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DeltaWulf

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  1. That's strange, because I was having the same exact bug with Falskaar. I had no other new lands or quest mods installed, and once I uninstalled Falskaar the dialogue bug was gone. Also a lot of the stuff within Falskaar wasn't working right, like I was immediately attacked by everything in sight as soon as I stepped into the first town. Even the Jarl came out of his Longhouse to fight me. Maybe it's a kind of "general" bug that can happen when lots of new quests and dialogue is added.
  2. It's Falskaar. Same thing happened to me when I tried to play it. I got tired of dealing with the bugs in it and just gave up. If you want to play it, I'd suggest doing it with as few other mods as possible because it seems to have serious compatibility issues.
  3. The Companions questline is all there is to the werewolf stuff, it's mainly just something to use as another piece of "equipment". It sounds like you're done with their stuff if you have all 3 totems and are on the errand quests. Pressing Z while in werewolf form will use your equipped howl. In vanilla, I'm pretty sure you can only have one totem howl at a time though, so using all three of them will only cycle through the howls. If you sprint and use a power attack, you'll do a knockdown attack that sends enemies flying, and also if you hold down left+right click. Try different clicks for different moves, since the basic left and right click attacks are pretty weak without knocking the enemy around. Feeding both heals you (with the perk) and extends the duration, so do it often, even when in combat. It also increases your werewolf experience, so be sure to open your skills menu occasionally to see if you have any new perk points unlocked while fighting. The reason you couldn't eat that bandit is because the grass was in front of him. Grass is really buggy when it comes to activating things. Sometimes it's a good idea to hold E and drag things out of it if you can. I'd recommend getting a werewolf mod if you plan on using it extensively, because the vanilla version is incredibly weak past maybe level 40-50. Your basic gear you'll have by then will be stronger than the werewolf form.
  4. Did you open the CK, choose your .esp to open, and also set it as the active file? Best to start with the simplest things first, I guess.
  5. Then only use her for the required portion. No one is forcing you to keep her around. And last time I played through, you do very well have the choice to side with the Dawnguard. A true RPer would know how to take that option and work within the limitations they have available. Sometimes you simply can't control your circumstances. It's both immature and unimaginative to complain about being unable to kill Serana and then blame it on a "lack of RPing available". As for other games that are what an RPG "should be", they all work within the same limitations. That solution to Lydia can very well be applied to Serana. Once you're done with her (as a character in the story, like, for example, Esbern, Ulfric, or Tullius, all of whom you have to look at more than once without being able to get rid of, yet you might hate for any variety of reasons) then just don't ever go back to Volkihar.
  6. I added an NPC and a note to the New Gnisis Cornerclub in Windhelm, then later on decided I didn't like how they were placed and moved them. I saved the mod there, went into the game with the mod loaded up, went to my unmodded save file outside the club, and when I go inside the NPC and note are still in the same position they were before I changed it. I tried saving the mod, closing the CK, starting Skyrim without my mod checked then quitting and starting it back up with the mod loaded, etc, and for whatever reason the cell just refuses to update. It's like nothing I do to it will override the initial additions to it. I can move anything in the cell I want and completely rearrange the whole thing, save it, then when I go to it in game everything is exactly like it was the first time I changed it. Anyone ever experience this and get it fixed?
