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Rubicon83

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Everything posted by Rubicon83

  1. Its the same with me, I haven't joined either the Empire or the Stormcloaks yet either because I want to wait a little with that. However, it does seem unlikely; why would our decision to postpone the quest to join either side affect npc behavior? O.o
  2. And now I can add the guards of Shor's Stone to that list of strange homicidal behavior. I recently left Riften to mine some ore in Shor's Stone and when I reached the vilage, again, two guards on patrol immediately attacked each other as soon as they came into view of one another However, I can now confirm that this does NOT happen with the guards in either Falkreath or Whiterun, so it seems to be a problem located specifically in the Rift. Also, neither guard seems to go red on the compass, so I am not designated hostile to either. As I said, it might not be a problem that's connected to CWO, it was simply my suspicion. Has anyone experienced similar problems??
  3. After having seen that awesome trailer-like video of the Civil War Overhaul mod, I was overjoyed and couldn't wait to get it into Skyrim with a clean start and play all that original in-depth Civil War content that was discarded by Bethesda. :smile: Well, now its years later and I found out that it has since been pulled from the nexus and I can't find support for it anywhere. Why? It makes it all the more difficult to troubleshoot it so I figured I might as well throw a bone here and hope to get lucky. Anyway... I speculate that my problem is related to a specific function within the mod itself; you see, on occasion, the latest version of the mod has me seeing "Imperial Spies" and "Stormcloak Spies" (labeled as such when you target them) sneaking around in their enemies' cities wearing that respective city's guard outfit. Sometimes authentic guards see them, they get hunted down and are usually killed before they manage to escape. This is fun and lore-friendly. However, as of late, upon entering the city of Riften, I often find myself in the middle of a pitched battle in the streets with Riften Guards (labeled as such, not spies) running around trying to murder each other. This causes some problems (not to mention the obvious lore-breaking effect) because named NPCs that may or may not be essential to some of the side missions tend to get killed. (see attached image) Now, I don't know if this is specifically a CWO problem, I do have several other mods installed. I just figured that it could have something to do with that spy-script interfering with the programmed identities of the Riften Guards as well, if it is at all possible. This happens both in the streets and also, one time, within Mistveil Keep. The annoying thing is that, since CWO has been pulled from nexusmods, I can't really find the proper forum to post in. I hope you bear with me on this.
  4. I have XPMS skeleton and Dual Sheath Redux. I installed them a few days ago and two swords showed up on my character's back just fine. I whish I knew what I did right, though... because after some uninstalling and mucking about because of other issues (mainly trying to sort out what mod causes the now-classic cart-ride glitch in the opening of the game), now the second sword won't show up no matter what I do. Reinstalling doesn't fix anything. * What should I install first? DSR or XPMS? * What selections should be chosen? * What should overwrite what?
  5. This might be the wrong place to post this, but I figured, what the hell. I didn't have this problem until quite recently.. Had some trouble with Dual Sheath Redux (nothing new) and some other issues, so I uninstalled a few mods, deactivated some plugins, reactivated, yadda yadda.... and then suddenly, out of nowhere, NMM began deactivating two of my installed mods, FSS Better Bards and Designs of the Nords, almost as if out of pure spite. No matter what I do, if I activate them, close the program and restart it, those two mods are always deactivated. Reinstalling won't do a thing, re-organizing into different catergories is useless. What is up with this? And why did this happen now suddenly? :S
  6. One thing that I have always wanted but have never seen in Skyrim, is changable decorative banners inside (and outside as well, maybe) player homes. What if you could have your own estate with your family by your side while proudly boasting your dynasty's allegiance to any visitor who enters your domain? What if you could switch between these banners to passively show your support for either the Empire, the Stormcloaks, any of the other holds or, hell, why not a personal dragonborn banner? Or none at all, if your dragonborn is completely neutral. ^^ Or, if not possible with the Hearthfire-addon content, then at least as a quirky feature in any privately-created house-mod. The banners would add a little extra to us roleplaying buffs and give modders a suitable challenge. ^^
  7. A good idea (indeed, crucial for a modded game) would also be to clean the master files with Tes5edit. Sorry, I know its an old post, but I just hade to say it. Here is a very good and comprehensive guide to do just that: *Click here*
  8. I'm a little tipsy right now so om gonna try that tomorrow ((or when i get the chance minus a hangover) ^^ hwever, the reason for me downloading the dawn of-mods separately is because i like the way Solitude turned out in Complete Solitude ^^^ Actually, come to think of it, the scripts do seem to continue running despite HDT High Heels being uninstalled. I was testing an HDT High Heels workaround for someone where I had to turn off HDT High Heels but the script was still running on my saved game, with HDT High Heel boots still working. When I loaded up a save that started out with no mods, the same HDT boots were digging into the ground indicating that the scripts weren't running for this saved game. In any case, try running the save game script cleaner and see if it still persists. Oh just great, i hhate when scripts keep on running and running .. sigh .. ill have to check that out ^^
