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denar9072

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  1. Hi all, after a long break from Skyrim, I've come back and I'm incredibly impressed with what the modding community has come up with. There's one thing I was looking for though... I remember that there was an official "mods showcase" from Bethesda with all these crazy things that ended up being implemented - vampire lords, hearthfire adoption etc. But one thing that caught my eye was a clip of two different spells being equipped, and then being duel cast to create a new effect that drained health or something. Does anyone remember what I'm talking about? Anyway, I've had no luck searching for this, or even what to properly call it. Searching different variations brings up: people complaining that duel casting isn't efficient, all the "fixes" to duel casting, how to duel cast, people thinking wrongly that you CAN combine spells in vanilla skyrim, a million different youtube videos by randomers who happen to use the word "combine" in their description and think they're important enough to use "Official" in their title... Is it possible, can it be done? If anyone has any information, either mods that add this to the game or a description on how to make specific spells "combine" and cast a third spell instead - a link or brief instructions on how to do it, I would be forever grateful!
  2. Erm, I can't be understanding you right. Are you saying that there are NO decapitations in Skyrim? Have you looked at the perk trees for one/two handed weapons yet?
  3. Choosing to help Faendal over Sven with their little love triangle problem in Riverwood, so from that point onwards he always greets me with the "You've been a good friend to me." Train up Marksman for free and rob him blind using the follower dialogue. Take him to Boethiah's Shrine, and use him for the offering, with the Mace of Molag Bal for his soul, and then harvest his blood for Mora. Yup, we're besties.
  4. 1 Dagon 2 Molag Bal 3 Boethiah 4 Vaermina 5 Namira 6 Peryite 7 Mephala 8 Clavicus Vile <- At this point there's a jump in how "reasonable" they are. 9 Nocturnal 10 Hermaeus Mora 11 Hircine <- At this point, they're destructive, but really just keep to themselves 12 Malacath 13 Sanguine 14 Azura <- only "good" one. I missed out Sheogorath and Meridia because; Sheogorath is just unpredictable by definition, I don't think you can "rank" him along the others - and Meridia because she's largely quiet (I should read up on her more, really) who just really, really hates undead - by coincidence, so do most people. As long as there are no undead, she's happy. If people liked undead, I'm sure everything about her would seem a lot different. In many ways hes neither if I remember right. Hes of the same original brood of spirits as the Aedra and Daedra but I'm not sure he fits in either category ...Shor/Shezarr is Lorkhan. An Aedra. And again, Daedra have no concept of good or evil. So they cant be ranked. Also, I see people want to rank Mephala and Boethiah as evil. Guess these people never played Morrowind. Well, I never did play Morrowind, but have you checked out Boethiah's quest in Skyrim yet? You can read a book one of her followers carries, which has a bit of quest-unrelated lore, and I find it hard to see Boethiah even in just in a good light after that (and also her demands during the quest are... less than noble). And the conditions for unlocking the powers on Mephala's artifact also fail to impress. And then there's all the things that they have dominion over, like "secret plots of murder"... EDIT: Also, isn't the reason that people in Morrowind loved Mephala and Boethiah because they sucked up to the Tribunal? I can appreciate the whole "no concepts of good/evil" thing, but maybe we could make up a slightly different definition of evil for the question here, where it is just their extremity, pleasure and tendency to cause destruction for the sake of destruction. It's what I used. It's kinda like, you can't say the weather's good or evil, but you can say it's nicer to feel a breeze than be in a storm (except in this case, the storms are angry, jealous gods with unclear intentions) I thought that there was accepted "controversy" over the status of Lorkhan as an "Ancestor" and he sort of fell into his own category... Aside from the rotting corpse moons, does he even still exist? He tricked the other Aedra and is the reason why the mortal plane exists, but he didn't help make it (and even later, his "divine spark" was torn from him and destroyed).
