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Decatherinated

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Everything posted by Decatherinated

  1. I was looking at the Sneak Tools Special Edition Edition mod and now I kinda wish there was an alternative for thief mages out there. I know Invisibility kinda makes that redundant, but I still think it'd be cool, especially as an AoE spell that could knock out all light sources in a large radius or something. Or just a targeted spell, that would be fine.
  2. Title says it all. I really wish their were empty holotapes that you could find or buy, and then put them in a terminal and write notes in it. Journal of the Sole Survivor does this, but you can only have 1 Holotape, and it's a little disappointing that I can't make terminal entries for my settlers in the towns that I build. I understand it's pretty much pointless, but I really want this anyways. The only mod that came close to making this possible was Terminal Programmer, but the fact that 6 of the letters can't be used was a big turnoff for me. It was also made before the Creation Kit was released, and was abandoned by the creator. I don't know of any other mods out there that do anything similar, so I decided I'd ask for the help of the modding community. Thanks!
  3. It's incredible what you can do with too much free time, is it not?
  4. So, as usual, I was messing around with Skyrim's console commands and my own immortality (Those console commands are just way too tempting, I swear.). One of the mods I have installed adds a bunch of small bandit camps that don't really have much a backstory or anything out of the ordinary about them. And before you think this is a simple secret added in by the mod author, I urge you to read on, because this is really interesting. A few of the "Skyrim Veterans" out there, or have used either the Elder Scrolls Wikia or UESP might know of an unmarked island off the coast of Haafingar (The hold Solitude's located in) called "Fool's Gold Island". I was there because one of the bandit camps added by the mod I mentioned before was on this island, and thus I had a fast travel marker. I happened to fast travel too the island at ~12:30 at night in-game, clearing out the 4 bandits in the rather small camp (Consisting of 4 camps). Upon clearing, I just so happened to look in the direction of where the skeleton clinging too the old, tattered flag is, and saw a ghost. Now I'm aware there are a few random encounters involving ghosts, but this one is different, and doesn't appear to be random. Let me go over it's "schedule" Ghost spawns at around 12:30 or 1:00 AM in-game. After spawning in, she'll always go to the same vein of ore on the island; If you're facing mainland Tamriel from the island, and turn right, it'll be the one on that side of the island. For some reason, the ghost starts mining it. After about 30 in-game minutes, she will return to the skeleton. The ghost will turn away from the flag and start praying (Using the animation an NPC would use at one of the shrines too the Divines) toward the Sea of Ghosts. It will continue that for about 30 in-game minutes. It appears to continue between mining that ore vein and going back to where it spawned and praying toward the Sea of Ghosts until 5 or 5:30 in the morning, when she vanishes (Similar to most ghosts in random encounters).I've been searching for information about this too no avail; no information about any ghost on Fool's Gold Island anywhere. There a few speculations of the origin of the skeleton clinging to the flagpole (Where the ghost spawns), but no mention of the ghost. This has lead me to believe that, even 4 years after the game's release, their are still secrets left unknown in the world of Skyrim. Having done a fair bit of research in the lore of Skyrim and being someone who cares a lot about tiny details, here's what I could discern. The ghost is female, likely of the Nordic race. However, what's interesting is the fact that she has some version of the Fine Clothes set, suggesting she's a noble. I know that beyond the Sea of Ghosts is the fabled continent of Atmora. Atmora is where the Nedes came from, who traveled to and settled Skyrim, and these people eventually became the Nords. This could suggest that she was not a Nord, but actually a Nede. Too further support my evidence, I've watched the ghost repeatedly on multiple days, and the ghost always appears at the same time, follows the same routine, and vanishes by the dead body. One thing that should be noted is that she doesn't talk, suggesting that the ghost is stuck in a loop (Which is common in ghost stories). The one thing I haven't done was to test this on a save without the mod installed, and if someone could do that for me, that'd be great. Just go the Fool's Gold Island, wait until 12 or 1 at night, and see if she appears. What do you guys think the backstory behind this ghost is? Also, if anyone has indeed found this before, can someone please post a link so I can see it?
  5. Bards start off do song requests at 10 septims per request. If you do things either for or against them, they'll raise/lower there prices respectively. It also depends on the task. If the bard happens to be a target from "Rescue Mission" (Companion Radiant Quest), they'll do requests for free, permanently, and regardless of any other quest done for/against them. If they do a minor quest for them, they'll halve the price. If they do something for them, on the other hand, they'll double the price. Affects: Sven (Love Triangle, Rescue Mission) Mikael (If Persuaded/Intimidated to leave Carlotta alone, price is doubled. Bribed, no change. Rescue Mission) Lynly Star-Sung (If identity is kept hidden from Sibbi Black-Briar, requests are permanently free) I've always been a bit annoyed about the unique shield, Targe of the Blooded. It does have a lot of potential, but I found it rather disappointing that it doesn't benefit from any smithing perks, and how it counts as an enchantment. Even more so, it annoys me by the fact that you can't craft similar shields (I.E. made of Iron or Steel). I don't think the affect should count as an enchantment (Like a Silver Sword), but can still have enchantments (Also like a Silver Sword). Despite the aesthetic size and material, and actual weight of hold guard shields (Which is lighter than nearly all other shields, to my knowledge), it's considered heavy. In my opinion, this should be corrected so it's light armor, not only to match it's overall stats/shape, but also to match how hold guard armor is considered light. Lanterns should be usable, just like torches. Ice Spells should be stronger in colder regions, such as Winterhold Hold, because, well, it's cold.
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