  9. Actually yes, it appears that the NPCs float somewhat in these areas as well, but its most pronounced with my character. Like, Lydia's hand floats just a few inches off the counter, but my character (as you can see) looks to be holding his hand completely up in the air. Yes, but as I said, the first thing I did was to try to uninstall that mod and see if the problem persisted. Which it did. :O
  10. I used to love the mod "Factional Followers" by Megaloptus, but that mod has stopped working for me and has not been supported for two years now. So, I was thinking if someone else could pick up the dropped ball and make a better factional follower-mod. For roleplay purposes, it would be awesome to, as a Thane of a certain hold, be able to maybe round up a few good men from the local guard and clear out a nearby bandit camp or maybe bring them with me as my personal retinue or somesuch. If there already exists such a thing, please point me in the right direction and I would be very greatful :smile: I should point out that I am using Ultimate Follower Overhaul as a main tweak for followers. However, UFO never did conflict with Megaloptus's mod before; "Factional Followers" has apparently ceased to function properly for other unknown reasons.
  11. Hey there, peeps. I was wondering if anyone could help me in a small matter. As you can see in my first image, I realized that my character was a little off when it comes to putting his hands on the counter in the Bannered Mare in Whiterun. Took a few seconds before I noticed his feet were hovering as well. http://i801.photobucket.com/albums/yy297/Rubicon83/1.jpg I exited the Bannered Mare and ran around to experiment with the character. Turns out, the hovering isn't limited to the Bannered Mare. It gets really bad down by the blacksmith. http://i801.photobucket.com/albums/yy297/Rubicon83/2.jpg However, there are places where the hovering seemingly goes away. Like in the marketplace. http://i801.photobucket.com/albums/yy297/Rubicon83/3.jpg Does anyone know anything about this? I have modded my game so I guess it could be a mod-issue. Frankly, its been so long since I played Skyrim without mods that I can't remember if vanilla had this problem anywhere. Anyway, everything is up to date. Latest versions of SkyUI, SKSE, patches, NMM and LOOT. And here is the list of my mods: http://i801.photobucket.com/albums/yy297/Rubicon83/4.jpg If anyone knows anything, I would appreciate any help you could give me. :smile: Btw, tried to uninstall the high heels mod, but that didn't work. Though scripts might still be running in the savefile, but it seems unlikely.
  12. Just drop the road chunks from the object window into the render window, adjust navmesh to suit. I've done it myself linking the two roads that pass either end of Lakeview. Its not hard at all just time consuming but nowhere near as long as the time you've waited for someone else to do it for you. :tongue: Well, I'm no modder, so of course I'm gonna request it, this is my only recourse :D
  13. I am still interested in this request. :) Might seem like a minor detail but it would add realism.
  14. I see :O .. but i guess unequipping the torch is more realistic than sheathing it in the first place. ^^ So as for realism, that doesn't sound too bad actually. :smile: Is this something we can use? Put out on the nexus? :smile: Understand that i would be very happy if you did. ^^ Probably not safely... I am no expert when it comes to meshes. I have no idea what all should really be modified to switch it from light mesh to weapon mesh. It worked but I have no idea about long term stability. There would also need to be scripting involved to swap the light torch for the weapon torch. Not to mention that when the fire damage effect was applied, it did not do any fire damage to a test bandit that was consoled in. You mean a bandit walked safely through the flames? :O well... that just takes the reason for lighting oil slicks away in the first place. :sad: This is still something that would be an awesome detail :D I mean ... the torches are burning with fire... there is no reason why they shouldn't be able to set the oil slicks aflame. ^^
  15. What... so NOBODY has seen this layout of the throneroom in the Blue Palace?? Ever?? o.O it was changed by one of the Game ot Thrones overhaul... maybe this one But i dont want Game of Thrones.. :O isnt there anyway i could just use this one change and not implement any of the other crap? :sad: Well, it's quite easy to extract only the Blue Palace cell data (with TES5Edit or in CK), but I'm really not in the mood to do so for 700mb mod :D Nevermind, someone FINALLY created something similar as stand-alone ^^ I just needed the time to find it. :) http://www.nexusmods.com/skyrim/mods/64788/
  16. What... so NOBODY has seen this layout of the throneroom in the Blue Palace?? Ever?? o.O it was changed by one of the Game ot Thrones overhaul... maybe this one But i dont want Game of Thrones.. :O isnt there anyway i could just use this one change and not implement any of the other crap? :(
  17. What... so NOBODY has seen this layout of the throneroom in the Blue Palace?? Ever?? o.O
  18. Thank you for your advice :) however, i just want to learn and then experiement at my own risk. I'd really like to know why certain quests are unresponsive when prompted to progress with the "setstage"-command. (or any other quest-related command really) Could it be that certain mods may interfere with vanilla quests so that console commands aren't acknowledged? I've slowly started to suspect that, however, i don't really see how that could work.
