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Vir

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  1. Hello again. I'd like to return this question to your kind considerations.
  2. Hello! Is it possible by console or mod to take an inventory of unread books and mark them all read faster than clicking through (or dropping and retrieving) them all? Across plays through, I try to collect all books (without purposely looking up where those I don't have are). I keep a bat of what I have collected so far and get all my books back when I start a new character. I would like a faster way to mark all the books I receive from that bat read. Thank you for your consideration.
  3. Wait, I don't understand. This is a completely different file from race_base.gda? I've never modded this game before and since you provide a different file from what I modded, I wonder if I'm doing something basic wrong? I have been testing by using a console command to add Sten to my party. Would that matter? Yea, my base Sten added in that way has 15 Str. Yours has 14. I think the problem I'm having is my game allocates his stats when I spawn him in this way and if he already has 16 Str due to help from my mod, then it gives him extra Dex instead.
  4. A petty concern: human, elf, and dwarf all gain +4 stat points from their race while Qunari don't. I want to mod Qunari, especially Sten, to have +2 Str, +1 Wil, and +1 Con by default. I have extracted and edited race_base.gda. The Con and Wil bonuses work fine. The 2 on the Str line (I have tested that it is the right line) never gives +2 Str, but +1 Str and +1 Dex. The Dex line gives pure Dex. The result is the same whichever Override folder I put it or whether I set it up as a packet with DAMM. Well, I can work around that easily enough, but I wonder for what reason it doesn't work.
  5. Vir, there are a few library mods. It brings a true library to Skyrim. This next one also has a lot of books from previous TES games. This is one : http://www.nexusmods.com/skyrim/mods/32558 But I am sure I've seen a few other reviews. Yes, I've seen those, too. Thank you for the reply. I could get one of those and rob it of the particular books. That's what I'm planning to do with coc qasmoke. I already made the list. But maybe something else will come up. Or maybe after I have finished collecting all the books, someday, I'll get a library mod and rename it for a character, and then not collect anymore.
  6. I love my book collection. I always hesitate to start a new character because I'd want to collect all the books again. Someone suggested I use Familiar Faces to transfer the inventory over: it turns out FF does not preserve items such as books. Leads: Is there another mod that can bring an inventory of books into a new game the way Familiar Faces can bring an inventory of weapons? Is there any way to get a hold of what I'm calling the Which Books Read character info? If I could make a new character with the old "already read" the same books, I could easily know what to pick up in qasmoke. Is there a convenient way to get a hold of the IDs for all my books so I could copy them into a .bat file (I think that's what it is)? Any info on any of these would be good, or if you have another idea that leads to preserving my characters' library, by all means. Edit: still interested in an easier and more general solution if one exists, but what I did for now is use coc qasmoke to see all books and skill books, and make a list of all those with the Read icon by them.
  7. I figured out how to make a mod that would remove the 95% cap. Could anyone help me make a mod that would remove it in a more balanced way? Maybe you only break 95% spell effectiveness at 95+ armor skill? Granted, I could just not turn the mod on until I got 95 skill.
  8. People have begun saying to me that they've heard that the FG botched a job and lost a bunch of men in a raid. I can only assume that they're talking about the weapons delivery business, since I don't think I've been on any other FG quests that are anything like that. But I didn't lose a single person: I had to reload like 8 times, but I didn't lost any of them. After I had completed it, people were telling me they heard the FG had cleared the mine with no casualties, or something like that, I thought. I even went back to the mine and all three of my fellows are alive even now. Does anyone know what causes this rumor and how I can undo it?
  9. After not having bothered with this for a while, I realized that I should not have the problem that I had with SetAV now that Auto-Calc was turned off... And that proves true. Doh. So if anyone else has this problem, just use SetAV after turning off auto-calc in the case that you can't avoid using Neeshka's class change function. Now the topic is is not unanswered :biggrin:
  10. Ok, so bumping with the theory that no one is replying because there's nothing for it.
  11. I have OBSE working, yup. I'll just leave the race then, like you said, it's no big deal. But now I know it does something, so that's good. The mod is working fine atm. About the stats, I saw a speed-modifying script, but I didn't look too much into it. She is working fine, though, and if something goes wrong I can always reinstall the mod, I suppose. I got a new companion because Neeshka's class-change function auto-re-calculates her stats. But that's alright; I gave her Benirus Manor :thumbsup:
  12. Since my other topic about fixing Neeshka's stats is moving slowly, I got Rihanna. Her stats are under control, I think. But I didn't really care for her race in my lineup, so I unchecked the playable box before making the omod. When afterwards I went to the city to pick her up, she had no dialog; instead, it said "[i HAVE NO DIALOG]." So I re-checked that box, remade the omod, and loaded up: she had dialog. I had changed her stats and imported a new face for her both times, so just to be sure, I got a fresh file, did those things and unchecked with the box, and she had no dialog. Fourth time, no check, no dialog. Right. So her race has to be marked playable for the mod to work? I guess it doesn't make any difference to me, really, but I don't understand it. So maybe you folks can tell me how come it's so, for curiosity's sake. And if there's a simple workaround, I might as well take it.
  13. New information! Ok, so I now know it auto-calculates her stats when you use her melee/range toggle. This is as far as I've got since it seems to be recalculating based off of base stats she no longer has... Neeshka is a custom race and no longer has Dunmer base stats (like she used to), yet when it auto calcs it still does her stats the same as it did before I set all the base values to 100 in the CS. Edit: Doh. It gets it from her race's base stats, of course... I'm figuring the CS out slowly. Then, presumably, if I change that, changing her class won't mess up her stats, but it will still mess up her skills. What say you?
  14. Well, to my disappointment, I have just discovered that her stats have reverted to their auto-calc levels, although I don't know why since my changes were in effect at one time, at least, and the editor indicates they are in effect still. I don't know why it's still auto-calculating her stats, or what to do about it now. Edit: By the way, somehow I didn't notice post two before. Sorry about that, and thanks for the information. I was playing with that, actually, but I had to put the offset at 945 before it maxed everything (except it never adds to Luck), so I'd prefer to just be able to set her stats and make them stick.
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