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marieclairek

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Everything posted by marieclairek

  1. To be governed by (arguably) the proudest Nord in Skyrim, Windhelm sure is a dilapidated city. It may be old, but that's no excuse for broken steps leading up to the so-called "palace", a poorly maintained cemetery, and no proper marketplace to speak of. I mean, sure, Ulfric may be obsessing over the war and all, so he's probably not going to be all that interested in overseeing these things; but there's no evidence that I've found that says the jarls who came before him were too busy plotting to overthrow the Empire to take care of their city. Same goes for Winterhold. It used to be a great city. The Great Collapse happened, what, 80 years ago? And in the better part of a century, they haven't raised enough funds to rebuild it at least in part? And don't even get me started on the college. Sure, okay. People are still sore about what happened. I get it. But it's also plausible to assume that since the college couldn't survive without students, it would have done something to regain favor with the people of Skyrim. But I digress. So far, I haven't seen anything that repairs these cities in any significant way. If it's a cobbling of thatched cottages, where stores are barely distinguishable from homes, and the jarls are living in glorified barns, then it's a village, not a city. I've seen mods that have built or rebuilt entire locations. There are definitely mods out there for other cities that re-texture existing stonework, add buildings, statues and other inane object, move vanilla structures and objects around, etc. So, if one has the ability to do that, then why not use that knowledge and capability to repair the old cities of Windhelm and Winterhold? I wouldn't have to be a complete reconstruction that changes the entire layout or anything, but certainly an improvement in terms of repairing them and bringing them NEW life. Windhelm could stay dark and drab overall, while still improving the structure of it. And Winterhold could have actual buildings - comparable to Solitude or Whiterun - since they would have pretty much had to start from scratch again. Then again, other than tweaking existing NPCs using the Creation Kit, I know zero about modding, so maybe I shouldn't open my mouth at all. Still. This is just one of those things about Skyrim that bugs me. So, I'm putting this out there. As an end note, I do have to thank all of the modders out there who do what they do. You sincerely have my admiration. I'm not ranting about you or knocking what you do or have done - not by any means. I'm just throwing my ideas and opinions out into the ether to see if it catches hold somewhere. If not, it's all good. ;)
  2. Omg, that is IT! :D That's exactly what it looked like! Yaay! Tysm! Just curious... Do you (or anyone) happen to know if this might be something that was included with another mod? I've never downloaded or installed MFG.
  3. This may or may not be an actual request. I honestly don't know at this point, because what I'm looking for was already happening, but now it's gone. Please note, however, that I have searched everywhere for an answer, and it's like this doesn't even exist. But it does. Or it did. Let me explain. I just got a new computer, and had to re-install all of my old mods. I made sure to have everything exactly the way it was. Same mods, same versions, etc. BEFORE THE MIGRATION: I could open up the console, click an object or NPC, and two tables would pop up on the screen with a LOT of information packed into each. It told me the name of who or what I had selected (not just a code), baseID, refID, what their stats were (if it was a person), etc. There was even something about "Blink R" and "Blink L" and a bunch of other stuff similar to that. I have no idea what all that was, but that's beside the point. I couldn't edit any of this information, so it was display only, but it was extremely handy to have. I particularly liked knowing that I had selected what I was targeting, and not something that was invisible, just beyond my FOV, or overlapped with something else. AFTER THE MIGRATION: Nothing. I select an object or NPC, and all I get is an ID code like before. No other information appears. Does anyone have any idea what I'm talking about? If this was part of another mod, I don't know which one it would have been, I have no idea how I might have activated it before, and I couldn't tell you why it's not working now. If no one knows anything about it, would it be too difficult to create a mod that would do that? At the very least, it'd need to display the name, baseID, refID, and pertinent stats for NPCs. I remember that it included Health, Magicka, and Stamina, along with some of the more important combat-related skill level info, such as armor, one-handed, two-handed, archery, etc.