  19. Excuse my frustrated outburst, but... GAAAAAAAH!!!! I don't get it! I tampered with the console, using the "resetquest"-command on the quest "Ansilvund", and now i am trying to set the whole quest as completed again, but nothing works. I have tried these commands: "completequest dunansilvundqst" "setstage dunansilvundqst <0 - 100>" "startquest dunansilvundqst" "setstagecompleted dunansilvundqst <0 - 100> 1" (the variables within < > are the range of different queststages i have tried, all of them researched and legit) None of these commands do anyhing at all, except acknowledging the command and moving it up in the list; it doeasn't show any type of message that i have done something wrong or input the wrong text I check the stages with "sqs dunansilvundqst" and all the 0s still remain 0s no matter what command i try. I might also tell you that i have the same problem with other quests as well. Dungeon quests such as dunansilvundqst and dunrebelscairnqst seem to be the most immutable, but other quests like da09 and favor109 are also tough to change, at least using setstage. "Completequest da09 500" finally made me complete the Breaking of Dawn quest, but still.. this has proven too problematic. What gives? :O Perhaps i should explain my urgency. I am currently in the works of preparing to start a completely new game, but i dont want to have to do all the quests all over again, because that would just seriously obliterate my motivation. The reason for starting over is so i can use a certain mod which has been explicitly stated not to work with any savegames created before installation.. so i am trying to learn about ways to complete the quests i've already done via the console (obviously also using the additem-command to add certain questrewards, keys and stuff like that; as well as levelling up to my current level with incpcs and distributing my perks according to my current layout, adding shouts with teachword and unlockword to mimic what i have accomplished so far in regards to shouts, etc etc etc.... in effect, recreating my current character exactly in a whole fresh save from the start) So, how can i do this, you guys? :sad: i am at a loss here. What seems to be the problem? I dont get it.
  20. I'm not completely sure, but this Game of Thrones mod is changing the Blue Palace in a similar way :wink:) *in a whining voice* .. aaaaaaw, but i don't want Game of Thrones... :( :'( I just want that particular layout in the Blue Palace. The thrones... not the GAME of thrones.. XD
  21. So here is an image of what i was talking about. Ignore the naked woman. My desire here is the mod which changes the layout of the throneroom. The throneroom in the Blue Palace does normally NOT look like this. http://i801.photobucket.com/albums/yy297/Rubicon83/vlcsnap-2014-04-07-00h49m14s232.png Doesn't anyone know what mod affects the Blue Palace in this way? I think the ida of a true "seat of the high king" is very immersive.
  22. This.... this NEEDS to happen!!! :O .. alright, you have sent this to Bethesda, i certainly hope??? Not that there is much hope in getting another official DLC released, but it certainly wouldn't hurt to at least try. What's there to lose? :smile: .. and if they would agree to do it, it goes without saying that it would take care of the voice-acting issues.. ^^ And even if there is no response from Bethesda... well.. i support this idea anyway, cause Skyrim needs closure.
  23. Come on, detectives. :) Help me out a little here. ^^
  24. Should be fairly simple for an experienced modder to make something like this relatively quick. I am greatly annoyed with the fact that here is absolutely no road connecting to Windstad Manor and that you have to either trudge knee-deep through a stinking salt marsh or blindly brave across frozen wastes in order to reach that house. THAT place definitely needs a road connecting to it. Modifying and extending the dirt path leading to Movarth's Lair would be a good starting point. Using that path would be logical seeing as how a path leading up to Windstad Manor already partially exists (there is a fairly long stretch of path leading south from Ustengrav that seemingly goes nowhere) and it would make sense to have some form of connectivity to Morthal, the closest supplier of building items.
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