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Everything posted by thestoryteller01
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The most quest-heavy companion/follower mods?
thestoryteller01 replied to thestoryteller01's topic in Skyrim's Skyrim LE
Thanks for recommending Amalee. Regarding the MQ, it's just that I plan to avoid the MQ completely for the quest mods, because I only want to play it once. And INPC offers so many characters all over the map, that I think it's a good idea to reserve it for the one big MQ playthrough (to which I wont bring any other companion mods). -
https://www.nexusmods.com still shows me the E-finger on any attempt to click tabs.
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In response to post #37051480. #37051520, #37051585, #37051605 are all replies on the same post. Same. No matter if I use FF or IE My bookmarks work but tabs go to "E"
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The most quest-heavy companion/follower mods?
thestoryteller01 replied to thestoryteller01's topic in Skyrim's Skyrim LE
Just FYI, I have decided with what to start. For now I shy away from INPCs because to fully utilize and enjoy the mod I think I need a complete playthrough inlucing the MQ and I have to carefully consider all the other mods I'll be using. So after a long deliberation I'll start with "Rigmor of Bruma". What I found most appealing is that this companion quest mod is set before the civil war so I can easily dodge the MQ quest until her story has finished. After that I'll probably start the MQ+INPCs with Rigmor being the housecarl of my home (depending on how the story develops). Thanks again for all the recommendations! -
Fallout 4 1.5 Update Public Service Announcement
thestoryteller01 replied to SirSalami's topic in Site Updates
What about this: http://www.game-debate.com/news/?news=19982 "It Looks As If Paid Mods Are Slowly Being Reintegrated Back Into Steam" -
The most quest-heavy companion/follower mods?
thestoryteller01 replied to thestoryteller01's topic in Skyrim's Skyrim LE
sorry, double-post -
The most quest-heavy companion/follower mods?
thestoryteller01 replied to thestoryteller01's topic in Skyrim's Skyrim LE
I have an additional question. High on my list of mods to play is "Summerset Isles" which lists 'becoming Archmage of Winterhold' as a prerequisite. Which of course makes it tempting to reserve the whole Mage Guild questline for a seperate playthrough leading to Summerset Isles. Are there any companions (standalone or from INPCs) that are especially recommandable for this? I don't care much if they offer good combat support but more if they would feel 'in place' with a mage-centered playthrough. -
The most quest-heavy companion/follower mods?
thestoryteller01 replied to thestoryteller01's topic in Skyrim's Skyrim LE
Thanks for all the recommendations you gave me so far! Choosing companion mods is one of the most difficult things imo, because it takes some time to realize if the character fits my playstyle or my idea of immersion/lore-friendlyness. Too many new starts with another companion could somehow ruin the game for me. Regarding the quest requirements, I probably should have been a bit clearer about that: It's not about getting some new quests, it's all about doing quests for somebody else than an anonymous NPC I don't care about. After 4 playthroughs of Morrowínd, 6 of Oblivion and a heap of other RPGs, I kind of lost the ability to commit myself to the wishes and needs of random NPCs, no matter how much they needed my help or how big the reward might be. But I always enjoyed quests when the quest giver or an affilitate accompanied me, so that's what I actually "need" companions for: No matter if its traveling, exploring or fighting - for me it's a LOT more immersive and satisfying if I do things not only for the good of someone, but actually with them. If the're here to help me out or even risk their own lifes (rp wise), even a simple fetch quest can feel meaningful again. I wonder if I'm alone with that experience. So thanks again, I will definitely check out all the companions you mentioned and especially take a close look at 3DNPCs. -
Looking for Skyrim mod that removes...
