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About drproximo

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I thought of this after seeing a reddit post where someone made a character that looked like Lara Croft. Have some NPCs, encountered randomly in various taverns, available as followers, made to resemble adventurer characters from other video games, but given more Skyrim-esque names. Make their stats and equipment relevant to the character as well. I was also thinking that it would be awesome if the voice acting "chatter" from those characters be embedded in the mod where possible, but I imagine that wouldn't go over well with copyright lawyers.
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I installed Convenient Horses, but I'm having trouble muddling through its many menus. I understand that for a lot of players these many settings are a big deal, but none of them seem to be what I was looking for. Basically, I'm just looking for something that adds carriages to the hold capitals that don't have stables in vanilla. I don't really care if a stable or similar area is added as well. I've just recently been made Arch-Mage of the College, and I want to make that my main home. I haven't purchased a home elsewhere, I depend on inns while I'm out and about. Part of the immersion in this playthrough is that I don't want to use fast travel, but that means walking is mandatory when I set out anywhere. Is there a more basic horse mod that focuses on making horses and carriages easier to find and hire, rather than adding all sorts of features to the horses themselves?
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I don't know, I'm still fairly new to mods and I never delved into configurations and settings, I've been trying to stick with mods that I just install and leave as-is. however, in specific response to your theory, I was able to learn the word from the word wall in Bleak Falls Barrow, so that much isn't disabled. also, I decided to try another playthrough with the alternate start mod disabled, I started as normal and went through the vanilla storyline, did all the normal stuff, and ran into the exact same problem. next I'm going to try a playthrough with no mods at all except the unofficial patches. the weird thing is, in previous playthroughs I don't recall this specific dragon battle, I always thought it was a different dragon somewhere else that had me discover I was the Dragonborn. are there multiple ways to get your first dragon soul, or is my memory just spotty? coz if I can avoid this watchtower fight and try a slightly different path I'd like to give it a shot and see what happens. it does very much suck, however, to have to slog through a few hours of gameplay to get to this one point and find it's still screwed.
- 3 replies
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- quest
- dragon rising
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aha... for some reason I didn't come across this one in my various searches, looks good from the description. I do have a question, is it just the inventory management in the menus, or does it actually show the bags and pouches visually, on the character? is there an ability to craft and/or upgrade and/or find the different kinds of bags, or do you just start off with everything "equipped" already?
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many food items and some alchemy ingredients would have a limited time in your inventory, if you don't eat/use by that time, it would be "replaced" by an altered version (ie "bread" after a few days would become "moldy bread"). some food would start to lose potency (recover less health) before it became inedible. eating spoiled food would have effects like poison and/or cause new disease. alchemy ingredients may lose potency over time (after one day only the first three effects work, after two days the first two, etc). raw meat would have very short "life" before being spoiled and causing sickness if eaten, "crafted" food items made with salt would have much longer "life". if you have ice-wraith teeth in your inventory, you can "treat" a food item from your inventory (much like having a filled soul gem allows you to recharge an enchanted weapon), making it take much longer for them to "go bad". part of my thinking is that this would encourage the player to plan for a trip, rather than having the same 3 pieces of bread, 3 carrots and 4 cabbages indefinitely (would you eat a potato that's been sitting in your knapsack for two weeks?). not sure how difficult it would be to make this compatible with other mods that add food items, someone might have to make a compatibility patch with new "lifespan data" for the added items.
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I'm going to be trying a backpacks mod, but all the backpack mods I could find aren't quite as "immersive" as I'd like. I understand the realism of where you can wear them and whatnot, but that's mostly cosmetic. the actual effect of each bag apparently just increases your carry weight. in real life, backpacks and bookbags and such aren't just so we can carry more, it's so we can carry our stuff more efficiently. I don't go looking through my backpack for my wallet or gum, because they're in my pants pockets. likewise, buying a fanny pack doesn't mean I can easily carry around my laptop if I couldn't previously. here's my idea: the "items" inventory screen would have a new top-level menu. by default it would just be "main" or "pockets" or whatever. knapsacks and satchels and similar containers wouldn't be just static storage container like barrels or a chests... you would still get the "search" prompt when you approach one, but in the screen where you're looking at what's in there, in addition to "exit" and "take all" would be a "pick up" option . now "knapsack" or whatever is a second item in your top-level menu, and this bag has its own carry limit, as opposed to just mathematically adding on to the total. in addition, you could have special types of bags and such that are specialized, they only carry a specific type of item, and when you obtain an item of that type it automatically goes into that bag. for example, an Apothecary's Satchel would also be one you could pick up, it has its own carry limit or 15 or 20, and every time you pick up an alchemy item, it automatically goes into the Apothecary's Satchel. a new knapsack called "book pack" could be added, I think you can guess what that one would do.
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i'm new to the modding thang, haven't done anything with the Creation Kit myself yet, how "open source" is this stuff? I'm about to try out Personalized Music, as well as SkyRadio, and MultiXwm, and I thought it would be fantastic to have the 3 combined into one download via NMM (the first one involves several individual downloads for the DLC and various location-specific playlists and doesn't have a NMM link). I have no idea how to make this happen myself, and I don't know if any of those developers would be interested.
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I'm using the "Alternate Start - Live Another Life" mod, among others, and it's made things quite interesting. at first I avoided the dragon storyline altogether, then I happened upon elements of it by chance. I just recently got caught up in one of the more involved aspects of it, Dragon Rising. after killing the dragon, the quest updates to "investigate the dragon", and there's a quest marker on his head, but approaching it does nothing. I think this might be because in skipping the opening, I haven't yet discovered that I'm the dragonborn (and indeed a journal that I read indicates that someone else is the dragonborn after all), and therefore the game doesn't want me to absorb his soul, which is likely necessary to advance the quest. does anyone know if there's a console command or something to fix this? it's not a known bug as far as I can see on UESP. here's a list of the mods I'm currently using: Alternate Start - Live Another LifeArissa - The Wandering RogueFollower Commentary OverhaulUFO - Ultimate Follower Overhaul(all 4 unofficial patches)
- 3 replies
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- quest
- dragon rising
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so I'm fairly new to mods, and I made a level 54 character pretty much unplayable just by installing the Unofficial Patches, not realizing that any mod to an existing game is a bad idea. lesson learned, I'm have a new playthrough going with a handful of interesting mods, nothing too drastic beyond "Live Another Life", but every now and then I see another mod I'd like to try. but I'm not going to abandon my new playthrough and start another just to try them out, I want to get some worthwhile play out of this one first. I know I'm not going to remember all the mods I want to try. also, some mods require a fair bit of preparation (I'm really considering trying Personalized Music, but I want to do it right, so I'd want to devote some time to picking some music for all of the various folders, and the format conversion and file renaming is also a hell of a time investment). I could create a bookmarks folder in my browser and start saving them there, but that's not really what I use bookmarks for. as of today, I'm going to click "Track" on any mod I'm considering for future use, and I'll check my list of tracked mods when I'm going to start a new playthrough. but, again, that's not really what the "track" feature is for. I'd like to see an icon added to the "actions" toolbar, where clicking on it adds that mod to a list of mods you're planning on using, just not right now. since I am, as I said, relatively new, I hope I'm not asking too much or just missing something entirely. edit: would also like to add that this feature would also be incredibly useful if, when you decide to grab your saved mods, there's a single-click that would start all of the mods installing if you're using NMM (something that the tracking feature doesn't offer).