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ghosen

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Everything posted by ghosen

  1. The catch is you have to bring up the favorites menu to do that. I want to be able to dual wield in real time. Ie press one I have a sword in right hand, press 2 I have heal in left hand, press 3 I have a shield in left hand, etc... The hotbar part would be to see what you have hotkeyed without bringing the menu up at all. No idea if its even possible given the engine limitations, I think the more likely is an equip set for left and right hand (but I want this to be hands only not the rest of equipment and right now I haven't seen anything that does this: Loadout is the closest to it atm)
  2. Well I've narrowed down my "soft" CTD issue to installing Follower Trap Safety (take it out and I don't exit the game randomly, put it back in and I do) although I'm not sure if its an isolated problem within that esp or if its a conflict with other mods. I use UFO and Convienent Horses as well as Tougher Traps. Unfortunately I discovered this after going a lot further in the game which means my save has Follower Trap Safety in it (If I take FTS out any time I open a door to go into a building from outside *say whiterun to dragonsreach or riverwood to the inn* my game locks up completely. Im hoping someone out there has either a fix for FTS or a way to remove the scripts effects from a savegame. Anyone?
  3. forgot: backpacks: bandoliers and bags is a nice immersive craftable (with dye options in some of its add ons :) ) also can't remember which, but there is a dawnguard or dragonborn add on for the base mod that adds more of them as well as an optional mod to add them to NPCs Another mod lowers the carry amount /cost for more "realism"
  4. Claralux won't like like RLO and may conflict with COT. (I use RLO and COT, Boss recommends not using the dungeon lighting or interior lighting from COT with RLO *you can install climates after RLO, choose not to use warm interiors / hardcore or hazardous dungeons in the climates installer or disable those 2 esp files if installed manually) I use them anyway as RLO has brighter dungeons than I like and REALLY dark interiors the way I have it set up (haven't run in to any conflicts yet, but your milage may vary) A LOT of things will conflict with SkyRE (not a criticism of the author: It is an overhaul and works as such.) SkyRE's biggest problem with combat / magic / stealth mods is the perk system. It clashes with anything that tweaks the perk system or uses vanilla or other modded perks. (You may be able to fix this in the configuration *ReProccer* and/or with load order, but you will need to do quite a bit of playtesting*) Frostfall (especially with Wet and Cold) is script heavy. You'll need a lot of ram and probably ini tweaks to use those two together, especially with SkyRe without script lag. For creatures there is a lore friendly mod that tweaks Skyrim monster mod. http://skyrim.nexusmods.com/mods/9304/ SkyMo's author got banned so you'll need to google that mod for the base. Check out Lorecraft, Custom Crafting Overhaul (and the Smithing / Weapons mods listed as required), and possibly ArsSmithing (haven't tested Ars with CCO for compatibility yet). For WATER get SMIM skyrim.nexusmods.com/mods/8655/ install that first then install WATER and allow it to overwrite SMIM
  5. Actually a hotbar with the ability to drop in only spells and weapons with the ability to easily assign a hand would be REALLY nice, CFM is a start, but it doesn't seem to like my resolution settings (a LOT of UI mods don't seem to agree with 4:3 aspect and viewing some screenshots I think they were made on widescreen *and work very nicely with it*)
  6. There are some temporary transformation mods out there... Don't have a clue how to do anything with them though.
  7. The elemental effects were put on another model for a horse mod, Dawngaurd Arvak. The storm one has a MUCH nicer look than the vanilla storm atronach imo, if someone were willing to take a regular skeleton and add that sort of effect for the storm one I'd love to use it as a replacer. Haven't seen a frost effect mod. But a female skeleton with icicle effects would be really cool for Frost (maybe add frost emerald eyes "Winter Queen" style.
  8. suggestion: in addition to view flat and view block, add view list (no images), just a thought to speed up searching (especially for lousy internet connections)
  9. basically this http://skyrim.nexusmods.com/mods/24445 (SPERG), with the stealth perks and stealth effects replaced by this http://skyrim.nexusmods.com/mods/28418 (Stealth Skills Rebalanced) *Full Complete* ideally compatible with this http://skyrim.nexusmods.com/mods/29979 (Lock Overhaul) *for the nice alternatives to picking locks and the configurable skill requirements. Adding a patch to make all that work with http://skyrim.nexusmods.com/mods/7308 (Skill Interface retexture) would be very tasty icing on a very Nice (if very tall and complex) cake :smile: If someone could make a patch to do that or get the authors together to make an overhaul it would be worth a very big thank you :smile:
  10. How does one FORCE load order to what you want. BOSS changes my Load order to something stupid (other than the first ordering of recognized mods) and insists on changing it even with trial run selected, NMM lets me order my mods nicely once I get BOSS to do the heavy lifting on my basic mods, then Wyre screws it up EVERY time I load Wyre for rebuilding bash. I want to set my load order in NMM and LOCK it hard so neither BOSS nor Wyre Bash can change it without unlocking it again.