thestoryteller01 replied to Thdk's topic in Skyrim's Skyrim LE
I don't know of such a mod but I use one that prevents 'cleared' locations from respawning: http://www.nexusmods.com/skyrim/mods/9551/? -
Since I had enjoyed Vilja for Oblivion a lot, I have started playing Vilja for Skyrim a few weeks ago and because Skyrims main quest doesn't appeal to me (being the 'saviour' never really did it for me) I played only her own quest line (plus some vanilla ones that sounded interesting) and found that very enjoyable - but I am very near the end of the fun (I'm not going to marry her). I've just now spent 2 hours looking for the 'best' companion mods but I just can't make up my mind because everyone has different ideas what a companion should bring to the table. What do I expect from a companion/follower? - Most importantly a long and engaging quest line that can be played independently from the vanilla main quest - and should be playable for a lvl 1 character - Decent voice acting - Vilja's voice acting (often critizised for the NPCs) was good enough for me. - I do prefer female characters but they don't need to be romancable. - A cool or unique look is not needed, more on the contrary - I wouldn't want a beauty queen completely sticking out from the drab Skyrim crowd. - I don't care how they perform in combat, although it would be nice if I could at least get them out of harms way with a 'wait here' or 'don't attack' command. Apart from Vilja, my 2nd favourite companion so far was another one by Emma - Constance for Morrowind: http://lovkullen.net/Emma/Constance.htm The only Skyrim mod I found so far that might fit the bill is M'Rissi. I will be grateful for any feedback, no matter if it's 'you have to try ....' or 'stay away from.....'
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Problem with editing others mods
thestoryteller01 replied to thestoryteller01's topic in Morrowind's Discussion
Ok, I think I got it together now : ) Thanks again for your time and your patience! -
Problem with editing others mods
thestoryteller01 replied to thestoryteller01's topic in Morrowind's Discussion
If you had Rebirth loaded while making the patch, then there won't be any problem. As for deleting stuff, it depends on what 'deleting' is. If you mean deleting objects placed in the world by Rebirth, then the 'deletion' doesn't take effect. More info about References here. If you mean deleting the object from the mod in 'Object Window' (not in Render window), then as long as the mod loads later, the deltion works. First of all, thanks for being so patient with me. I thought I know my way around toolsets and editors but I must sound like a complete newbie here. While I'm glad that landscaping changes work as described, I still don't get (static) object thing. I load MW.esm, Rebirth.esp and modX.esp with modX the active file I do some landscaping, add and delete a few rocks in the render window. Then I load everything with MMM (modX.esp) being lowest in load order to "override" Rebirth.esp and play But while the landscape edits and the additional rocks are all there, the deleted rocks still aren't. If I understood right, I have to delete the "references" of anything I want to get rid of from Rebirth.esp? And I can do that if I click the object to open the object window? Another thing. Is it generally better (=cleaner) to clone+delete, move or delete+place new one if manipulating objects from a loaded mod that is not the active one? -
Problem with editing others mods
thestoryteller01 replied to thestoryteller01's topic in Morrowind's Discussion
After some research I have probably understood how it works: I load the basic .esm files, the MW Rebirth esp and the modX.esp, making the later the "active file" when I start to work in the CS. Then I save modX.esp and afterwards rename it to modXpatch.esp to get a Rebirth-compatible modX that can be used in place of the original modX. What I still don't understand is, what happens when I change things from the MW Rebirth esp while editing an active mod. As long as I add stuff or enlarge/rise landscape features, it seems not to be a problem but what if I want to delete stuff or make landscape changes like p.e a deeper river? Those changes will become part of the saved modX but will that still collide if loaded together with MW Rebirth? -
So I started a new MW playthrough and decided to play with Morrowind Rebirth - and a load of other mods. Several of the old mods need a little fixing because I either can't reach doors/NPCs/items or they look plain weird with the Rebirth terraforming. I'm not new to modding and I've read several guides (like the MMM Manual or the Builders Bible) and I started. It was easy where I had only to change the landscape and add a thing or two for looks. With the right load order Mod+Rebirth+my patches worked flawlessly. But then I had to MOVE something from a mod and now I'm stuck. To work on "mod X" I had to load it into the toolset together with the 3 Vanilla .esm and Rebirth. I moved stuff from the mod around and saved the .esp as "mod X patch". When I tested the mods today, I encountered the following problem: When I loaded both "mod X and my "mod X patch", I had in the game both the original stuff and a duplicate of everything I moved. But If I only loaded my "mod X patch", then I only had the stuff I moved and everything else was missing, no matter what load order I chose. What have I done wrong?