  7. Honestly, I think the most important thing to consider first, even before looking for tutorials, is what you like to do. You'll notice many of the best mods on the Nexus weren't completed entirely alone by one person, or use a lot of the free-to-use resources available to modders made by others. This is because it's rare that any one person has the time or ability to do an all-encompassing mod (3d modelling, scripting, level building, etc). For example, you see a lot of custom weapons and item mods, but there are no new quests or levels (or at least nothing too complex) in them. You see a lot of quest mods (with full stories, lots of new NPCs, events, etc), but they typically don't have a load of brand new weapons and items made from scratch. People stick to what they're good at and enjoy to do. Figure out what you feel most comfortable doing, whether it be 3d modelling or scripting quests or building cells, all are equally valuable and relevant skills because there's always someone else out there that doesn't know how to do them or simply can't. My particular weakness is 3d modelling, not for lack of creativity, but I just simply don't enjoy all the nuances of learning to use the software required and I'm terrible at creating custom textures. So, I stick to writing quests, creating new NPCs and making their dialogue, building worldspaces, and generally doing everything I can within the CK, to learn it to the fullest and focus my effort there to make sure I can create something that has quality. Once you figure out what you want to do, learn what resources are available to you. Youtube has months worth of tutorial videos covering nearly all aspects of anything you need to know about anything to do with Skyrim modding, from learning 3ds Max, Nifskope, to the CK itself. Google is your friend, obviously, and if you don't understand something after looking everywhere else, the Nexus generally has people willing to help you, or even go over to Bethesda's forums and ask there. Probably most importantly, there is no substitute for straight up hands-on experience. You can watch all the videos and read all the tutorials you want, but until you actually dive in and start working with the kit, you'll never understand it enough to create something genuinely unique. Get the basics down from tutorials, learn the terminology, and then just go and make something. Finally, one of a modder's most important resources are other people themselves. Don't be afraid to ask people to help you out if you lack in a certain area. There are a lot of incredible modellers, scripters, and writers here on the Nexus. There are a lot of other free resources made by modders for others that are out there for the community to use. If you see something you really like in a mod, don't hesitate to speak to the creator about it and ask them if they'd be willing to give you permission to use it or if they'd like to collab with you on your own mod. However, don't ever forget to give as much credit as possible where it is due. I'm sure your fellow modders would love to be memorialized in your own mod itself even, if it became very popular.
  8. Open the console, click on the bodies, and type disable.
  9. It seems like a lot of people here trying to "RP" in this sense would be better off either going to written roleplaying or learning to mod. Skyrim wasn't ever meant to be played in any way except in the ways Bethesda wanted the player to be able to. The roleplaying occurs within the "mold" that the game gives you. I'd imagine you should be much more upset about other things that happen in the game instead of this one particular instance with a single follower NPC (what if you're some kind of super racist non-human species that gets Lydia as your first follower, you can't kill her, wouldn't you be upset then too?). There has never been a purely roleplaying Elder Scrolls game, on top of all that, so why would Skyrim be any different? They can only script so many different paths and options for you. If you hate it that much, you can always just console disable her. She's a unique NPC, she won't come back. And remember that "an enemy of my enemy is my friend", considering that Serana seems to hate even being a vampire herself and clearly hates her father and most of the others (as much as she might conceal it).
  10. Nothing. You'd still be able to load the save more than likely, and if the mod wasn't particularly heavy on content (or didn't add anything to cells, like new houses or towns), chances are you can still continue with your save after purging your scripts. There's a reason a lot of mods have "uninstall" instructions, they can be removed. As for the OP, I can't find any mods called "Agility". Searching for "Crass" as the author brings back a Low Res Retexture mod for JaySus Swords by Crass123, so it doesn't look like they're on the Nexus.
  11. This is as close as you'll get, more than likely: http://www.nexusmods.com/skyrim/mods/22745/? And yes, it does use a lot of scripting. Be careful with it, in my experience it can actually make your game somewhat unstable when using it with a lot of quest mods and other script-heavy mods (like UFO, AFT, any follower "overhauls" that add dialogue and new functions, anything that changes the way AI or NPCs behave, etc)
  12. If you can record this, please do. I don't know what to tell you. But, this sounds hilarious and I want to see it.
  13. I've been looking around trying to find the specific script that the courier npc uses to know when to deliver letters and stuff, but I can't figure it out. Will I have to create a courier from scratch to have him deliver a letter? I was under the impression that there was just one courier that would spawn in at certain times and bring you letters.
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