Jump to content

MithelCelestia

Members
  • Posts

    8
  • Joined

  • Last visited

Posts posted by MithelCelestia

  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.

×
×
  • Create New...