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EliteKhajiit

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  1. Could it be this one? http://www.nexusmods.com/skyrim/mods/3962/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D3962%26preview%3D&pUp=1
  2. Haven't used these, but they might do the trick: Skooma Drug Effect Skyrim Skooma Overhaul Addictive Skooma Interesting, but not exactly what I'd hoped for. Unfortunately, I don't think what I'm looking for exists. Thanks for the suggestions though.
  3. Thank you! Do you happen to know if this already exists as a mod? It's odd that such a simple fix isn't included with the USKP.
  4. I'm interested in becoming a crack-head. Is there a mod that does justice to the addiction system for skooma? I'm talking about negative effects that continue for days if you don't drink any skooma, and possibly even intensify as time goes on until the drug is out of your system. I'm using iNeed, but it doesn't seem to do anything worthwhile and adds an annoying blur to the screen.
  5. OK, now I'm experiencing a different glitch that makes some books randomly disappear completely. Bookshelves are the buggiest thing I've seen in this game.
  6. They don't walk on the navmesh, they walk where the navmesh is. You put it over regular surfaces.
  7. 1) Get LOOT. BOSS is out-dated. 2) Don't delete mods unless you know for a fact that it is safe to do so. You'll screw up your save. 3) Wyre Bash should only be used for making bashed patches these days, and a few other advanced functions that you probably don't need to worry about. If a mod is dirty, clean it with TES5Edit. If it is incompatible with another mod then you should have known that before you installed it. At best the author of either mod will have made a patch. If there is a conflict with the leveled lists, WB is there to use. 4) You can hover your mouse over a plugin to get information. MO tells you what a dummy esp is there for.
  8. When I take a book off the shelf without using the menu, it creates a new spot. So if I take a book from a shelf that holds 11 books, it then will hold 12. This happens with vanilla and custom bookshelves alike. If there is a fix for this within the CK(that doesn't involve adding a 3rd party script), I can't find it because doing a search brings up threads from before the other bookshelf bug was fixed. This is a different bug. Anyone have any info on how to fix this? I'm also open to blocking the ability to remove books directly if I can do so without disabling the ability to read them from the shelf.
  9. Great :smile:. Once you finish it, if you decide to upload it, could you link me to it? I'd be interested to see what you've done. I will, but I think I still have a while before I get to that point. I still don't really know what I'm doing lol
  10. I like the core concepts behind Requiem, like the encounter zones and the more old school RPG aspects, but I don't like a lot of the overhauls to the other areas that it does, like the perks, combat, and crafting system. I haven't tried it yet, but it looks like SkyDie does some of the same things as Requiem, while allowing the player to use other overhaul mods to taylor their experience. I think for my next playthrough I'll be using SkyDie with Combat Realism and some other overhauls. i don't really think there is any reason to use one mod that overhauls everything with the large amount of specific overhaul mods available. SkyRe is pretty awesome if you want something that is like a remade Skyrim. To me, if feels the way the vanilla game should have been. Also, SkyRe does have encounter zones with high minimum levels like Requiem, though I don't think it's nearly as extreme.
  11. Ok, second time around was a success. Not a single issue. I'm a little concerned because it I don't know why things were so messed up the last time around. I'm pretty sure my aliases were somehow not functioning correctly. I couldn't even get the quest item check box to work on the amulet so I couldn't drop it. Weird. Whatever the case, things seem to work alright now so I'm going to get back to my mod.
  12. You have the SEQ file, I'm assuming? Also, you don't need the SetObjectiveDisplayed in the dialogue fragment. Put it in the quest stage fragment for stage 10. I don't know what could be wrong... Huh. I just had a similar issue - it all seemed right, but it wasn't working. I'm afraid I can't help you with this one. Sorry. Ok, that makes sense. I was just following what the tutorial said to do here: http://www.creationkit.com/images/6/62/ScriptedDialogue.png I meant to post this too, but for reason it got deleted. It is the papyrus fragments for stage 10 under quest stage. It doesn't work to enable the thief alias though: SetObjectiveDisplayed(10) Alias_Thief.GetReference().Enable() DungeonMarkre.AddToMap() I bet this is all caused by something stupid. Like when I made my first bookshelf, it didn't work and I remade it 5 times and spent hours troubleshooting until I figured out that I had to leave and re-enter the cell to get it to work.
  13. I'm not entirely sure what you mean, but this is the fragment that sets the stage to 10 "Oh, thank you so much. It's been taken to Reachwind Eyrie. Please hurry! I'll give you twice what it's worth!" GetOwningQuest().SetObjectiveDisplayed(10) GetOwningQuest().SetStage(10)
  14. Ok, I'm not seeing any related errors in the papyrus log. Thought I'd try it on a clean game with no mods. Oddly enough, the quest doesn't even register in the game. Talking to bendu doesn't setstage 10, and the quest isn't even showing the console to set it manually. Idk what I did to mess this up so bad, but I think I need to start over and go through the tutorial again. I could have done that twice by now with all of the trouble shooting I've been doing :confused:
  15. Where will that warn me? I checked it but I'm not seeing any warning when I load the ESP in the CK. The thief if the reference of the "dirt thief" base I placed in Reachwind Eyrie. Basically I placed him there and made an alias for that reference. Then I made the amulet to be created in that alias.
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