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I played TES games for a decade but I never wanted to use companion mods, even more if they had romance options. I thought it would be distracting and immersion breaking. And then I decided to try out Emma's Vilja for Oblivion just because I needed something fresh for my 6th playthrough. And I absolutely ADORED everything about her, especially the VA and her clever AI. So when I restarted Morrowind, I decided to try out Emma's Laura Craft but while putting together mods for my playthrough I found Constance. A gorgeous non-romanceable pita thief companion? DEAL! She has accompanied me for 3 levels now and I absolutely love how picky she is when it comes to healing potions or how she occasionally picks some loot for herself (so far she had no objections of giving it back though). And she's a good fighter too. Some hints for Constance: 1. So far I encountered no incompatibilities with Morrowind Rebirth. 2. You don't get her "Telepathy Amulet" from the start. It takes a little playing time for her to trust you enough to even tell you she's got one (I thought I was missing it and called it with a console command but getting a second one didn't break the game either). 3. Don't rely on her "Stay out of Combat" option too much when in the water. Aquatic creatures can gang up on her and Constance often won't follow you when you're saving yourself onto dry land but die a heroic death instead (or waste a good potion during the fight).
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Steam and Bethesda remove paid modding from Skyrim Workshop
thestoryteller01 replied to Dark0ne's topic in Site Updates
Another comprehensive (and quite lengthy) article on gamersnexus from yesterday: http://www.gamersnexus.net/gg/1926-steam-paid-mods-postmortem-analysis The most interesting point (which I wasn't aware of) is this one: Which raises 2 questions: 1. How can these 19 (lets assume there have been 20) modders have been contacted - as stated - by Bethesda when nearly half of them didn't mod for Skyrim before? 2. Wouldn't the paid mods Workshop have just become another outlet for content creators with TF/CS/etc. background turning it into an "item shop" for hats and helmets instead of a place for Skyrim mods of all sizes and varieties? -
Steam and Bethesda remove paid modding from Skyrim Workshop
thestoryteller01 replied to Dark0ne's topic in Site Updates
In response to post #24735839. #24735914, #24736029 are all replies on the same post. The wounds are deep and some of the extensive damage will not be repairable. And I am sure the only thing that saved modding as we know it (for now) was the fact, that different to Valve, Bethesda has investors and shareholders who tend to react nervous to negative press and probably found, that the estimated profit was not worth the continuous PR disaster. -
In response to post #24730434. #24730814, #24731814 are all replies on the same post. The good thing is, that while Valve is still a private company that doesn't give a coprolite about anything but money, Bethesda has investors and shareholders whom they have to explain a PR disaster like this one. I am not saying we have won and free modding (in the sense of free from interference by the publisher) is secured for the future - but the next publisher trying to monetize the modders work will be a lot more careful.
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In response to post #24699154. #24699914, #24700424, #24700529, #24700669, #24700794, #24700844, #24700949, #24701494, #24701854, #24702124, #24702184, #24702309, #24702704, #24703104, #24703354 are all replies on the same post. I'm afraid you won't be forgotten that easily. But I mean that in a positive way. One of the benefits of modding, is that someone will always be remembered for the great work he or she did, not for something that has been said in a forum post.
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The modders of the Skyrim TC mod "Enderal " (the same guys who made the TC "Nehrim" for Oblivion) statet in Germanys leading PC gaming magazine it will not be put on the workshop: http://http://www.gamestar.de/spiele/the-elder-scrolls-5-skyrim/artikel/enderal_entwickler_zu_bezahlten_mods,45309,3085218.html The article is in German but I am sure the essentials will be published in English soon somewhere.
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In response to post #24659674. #24661119, #24668009 are all replies on the same post. What I am saying now is no satire. I always preferred Oblivion over Skyrim. I played Oblivion 6 times due to the large number of TCs and game changing mods but I played Skyrim only once, which was actually Falskaar. Oblivion is still DRM free and most us have it on a physical disk, so MAYBE modders could just ditch Skyrim and stick with Oblivion. Team modders 1, team G&B 0