  4. Fingers crossed... I think I may now be Vilkasless. I tried one more time to kill him, and so far, he hasn't shown back up. I'll keep checking Jorrvaskr. If he appears again, he's getting disabled. Thank you all so much for the help!! You rock! xD
  5. What does disable do? (Obvs, I wouldn't want a Vilkas statue, either. lol!)
  6. I do not have any saves from back that far, but when I was doing the placeatme thing, I used both. Only one worked. It's been a few days now, as you can imagine, so I'm pretty sure his body is gone. Just in case that is true, is there a way to delete him through the console? Or are we pretty much now stuck with "special" Vilkas, if the moveto option doesn't work? Dante, I do sleep as regularly as I can. I TRY (though sometimes I clearly fail) to keep it as immersed as possible. So, if I hop the carriage clear across Skyrim, I will sleep again, if it's nighttime in the new location, even if I just slept before heading out. When I'm in the middle of a questline, however, it's a toss-up as to whether or not I can be that thorough with it, so I'm glad you pointed out that sleep can also be a culprit. I'll try that next time and see if the comments stop again. Thank you!! :)
  7. FIRST ISSUE I chose the werewolf option at the end of the Companions quest-line, mainly because I never (everEVER) wanted to risk being a vampire again. Those vamps are high maintenance! Anyway, I appreciated the immunity to diseases and such, too, and have really enjoyed not having to worry about those throughout the course of the game ever since. Earlier today, however, when I was playing with the Thieves Guild, I started getting those "you look sick" comments from the locals. At first, I honestly didn't even think anything of it. You know how it is... NPCs have their standard lines, so you just tune them out after a while. But then I had my big WTF moment, and went to a shrine for a cure just to be safe. Why would this happen? Why would I start getting those comments again? I'm still a werewolf, so this shouldn't be happening, right? I didn't see anything unusual in my various list of powers, either, as you normally would when you contract a disease. Any ideas? SECOND ISSUE Funny story, actually... I took my husband (Vilkas) out on a quest with me and my usual gang, because the poor fella never got out of the house once we were married. I thought he'd appreciate some fresh air and bloodshed. Unfortunately, he died somewhere in the dungeon, because I went in with 5 followers, thanks to a mod, but I only came out with three. When I realized Vilkas was one of the ones missing ("NOOOO, THAT'S THE FATHER OF MY CHILDREN!"), I went all the way back through the dungeon looking for his body, so I could resurrect him. I never found it. Panicked, I immediately googled for a possible remote resurrection sort of deal, and found a suggestion wherein one uses the console command "placeatme". This wouldn't bring back the old Vilkas, but it would spawn a new one. I figured that would be okay. I'd just go through the whole marriage thing again, right? Easypeasy! I did it, and yaaay, he was back!! ... You know how in most fantasy/magickal books and movies, they always warn that it's not a good idea to bring someone back from the dead? That the person you miss is gone, and you would only succeed in bringing back something terrible and unnatural? It's the same in Skryim, apparently. When he first appeared, everything was great. I opened up his dialog menu, and saw that it was all back to the original, pre-nuptial, options. So, I parted ways and sent him back to the Companions until I could finish my quests (I still had to look up how to get re-married, too). After everything was done, and I had learned how to go about getting married again, I went back to Jorrvaskr to pick up my hot date. Y'all... I walked in, and he was sitting there buttass naked, eating bread, asking me if I'd found some strange creatures in my travels. He has no idea. At that point, I tried making him a follower again, trading some stuff with him, so he'd have clothes and whatnot, and then parted ways again. No dice. He went right back to being naked, wandering around, eating and drinking, and though I'm sure it's all in my head, I swear he even sounded like he'd lost his mind. Not being able to fix the bug, I decided to marry Farkas (look, I already know I'm going to hell, okay?! don't get judgy!) and move on, but every time I went to Jorrvaskr for something, there he'd be, all naked and loony. Finally, I figured, screwit. I'll just kill off this demon spawn clone I'd created. Put the poor man out of his misery, y'know? So, I took him all the way up north, as far as we could go, and I killed him. I even gave him a burial at sea, so to speak, by sliding him off the glacier we were on. As soon as I returned to Solitude, the courier found me and delivered an inheritance letter. Finally! It was fixed! I should know better. I went back to Jorrvaskr, and guess who was there? Still naked. Still eating his bread. At this point, I'm sure I'm getting exactly what I deserve, but shot in the dark... does anyone have ANY clue how I can fix this? I tried killing him off again, but it worked about as well as it did the first time (no letter after the second killing, though).
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