  5. What incontinuities? If something conflicting happens, or something appears/disappears between game titles, just assume that it's the result of everything and all mutually-exclusive outcomes happening all at once. :tongue: EDIT: oh... Psibezerker beat me to it... ages ago... well played sir... I'll subtly change my link a little to a more precise example...
  6. Well, it's not mine, but there is that theory that those innocent "Bugs in Jars" you find laying about are part of an elaborate ritual by the Thalmor to destroy all mankind and possibly the world. I'll try and find a link - I think it was on reddit. (There are some really good points, and considering this is a fictional world where almost anything goes, it's not really so much a "conspiracy theory" as it is "possible future sequels/DLC content") I like the idea that the ENTIRE world (tamriel, oblivion, Padomay and that other one, Anu or something) is just one big Elder Scroll itself, and therefore all events in it are part of a big story - it's meta fiction! This is why there are such an abundance of fantasy elements, and explains the narrative compulsion of the "heroes" of each title (explained as the only people able to make their own fate - they're the protagonists! - everyone else's is already written down) to finish an epic quest with similar storylines: Humble, unexplained beginnings in captivity -> all the way to -> Now an immensely powerful hero-figure, destroying the "great evil" in a big flashy conclusion. The mad explanations of what elder scrolls are in the games almost point to this - they're indestructable, player is mocked if they ask "Where/What is one?" because apparently they're everywhere and everything... etc etc ...If this is actually a well-established point, I'm sorry for being so ignorant.
  7. It's either Serana or Velarica who explains to you that you won't be able to just talk things over with Harkon and gain his favour - by collecting all the ES, defeating ancient snow elves / escaping the Soul Cairn, you've shown yourself to be too powerful and too much of a threat to Harkon himself, so he'll eventually want to be rid of you. I guess the "loopy/paranoid" thing was too much part of his character for any other plotlines. Even if you give him the Bow at the end he still tries to kill you. I'm not sure what you mean by "spawning" - do you mean either: - a quest type thing which "resurrects" him at the end (in which case, no) - by use of console commands (I assumed you can't have meant this one) in which case, of course there is a way, just find out the relevant IDs (but I imagine this would create all kinds of glitchy chaos).
  8. "So the jarl thinks you can be of use to me ah yes he must be referring to my dragon research I thought you were already on your way to bleak falls barrow the jarl is not a patient man and neither am I come to think of it away with you." Honestly. I knew I wouldn't be the only one who hated it.
  9. This seemed a little odd for me, because it's present in every save, was present before I used mods, and in every patch... I assumed everyone had it. It's kinda difficult to word, so this is what happens: -I have a staff equipped in the character's right hand. -The staff spell is a "fire and forget" as opposed to "concentration". -I have a spell equipped in the character's left hand. During and while the spell for the staff is "charged", the visual effect for the spell in my character's left hand floats up and leaves the screen. If I start casting that spell it instantly returns. And if the spell and staff are swapped around, then this doesn't occur. Obviously, it's not a huge issue, but one day it really got to me, so I went on the nexus assuming to find a mod that fixed the problem, though nothing showed up. So I checked the uesp page for staffs to understand the bug... nothing mentioned, nothing on the talk page either. Same on the wikia. A quick search here and in other forums brings up no similar results. At this point I was/am baffled. I am not used to experiencing unique bugs (especially ones that are prevalent in every playthrough of skyrim). I am hoping I am completely blind and the solution is somewhere obvious, but I'm pretty certain that it's not. It's not a gamebreaking issue. Up until recently, I never really used staffs either. But now I feel utterly compelled to resolve it. Could this be a problem from when I initially downloaded Skyrim? What would be the "fix" for that? *quick prayer that the answer isn't "moron! that's the most talked about bug IN THE ENTIRE GAME"*
  10. Where is this beast of an armor set? :woot:
  11. There's a way to equip shields with your right hand? Is there a way to block if you've got a weapon in your left hand and nothing in your right? AFAIK there isn't...
