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1gecko

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  1. Ahh! Ok, thank you for the explanation! ... t'was a dream :)
  2. Probably has come up at some time in the past, though I can't find a mod of it, so: Add spells (preferably the mod also adds it to various NPCs of sufficient level) that will dispel running effects. 1st spell - probably Adept level: Dispels all currently running magical effects on target that are not generated by an item and prevents them from being recast for [skill level / x] seconds. Basically strips the target of wards, 'skin spells, potion effects, etc. and prevents any similar effect with a duration from affecting the target for several seconds depending on the caster's skill. Note this would also mean you could not land a 'paralyze' or 'fear' effect on the target for that duration as well! 2nd spell - Expert or Master level: same as above, but also blocks effects generated from equipped items for the duration. Neither version should interfere with normal 'cast and release' spells and any affects that are not 'over time'... though the 'set on fire' effect should probably still work, since being on fire is not a magical effect even if it was magical fire that set you on fire!
  3. Ok, let me start by saying I have NO idea what is involved in this.. (and hence why I am not even considering trying to do it myself) I want a suitably heroic 'after-death' scene for my dragonborn instead of the momentary image of your dead body followed by the loading screen. Ideally: The mod would kick in when the player's character dies. The body image of the body laying there (as is current), but followed by the 'ghost' of the character standing up (with the body remaining) and then everything fades out... .. to Sovengard! Just like when the character travels there from Skoldufin (or however it is spelled) - you appear in the valley, walk your dead butt down the pretty path (no fog yet... or after the fog of Alduin's defeat) until you reach the Dragonbone Bridge to the Hall. There you are met by the guard (just like in the quest/mission), but of course this time you are actually a fallen spirit rather than in life! He gives you the brief speech and says something about, "... and let's see how you died" - and then pauses as if 'seeing' your death. Depending on how you died (and if you have already defeated Alduin), one of three things occurs: 1) If you died 'grandly' in superb battle with worthy foes, he congratulates you and you get the option of fighting him for entrance into the Hall to take your place with the other heroic honored dead. You win, you enter and it is game over... yay! Back to main menu after some end-scene. You fail and you are stuck wondering around the valley until you can defeat him (or just load a saved game). 2) If you died 'grandly' in superb battle with worthy foes, yet you feel you have left some great deed undone or had some oath outstanding, so you persuade him to let you return. (reloads most recent saved game... or just respawns you with no gear? MCM setting I guess) 3) If you died 'poorly' (fighing something far beneath you, to a trap... ), he starts giggling... then laughing out loud! Maybe making the comment about how "At least old Yarath died from a giants club while Mammoth tipping!" Finally, as he gets control over himself, he states that he just cannot let you into the Hall like that... you have to go back and redeem yourself (and something about, "... you are lucky you are a Dragonborn, almost no others get this chance!"). at which point we go back to it loading the most recent saved game. Yes, I realize this has no actual 'in game' effect, but from a role-playing / immersive standpoint, it would be AWESOME.
  4. I have the same problem, though different mods (of course) any ideas all?
  5. I am having a similar issue - even after I installed "Archery Gameplay Overhaul": when I am in 'first person' view and the weapon readied, the arrow points towards the target/crosshairs, BUT when I 'draw' the bow [LMB/M1], the display/bow is now pointed slightly up and about 90 degrees to the left! Worse, the path of the arrow is from the point of about where the front of the bow would be if held to the left like that - which means it is likely to deflect off of any objects/scenery to your left AND it strikes about 2' or more to the left of your Aim (variable depending on range to target)! Incredibly annoying and completely immersion breaking... in 3rd person, half the time you can't SEE the target (Due to your character) and if you shift the crosshairs enough to see, you are often going to end up hitting scenery between the character and the target due to paralax (I am guessing). Please, anyone have any idea on how I can fix this? Is this some weird FNIS bug?
  6. Forgive the possible stupid question, but is this still an issue? I ask since it has been over a month since the last comment and I had 'heard' there was a patch out since... just trying to avoid using NMM since I had had some issues before with it (a LONG time ago, so they are probably fixed, but still) before and I prefer as few things running as possible.
  7. Having the same problem - though I have completed the quest without issue prior. Only major difference I know of is that I now have Dawnguard and Dragonborn DLCs and last times I played through I hadn't. Anyone have an idea?
  8. Since getting the ancient nord pickaxe, I can't mine *any* ore veins (even the 'normal' ones like ebony). I click, and the camera shifts like normal, but nothing happens except a brief pause. I have tried dropping it, equipping it, disabling mods (even ones with nothing to do with mining) and nothing. any suggestions?
  9. Myself, I find archery to be hugely rewarding (from a gameplay experience perspective) - I find it a lot more immersive than wading into melee and suspending disbelief at how it plays out. Don't misunderstand, I find Skyrim to have the absolute best (so far) melee system - especially taking into account blocks AND attacks balanced with skill progression and the player's reactions. ... but I find it takes much less disbelief or imagination to 'think' your character's armor (and maybe a bit of magic) prevented that return-fire arrow / spell from doing serious damage so that you could continue to fight as your character does (as opposed to dropping to the ground and trying to hold in your entrails after a sword should have openned you up). I also find the self-challenge of going in with the bow (almost always sneaking - yes, I am one of those; my characters tend to be rather pragmatic: "I intend to live through this experience, and my best chance of that is if the enemy suddenly finds themself in Sovengard going, 'WTF just happened?'") to be very refreshing - and eye-openning to how the game AI has the NPCs react (and react fairly intelligently for a change). Things like shooting *beyond* your targets (while you are still hidden, of course) so that they go away to investigate the sound and giving you that wonderful shot in to their backs! And actually trying for 'real' hits that you can imagine would kill someone in one or two hits (when you put the arrow through their throat or between the eyes, it is very immersive that they dropped without much sound except that of their body hitting the floor - as opposed to when you shoot someone in the foot and they die <rolls eyes>)
  10. Woot! :thanks: had this problem (at the end and stuck at the cutscene) and was going nuts trying to find a workaround... .. oh, and my solution to the earlier problem (him not going to the map) was to 'push' him to the map... had to keep hitting [E] though, or he would try and get back to where he was going, but the [E] would make him stand still until he told me to go over to the map again. Only irritating part was, once I got him over to the map and he 'triggered', he started talking and walked off again, so I missed most of the back story once he got too far away - still worked though.
  11. Had this same issue - problem was I had BOTH the mod to allow Fawkes to activate the purifier AND Broken Steel (which I had just purchased) loaded. guess it is not surprising they conflicted :whistling: anyway, disabled the mod and it worked fine
  12. had the same problem, so I just went and found Lyons and spoke with him. With me, it happened because (I am guessing here) the time of day when I 'woke' was the middle of the night and all the npcs were in their bunks...
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