Jump to content

HalloweenWeed

Members
  • Posts

    177
  • Joined

  • Last visited

Everything posted by HalloweenWeed

  1. Ah, you are describing the exit at Mzinchaleft, before you have opened it by going into Mzinchaleft from topside. First get the go into Mzinchaleft from topside (a very big place), do the quests if you have them, kill the stuff, get the loot. At the end, next to the boss, use the item on the console, and viola, your way to Blackreach is open.
  2. Are you sure that's not from a mod? Are you sure it's spelled like that, nothing (real) comes up when I google it. All I am aware of is the Silent City Catacombs. Vid or it's not real.
  3. Thank you and do you know so mods for face, hair and other ? No but mods for the faces would conflict or overwrite the ones from Caliente. And honestly ruin them. And when you use separate mod for face/body, you risk seam defects, unless one mod is particularly optimized for the other. As far as hair, I'm not that vain, just don't care about hair other than the basic hair types. So someone else would need to chime in about that. In the meantime, I think if you try that you will love it. Personally I think they're extremely beautiful, and IMO the people that don't just don't like the beautiful look. Actually they look so beautiful that they don't look realistic if you think about it too hard, kinda like the models in advertisements, no blemishes. Thus the possible critics view of this mod - too perfect for Skyrim.
  4. I remember reading something that said to remove all your stuff from containers before disabling Hearthfire (or you will lose it), from a readme perhaps, but I can't remember where. Perhaps it was on the Bethesda news site when it announced the DLC. I just don't remember any more than that. I don't see a readme in the data folder.
  5. Â Not true. You could use any weapons or spells you wanted, though some spells would trigger weirdly under water. You can fight just as well with a shield and mace underwater as you do above it... Which frankly is incredibly stupid. Perhaps you are remembering a modded experience, or Oblivion? I specifically remember you couldn't use bludgeoning weapons, such as hammers/maces - makes sense. I thought maybe you also couldn't use long swords as well, but not sure about that. Can't remember about axes.
  6. IMO most ppl overrate WW. I think it's just for berserking, it's a novelty. And personally I hate it afterward, when cured, when the guards say as you walk by: "Is that ... fur ... growing out of your ears?", and other comments about smelling like their dog, and cracks about howling at night. So I don't do it any more.
  7. Morrowind had underwater combat. You only could use certain weapons, spears was one of those. Most spells, supposedly, according to lore, have a verbal component. That's why in Morrowind & Oblivion the "silence" spell cast on a spell caster would prevent them from casting spells. So you see, casting underwater spells would be counter to lore, as you can't talk underwater, not good enough for spellcasting IMO anyway. That said, I have noticed that fire spells work on slaughterfish when underwater (they shouldn't IMO). I have always wished that Skyrim had underwater combat like Morrowind, this is not a new thought, I'm sure there are lots of old threads desiring it (not saying your thread is obsolete or anything, after all I am debating it).
  8. I'm guessing you still don't get it. My Legendary (that's a blacksmithing improvement term) Dragonbone daggers do 244 damage each (one in each hand, without potions). However, that may be with my present perks applied. That's not my enchanted ones either (and that's not counting the 15x sneak perk I have for daggers, plus the other sneak perks). You need to achieve 100 in alchemy, enchanting, and smithing to get that much damage from an unenchanted weapon, along with the black book the Sallow Regent, the 4pc armor set of Ahzidal, and learn how to use all of that properly. Thus is the glory of Skyrim. What's your weapon damage number? Enemies get tougher as you level up, requiring you to do more to improve your damage. Makes it tough to use different killing methods that you haven't worked on (and thus level those methods), when you reach high levels. EDIT: I find that conventional weapons are OP in Skyrim, allowing single-hit kills the norm. Whereas when using magic one needs to just chip away at the target's HP. One don't really need to do that stuff W/Ahzidal's armor & the Sallow Regent, it only adds about 10-20% damage, but I'm compulsive about getting the max out of most things. However, maxxing out Alchemy, making enchanting potions, maxxing out enchanting, enchanting smithing gear, and then using maxxed smithing potions with the max-out of enchanted gear, improves the conventional weapons greatly - I can't over-state the importance of that.
  9. I've been having this strange issue with Skyrim showing the wrong day of the month, making it impossible to determine the real day of the month, and thus how many days have expired - important to determine whether or not it's been 30d and cells should respawn things. I do have the mod: "A Matter of Time" installed. It has been giving me numbers larger than 31 for day of the month. Just now, I had 104th of Frostfall and then the next day is 84th of Sun's Dusk! Year 4E 203. Not only that, but the date on the map page agrees with the mod date shown. Here's my mod list, as shown by the output of ModOrganizer: I have all the DLC and all the appropriate unofficial patches installed. I don't see any date/time console commands listed, so I can't query the game for the date. I have googled this issue and nothing comes up, so this looks to be either a new issue or one caused by a mod. However, I have been changing the game "timescale," usually using 1-60 when playing, and 300 or more when fast-traveling, to get to later dates to cause stuff to respawn. I have looked at the respawn mods, and I don't like the way they just respawn everything, including NPCs and animals that normally don't respawn, in 1-3 days, I just want the regular stuff to respawn in the regular time. Can anybody shed any light on this?
  10. Well I am at home now and I see there is a lot in that zip file of Skyrim Data folder before mods. One surprising thing I see is there are a lot of files in the scripts subfolder (55, and another 56 in the subfolder within). I have 32 bsa's and esp's in \Data. And I can't guarantee there are no files there from mods, I manually removed some of them before zipping this - but I think the fomod folder has the only file not found in vanilla Skyrim (W/DLCs). Here is the Winzip printout of the files, the folders missing are empty: In case it does you any good. It's up to you to weed out all the extra info there.