  12. I realised that if I made a topic for each problem I came across, I would become a bit of a nuisance. These are some little things that sound straightforward in my mind, but difficult to understand in the CK. Any help would be GREATLY appreciated - I don't expect anyone to "hold my hand", and I bet a couple answers are just "nope, can't do it, it's hardcoded that way". 1. Can staffs be given a blocking functionality? (so, staff in one hand, nothing in other, block like you're holding a sword) 2. What is it that makes Summoned Creatures disappear upon death? I virtually copied the SummonFamiliar magic effects/spell to make a custom SummonCorruptedShade spell (those things from the Meridia Temple), but they always leave an uninteractable "Ghostly Remains" on the ground. 3. Incidentally, unless I leave the "MagicSummonFamiliar" in the keywords of my SummonCorruptedShade Magic Effect, I can only summon the one - i.e. regardless of the Twin Souls Perk, even though there's nothing on that Perk to suggest it searches for keywords, just sets the SummonLimit (or similar) to two. But if I didn't want them to have this particular keyword for some reason, how would I modify a new one so that this isn't a problem? EDIT: Ok, in case anyone comes across this - I was wrong, that Perk DOES search for keywords, and so it's easy to just add your new keyword to that list. 4. An interesting one - I put a SummonFamilar constant effect enchantment on a shield, with the IsBlocking condition (like spellbreaker). Ok, I knew things were bound to go wrong, but I didn't understand this result: blocking produces the SummonFamiliar where I am targetting (it appears in my magic effects panel as well). TWO Familars are summoned, one is under my control, the other HOSTILE. When I stop blocking, the one under my control dies and fades away. The hostile one carries on though - even when you kill it, it leaves a corpse. When I block again, the "banish" effects are played on ME (not where I'm targetting like the first time), but nothing comes of this. Nothing else will happen if I stop/start blocking again - I have to re-equip the shield, in which case this starts all over. So I don't understand - why an extra hostile familiar is summoned, that stays around even when I stop blocking or when it dies - and why I need to re-equip the shield to get it "working" again. EDIT -> Yeah, ok, I just messed around with it again, and the whole "second hostile creature" has cleared up. But I still don't understand why I need to re-equip the shield to summon a familiar again. 5. Ugh, I should have written this down because it was bugging me for ages and now I can't remember what the issue was. I may edit it in later. EDIT -> Oh, it was to do with cloak spells, but I figured it out anyway :) So, as above, if anyone knows how to deal with these problems, you will have my utmost gratitude :D
  13. Just throwing this out there... I also tried what you've described above, giving a weapon what is essentially a "constant effect" enchantment - which as we know doesn't work. But if you put the enchantment on, say, a ring - with the IsBlocking condition - wouldn't that work just as well if you're blocking with a weapon? I have no idea, I can't test it atm, but that might be a workaround.
  14. I...uh... don't know what you're talking about.... uhm er... oh dear. Hahaha thank you though, especially for the speedy response, I was going crazy thinking there was some hidden effect archetype I wasn't seeing.
  15. To mess around with, I've been trying to make a magic effect for an enchantment on a shield. When blocking, the user's health and magicka are restored by <such and such> amounts. So I have two new magic effects (essentially duplicates of their original magic effects, but: changed from "concentration" to "constant value" so I can make them enchantments for apparel, and with the blocking condition that you see on Spellbreaker), which are both combined to make a new enchantment, which is added to a duplicate of a simple iron shield. When I load up the game and equip the shield, blocking produces the correct FX (as though I were casting concentrated Restore Health and Restore Magicka spells), but in fact the effect that this has on me is Fortify Health/Magicka for the magnitude values (which disappears once I stop blocking). I basically don't understand why it's "Fortify Whatever" and not "Restore Whatever", especially since I just copied the Magic Effects that are used for the healing spell. Any insights would be much appreciated! :)
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