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DragosDrakkar

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    Elder Scrolls 4: Oblivion

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  1. Thanks Striker879, again, that's another thing that was in the original game and DLC that you pointed out to me, after I misremembered or just completely missed. And thanks to bevilex, I may have to check that one out. Not ideal, since I don't mind the lamps moving around when hit with something, I just wish they wouldn't go flying around for no reason at all.
  2. I am experiencing an issue where if I stand my character directly beneath some of the hanging lanterns, the lanterns will wig out and start bouncing and flying around. It doesn't seem matter how high above my character's head the lantern is, the lanterns will start glitching out. I think I might have also seen this same issue happen in one of the Imperial Watch Towers as well, I saw a lamp flipping and bouncing around and there was a guard sleeping right beneath it. I don't know if this is an issue due to a mod or just something with the game itself. Has anyone else experienced this, and if so, were you ever able to solve this issue? Active Mod Files: Edit: I will also add that these are standard lanterns in the normal game and DLC, not new mod added lanterns. I am also not hitting the lanterns with anything: no arrow, no melee, no spell, so on; I am just walking beneath or standing beneath the lanterns and they start to fly around.
  3. I have noticed a minor issue with the Dunbarrow pirates that can be sent out to bring back gold: the only way I am notified of them completing the mission is to actually enter the Dunbarrow Cove, no matter how much time has passed. I seem to remember that the notification should pop-up pretty much anywhere once the required number of days has passed, or am I remembering wrong on that part? If the notification is supposed to work like I am remembering, it seems likely that there might be a mod or something that is overriding the notification or at least preventing it from showing when the timer is done. In truth, it doesn't really matter much since I can just make regular trips back to the Cove to see if they are done, but it would be nice to know that they are finished that way I can know to head back in a day or so when they are ready to go back out. Active mods are listed below to see if anyone can maybe see what might be causing this issue. Active Mod Files:
  4. No more help needed, issue solved by update to mod by developer.
  5. I am using the Oblivion DLC Delayers mod http://www.nexusmods.com/oblivion/mods/47089/? and have merged it with Wrye Bash as the maker said, and the mod was working fine: no rush of messages from the DLC down in the Imperial Sewers during the tutorial, notes for a number of the DLC provided, and so on. However, the Orrery DLC doesn't seem to be working correctly. As said in the mod, I picked up the note from the Arch-Mage's tower and that started the quest, however rather than the quest marker directing me to the camp with the first of the bandits, its pointing me towards the Orrery room, which is still locked at this point in the quest. Traveling to the camp myself revealed that the bandit that is supposed to be at the camp (with the note and first missing item) isn't there. Looking in TES4Edit showed that the script for the quest is missing the five bandits that are supposed to spawn. I get that the mod alters the quest, and that's why there is some other differences with the script, but it seems that the issue I'm having might be that the bandits aren't getting activated by the script as well, but that's just my interpretation of something that I have a minimal understanding of. Has anyone else encountered this problem and been able to solve it? Edit: Using the console, I have found that the reason the quest marker is directing me into the Orrery chamber is that the bandit is not placed at the camp and enabled by the quest like he is supposed to be, instead he is showing up disabled inside of the Orrery. Now knowing that, it seems that the mod isn't placing that bandit (and likely the other four) at the camps and enabling him/them like the original DLC did. I could go into the room, enable the bandits and kill them there, but I would rather they work like how its supposed to. Still looking for help with this situation.
  6. I haven't been able to use it yet, but I will tell you as soon as I am able to.
  7. Well, that is very impressive, thank you for making that mod.
  8. And before I forget again, thank you for pointing out that mod.
  9. I just put that bit about being halfway legitimate as a possibility, not an absolute requirement, since I also went on to say that the bonus could just be made permanent as well. I mostly just wanted a way to be able to upgrade NPCs' equipment, and it looks like that mod might fit the bill even without using pickpocketing.
  10. I was wondering if it was possible for a mod to be made for Oblivion that somehow made it so that the chance of pickpocketing could be increased to 100% chance of success. This could be done through a halfway legitimate process of tying to the Sneak Skill, say by making it a bonus at level 100 Sneak, or just by making it a permanent bonus somehow. If possible, I would also like to see it made possible to reverse-pickpocket more than just weightless items, much like what is possible in later games like Fallout 3 and Skyrim.
  11. Haven't personally tested this mod, but according to some of the comments it seems to work for most people: http://www.nexusmods.com/newvegas/mods/40807/?
  12. As of now, you can't, as Bethesda hasn't made this possible. This feature is coming sometime in the future (near future if you believe some of the rumors), but isn't available yet. I don't believe that they have released exact details on how it will work either, once it is out.
  13. If possible, I would like to see a mod that removes the cap on Damage Resistance and Radiation Resistance, or at least move the caps up to 100%. There is a similar mod that I use for Fallout New Vegas http://www.nexusmods.com/newvegas/mods/46985/? , but I haven't been able to find one for Fallout 3. Edit: Boy do I feel stupid, I completely missed the fact that there was a link in the description of the FNV mod that pointed to the F3 mod that inspired the FNV mod.
  14. Bit late, but here is something that might work: http://www.nexusmods.com/fallout4/mods/5927/? The modder does add the suppression effect to existing muzzle modifications, but only laser weapons as of now.
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