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MithelCelestia

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  1. Can we get a redirect for links such as "<game>.nexusmods.com/mod/<modID> so that they redirect to the new url format? Some old links will just send you to the old url and end up having a "not foundâ page error so I need to manually change the url to match the new format everytime I click an old link.
  2. I have this mod Alternate Skill Books that helps make skill books more useful by changing the skills from gaining one level when read to getting a permanent exp boost for the skill. The thing however is that the mod seems to be very sensitive about changes to the affected books. Mods like Better Skill and Quest Books Names changes only the name of the books but that completely nulls the Alternate Skill Books mod and reverting it to giving 1 level. That's okay though since I can just not use the mod while using alternate skill books. However there is another mod that does more than just change book names. The Learn Alchemy from Recipes adds the ability to learn the effects of an ingredient without using them by just reading them. At first that seems unrelated until I came across an Alchemy book that allowed me to learn ingredient effects. That completely changed the behavior of the book and it reverted the books effect, which is to give one level instead of a permanent exp boost. Now I'm trying to find ways resolve this mod so I can get the exp boost form alternate skill books mod while getting the ingredient effects from reading it.
  3. I've been having some active scripts cluttering my save. The active script counts up to 2500+ and almost all of them have functions: 0 in them so I suspect empty scripts are activating. I have cleaned them through Savetool and no problem there, but the scripts keep coming back. Even worse, it seems to override a mounted combat fix I have completely nulling the fix. I suspect a mod is constantly activating the scripts in the background and it constantly gets annoying if I have to keep erasing all active scripts to make sure the mounted combat fix Stays fixed. My load order is as follows to help me find the cause: Unofficial Skyrim Patch.esp Dawnguard.esm Unofficial Dawnguard Patch.esp Dragonborn.esm Unofficial Dragonborn Patch.esp SkyTEST-RealisticAnimals&Predators.esm notice board.esp Night Eye Overhaul.esm EnhancedLightsandFX.esp Unique Region Names.esp ELFX - Exteriors.esp Skyrim Scaling Stopper.esp ELFX - Dawnguard.esp ELFX - Dragonborn.esp SkyUI.esp MainMenu.esp NoRoadPredators.esp Point The Way.esp RealisticWaterTwo.esp AOS.esp ELFX - Weathers.esp AOS2_ELFX-Weathers Patch.esp attack commitment movement speed fluid.esp Balanced_Magic.esp Balanced_Magic_Dawnguard.esp RealisticWaterTwo - Legendary.esp SkyTEST-RealisticAnimals&Predators-Dragonborn.esp HoldBorderBanners.esp skytest no wolves at start.esp DGBetterFamiliar.esp Dismiss Summons - Spell.esp iCompass - Immersive Compass.esp RealisticHumanoidMovementSpeed.esp SameWalkRunSpeeds.esp Skyrim Realistic Archery.esp YOT - Your Own Thoughts.esp Acquisitive Soul Gems.esp Alchemy Tree Reorganized.esp Better Cloth Enchanting.esp Brawl Bugs CE.esp Convenient Horses.esp DartTrap harder.esp dD - Realistic Ragdoll Force - Realistic.esp DV Better Sleep Dawnguard.esp enchantedclothing.esp Fast Respawn 168 Hours 1.2.esp fFastTravelSpeedMult_4.esp Graduated Summon Limits.esp HareThugs.esp Headtracking.esp hornsareforever.esp iHUD.esp Immersive detection of NPC.esp imp_helm_legend.esp Increased Bounty & Guild Rewards.esp IngredientReweight.esp KillingTraps.esp Larceny - Pickpocketing Remastered.esp Light Foot Only While Sneaking.esp LogicalJewelry.esp NEO Tint 6.esp Night Eye Overhaul.esp No Empty Tag on Containers.esp No Killmoves, No Killcams, No Killbites.esp NoPsychicLockKnowledge.esp PhysicsImpactDamageFix.esp Protected NPCs Dragonborn.esp Protected NPCs Dawnguard.esp Protected NPCs.esp Realistic Items' Weights And Values.esp Rebalanced Potion Weight.esp Scary Ghost.esp SIDT - Complete.esp Skytest USKP.esp SkyTEST-RealisticAnimals&Predators-Dawnguard.esp GreenWaterFix_Compatible.esp notice board - dragonborn patch.esp Reduced Distance NPC Greetings.esp TravelMounts.esp UNP Spice Gear.esp ImmersiveFP.esp Footprints.esp SC_KhajiitMorphs.esp Unique Region Names - Dragonborn.esp YOT - Dawnguard.esp YOT - Dragonborn.esp Dr_Bandolier.esp Better Claws And Gauntlets.esp Dragon Horns and Tails.esp IHSS.esp More Believable Carrying Weight.esp Immersive Citizens - AI Overhaul.esp ELFXEnhancer.esp Immersive Citizens - ELFXEnhancer patch.esp Vanilla Races MC Fix.esp I suspect Scaling stopper to be the culprit, but I'm not certain. Others may be Footprints, Dr_Bandolier or, the least likely, More Believable Carry Weights. The other mods I have used them before without a problem, but these are the new mods since then.
  4. Yes, but the dagger/knife is for "rotating" the the lock itself. That's the thing I was pointing out. You just pulled out a knife out of nowhere when you begin placing the lockpick in the keyhole. In the minigame, you do see two tools: the lockpick and the knife. http://www.mobygames.com/images/shots/l/531662-the-elder-scrolls-v-skyrim-windows-screenshot-lockpicking.jpg
  5. I had immersive FP on and my cursor was having a hard time pointing at a Trap Trigger by a door. I redied my weapon since my configure switches to vanilla FP when I do and I pulled out a dagger. Then it hit me: What if lockpicking requires a dagger in order to activate? I mean, where do you think the dragonborn even pulled out a dagger to lockpick when it ain't in the inventory to begin with. This is a simple mod where you at least need to carry a dagger of any type to begin lockpicking. I hope someone out there can make this simple mod a reality.
  6. Ever met one of those thieves in the wilderness who just simply walk up to you and "request" you give them your stuff? Hah! Never gonna happen. So what happens next, the go apesh*t at you XD. I always thought thieves were never about outmatching your opponents to steal your stuff or they would be bandits instead. To fix this, I thought of a Pickpocket perk: If you get hit by the thief or someone with the perk, there is a really low chance one of your items get stolen, the chance varies with the item value as well (higher value means more likely and lower value is less; there is also maximum percent so that items in mods that add over 9000 in value won't always get taken, like a maximum 15% chance to steal.) Once the thief takes an item, a script may tell it to inject a fear effect so it may run away with its steal, prompting you to chase him. For the player, the perk may be around level 90 and works just like how the thief npc does it. Equipped weapons need their respective Pickpocket perk to be taken so that the thief won't just leave you unarmed.
  7. As what the topic says, seemingly, my buildings during map mode are either missing or not included. I am certain though I had them at one point. To further point what I mean, I have some screen files since Nexus decided not to allow image extension -_- Around the Riften area, no structures or buildings are spotted. Then looking at the screenshot from "Quality Maps with Roads" mod the buildings are present. My map related modifications are Med-Resolution HD 3D Map, Quality World Map with Roads - High Quality - Main Road Only, and Map Hud Enhanced.
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