  11. Basically what I'm hoping someone has done or can make are 3 mods: 1) A skeleton and animation set that works with CHSBHC, Realistic ragdolls and force (I also use no spinning death and the no twitch dragon corpse add on to that), Dual wield blocking animations, AND bodyslide 2)A clutter deanimator or havok fix so stuff doesn't get knocked around (maybe a player only collision detection for items?) NPCs knocking stuff over and having it bounce loudly (esp iron items) annoys me enough I think I'd settle for removing Havok entirely if it could be done without breaking activators. 3)Is there anyway to change the animation when you are in a weapon / spell / unarmed draw stance so you don't look spastic as heck? (preferably without breaking compatibility with the stuff in request 1)
  12. Is there a mod which retextures the dice and/or the backround for the dice poker game in the witcher 1 (enhanced edition in my case) similar to this http://witcher.nexusmods.com/mods/97 (seems to be for the witcher 2) (adult content - nudity) mostly I want the red dice or something to make the opponent's dice more visible, wouldn't mind the backrounds, but I'd take the dice only if its available. If not could that mod be ported to the witcher 1 EE? In requests in case this hasn't been done, anyone who does so would get a thanks from me :)
  13. Possible yes. For your own use its kinda legal (If you play the game you may have agreed in the games terms not to use resources from the game) Sharing it with anyone else you'll need to be careful about copyright and trademark (at least in the US) Either get permission from the copyright holder / whoever licensed the copyright or find a fair use exception, you probably can't use the games own resources if you want to distribute a mod for it though and be legal. (possible even self made stuff could be considered a derivative work so be careful or get permission) I am not a lawyer and the above does not constitute legal advice, only observations from a guy on the internet.
  14. Sounds like the BSA size thing might be why my attempt made such a mess. At a guess you could BSA qarl's and then use an esp to make it replace, but you'd have to manually edit every single in game item and cell which would probably be more work than a megamod for very little return as you'd have to patch any mods you want to use the new resource files anyway. "Kudos, Drake. That little tidbit about the game not loading large bsa files just saved me from a time-consuming and ultimately futile experiment.", eric31415 ditto
  15. There is a quest dependency for this. Sorry I can't remember which one prevents you from getting her card, IIRC it is fairly early on though and I think its a mainplot quest, not one of the Notice board quests.
  16. Is Qarl's texture pack 3 in the same file structure as the original files ? Ideally I only want to upgrade the base textures / meshes to qarls. That way any mod that calls vanilla resources would be pulling the improved graphics and optimized meshes. (Although from what I understand it is possible to pyffi the vanilla Meshes BSA if you wanted to and recompressing that.)
  17. http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=4226 Not sure about other browsers, but in the latest firefox you need to hold down the control key and click the link to that file to save it. If you just click it brings up the file as text (a LOT of text). Alternatively right click the specific file link and choose "Save link as". Google chrome has a similar problem for me lately and the solution is the same IIRC.
  18. Is it possible to add and optimize something like qarl's texture pack and the oblivion texture/mesh patches to the original bsa archives? If it is how do you do this? I've tried unpacking the files, copy and pasting in qtp3full and the patch files and re-archiving but my game menu's are a mess. Not sure if I used 2 much compression, pyffi messed something up, or I'm just missing some other detail. Also if it is possible can the archives with the new upgraded texture / meshes be optimised by pyffi after this is done? I basically want to run qarls texture pack 3, RAEVWD, AWLS, GWLS, and FCOM so I'm hoping I can reduce the size of my texture / meshes folders a bit by moving my visual improvements to the original BSAs. In addition I'm trying to reduce my esp count, can the official and unofficial patch changes be moved into the original esm files or possibly a single esp file?
  19. Sorry if this is a silly question but are both the outfit I linked and your conversion using the same textures? The one looks a bit more shiny, but I don't know much about texture vs mesh yet to really understand the effects.
  20. Is there anyway to reload your modlist in TES4edit without restarting the program? I know you can save changes with ctrl S, any way to load a different set of esp's without exit after you've saved your changes?
  21. Started Cleaning my mod list and I was wondering if there was a set of lists anywhere which specified what mods to load together for implicit dependencies. I don't imagine anyone did a list of all mods or anysuch, but is there anywhere that has a list for more popular mods or at least the dependencies for FCOM added stuff? I'm using FCOM essentials, Fran4.5, OOO133, MMM 3.7b, and uFCOM if that makes any difference to the FCOM part.
  22. If you have some time and can get permision for it I would love a D cup version of this http://tes.nexusmods.com/downloads/file.php?id=20576 I think it would make a fantastic Arena Rainment, but I'm not going back to vanilla body to use it.
  23. I'm trying to mod a couple weapons into automatic fire versions. They work fine in normal use, but when in VATS the animation keeps looping over and over (with no bullets coming out of the gun and no sound). What am I missing to make a weapon mod that can shoot burst / full auto and work in VATS?
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