not really know what I'm talking about). First (And Largest) : Whiterun Guards are deleted and REPLACED with other NPC's named "Whiterun Guard" who have all of the unique behaviors I listed above until the Civil War Questline ends in favor of the Stormcloaks, where they are again replaced with their Vanilla Guard counterparts. Second : Maybe Guard Dialogue Overhaul doesn't affect their behaviours at all, merely their dialogue? So in theory, the two would be compatible anyway. Third : Create it specifically with Guard Dialogue Overhaul in mind, with a patch and all. --On that note, perhaps at that point one might as well do a Guard Behaviour Overhaul for ALL the cities, each with their own unique behaviors based on the Status of the City, People's Opinion of them, etc. Quest-Breaking? The only quest I can think of that this would interfere with is "With Friends like These", where the Guard talks to the Alik'r Warrior regarding his release after you've paid the fine (or Persuaded him to let him go, if that was an option..). What do we do? Just don't delete that specific Guard patrolling the prisons. Or even adapt the 'new' guards to not change their behavior in that area until the quest is done. Something like that. Now, After Sinmir gains control, either the Vanilla Guards would act Vanilla again or they would have new behaviors to show that they have REALLY improved. Greater HealthGreater DamageHigher LevelMore CoherentPatrolling more areasACTUALLY patrolling those areasThe list goes on. Also, perhaps we could get that bug fixed where Sinmir was supposed to live in Dragonsreach after the Stormcloaks win, but doesn't. What kind of Guard Captain hangs around the Inn all day? I want to do this myself, but at this point I don't have a computer capable of Skyrim and hardly capable of the Creation Kit, so that makes it really quite hard to even begin. On top of that, I've no modding experience and would have to wait while I Get a better computer and also learn how to even begin to do all this. Frankly, That's looking like it'll take a very quite long time, so I'd like to pass the idea on and see if anyone wants to pick it up. Maybe it could be a popular mod by the time I can play Skyrim again, eh? I'd also like a wee bit of credit for the idea, if anyone were to make it, but obviously not credit for the work put into it. Thanks for reading!
  7. Of COURSE..! It must have been the Brodual Video about it! You sir, Are a Hero.
  8. I'm trying to find a specific Skyrim mod that I KNOW I saw on a video a while back, but I can't find the video OR the mod. I didn't know where else to post this- but if this topic belongs somewhere else, feel free to move it or tell me to move it. What the mod does: As the player runs low on Magicka, the screen begins to lose color and become more black and white. As the player runs low on Health, the screen gets redder (Or just darker, I forget) As the player runs low on Stamina, the screen... I don't recall, actually. I think it just made your character gasp more. Help me find it?
  9. Right now, I'm having trouble with the CK because my Laptop's resolution is too low to fit the whole window on screen. I think once I get myself a cord to connect it to a separate monitor, I can actually get started learning the trade. I think, once I get the basics down, I'm going to hit this up. I was thinking of dropping Bowerstone somewhere in that MASSIVE span of open canvas past Refugee's Rest (Near Windhelm) That for some reason, No other modder has used yet. But then, perhaps I should make sure there are no huge projects that will used that space, otherwise I'll have to find somewhere else and I'm not sure where yet.. Anyway, yeah, I plan on learning the trade so I can actually try this. I prefer the original Fable, of course, but Bowerstone as seen in that one wouldn't be nearly as effective as it was seen in Fable II. So yeah, Anyone who's interested in joining me once I figure it out, I'd love to have you!
  10. Now, obviously this would be a massive collaboration effort but I honestly just wanted to through the idea out in the tiny possibility that someone might actually pick it up. What if we constructed the city of Bowerstone as seen in Fable 2? (Not 3, because it's too far in the industrial age and, frankly, isn't as good in my opinion) Now, the city would be constructed in several cells. A gate leading into the main city and that cell being about as large as it actually was in Fable 2. For example... Once you enter the city, you're separated from the rest of the Skyrim world as you would be entering a cave or any other city or so on.. (Only specifying this because I feel like I should, not sure if I NEED to but whatever.) It would basically be shaped exactly as is in Fable II, all the same shops in the same places, the bridge and water below that can be reached by either jumping or walking down a path. The town square and the clock tower... Everything. Though, odds are something like this isn't even legal (I haven't done my research) But if it's made from scratch I don't think it would be illegal. I know that this probably won't ever happen, but again, I just wanted to toss the idea out there. ALSO! I would like to learn the modding trade myself, so, if anyone is willing to take someone with no prior experience under their wing.. Do let me know.http://static1.wikia.nocookie.net/__cb20090912193157/fable/images/5/5e/Bowerstone.jpg
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