  11. No you need to keep the DLC stuff in there. Unfortunately I am not at home right now so I can't look at my zipped file of the vanilla Skyrim (W/DLC) data folder to tell you. But even then I think I had Elvenwood installed there when I zipped it. As an alternative, you could first uninstall all your mods W/NMM, zip the data folder yourself (for backup), delete everything, and run Steam verify to replace the DLC contents. I don't know what would happen to NMM if you just deleted all the mods there without uninstalling them with NMM first - it might break it AFAIK. BTW, this is why I now use Mod Organizer instead of NMM, and I also download all of my mods manually and save them elsewhere so if one gets taken down I still have it. MO uses a "virtual directory" method of installing the mods, and doesn't leave anything in the data folder, meaning never any cleanup to do. However, don't misunderstand me, I am not recommending MO to you as NMM is a little easier to use. Actually I hate NMM because of the convoluted and irritating interface to save profiles, I have accidentally overwritten too many profiles because it's interface is not intuitive.
  12. Try disabling the weather/water mods first. Then try disable Fire & ice. Then SG hair pack. Then beasts of Tamriel (careful I remember there were a few mods that required a certain sequence of events to disable/remove the mod, and can't remember if this was one of them). Also possibly your Windhelm mod. Did you ever try turning around and looking at Windhelm when you were walking away from it (does it crash then)? Do you have any mod that modifies hagravens? Are you sure you cleaned your data folder out completely before loading your present mod set? Some mods require you to do extra things to remove them from your saved games, some have special tool mods that must be executed when removing. I'm sure you aren't telling us about the mods you have already disabled/removed. Check them out (read the description text). "PC Head Tracking" - nice. Would fit extremely good with VR. I would love to experience that.
  13. Actually, as Rog was saying, it's really the timescale that is messing up the shadows. The default setting is 20, that's a minute every 3 seconds of real time, meaning the shadows move fast and noticeably. I have been using the timescale 1 for my adventuring in Skyrim ever since I learned it in Fallout 3 & 4. You can play, scouring an outdoor area, for an entire day of fun, without nightfall - or daybreak if you like to sneak at night. You can do stuff in town without worrying about the shops closing before you finish. Then I set the timescale to 1200 every time I fast-travel, to allow time for things to respawn, and then back to 1 after I finish fast-traveling. Works pretty great. If you want to wait for day or nightfall after fast traveling, just wait a few minutes (or less) before setting the timescale back to 1. I use the default settings for sun and shadows. And with timescale set to 1 I don't notice their movement. EDIT 7/26: I've had problems with the indicated day-of-month showing wrong. I've been told this is a result setting too high of timescale. Since then, I've been keeping my timescale on the default 20 and now the date seems to finally be right once again after about 4 days of 20. FYI.
  14. And: if you are using MO for your mods, and not launching by way of MO (or it's created desktop shortcut), then you will not be loading your mods. So it seems like a moot point to me.
  15. The Vampire eyes missing, including behind masks/helmets, have been an issue for years, plz google it for the proper fix.
  16. Ah, but that's the console-users concern, console users can't use SKSE in it's current form. SKSE is an overhead utility, a "loader" of Skyrim, Skyrim loads under SKSE. This sort of stuff is taboo for console users (I think they're afraid somebody would use the technique to cheat in games). Since SKSE does no good in the data folder, it's no use for consoles. Unless either Bethesda includes some sort of SKSE iteration in the base game, or SKSE gets more creative, console users will not be able to use most mods that are out there for Skyrim right now Rubbermatt. Thus my last statement.
  17. No, you specified, I only said all I know. GL.
  18. UESP Wiki: Console commands About half-way down: recycleactor. However, you need to either click on them (while in the console) or enter their RefID number. If you have trouble, watch a vid on using the console commands.
  19. Well all I can say is my present playthrough started with "Skyrim Unbound." Suddenly dragons started showing up (I didn't have them totally turned off), and I had to kill one of them. Didn't like that I wouldn't get the soul, as I intended to enable that later in my game. So I ended up turning on dragonborn, word walls, and dragon souls (effectlively becoming dragonborn again). After I did that, I thought about the black book quests in Solstheim, and I wouldn't get those shouts if I had it off, effectively making said quests off-limits (voluntarily). With the word walls turned off in "Skyrim Unbound," you need not worry about that, you can come back later. But in black book quests? Hmm, that's a conundrum for me. Without going to High Hrothgar (as dragonborn), you can't get the Sallow Regent, which is required to reach maximum enchanting and alchemy powers. I suppose if you are fine with the lesser alchemy and enchanting levels, then you might want to do that.
  20. Yeah, RLO might affect that. Personally I tried that and didn't like it, had to use auxiliary lighting too often to find things, and was going to end up missing a lot of loot. Try changing the shadows settings in the video settings on the Steam game startup/setup screen (comes up when starting from Steam WO/SKSE).
  21. Hmm, I just posted this in another thread: always read the Wiki first. UESP Wiki: Purity of Revenge In the "Bugs" section, about half way down. :smile: Esp. console command (if all else fails): setstage c05 0
  22. ^ What he said. However, there have been a few who think that Bethesda might include SKSE in the base game, or it's equivalent.
  23. The answer to the vast majority of these issues is in the Wiki pages: UESP Wiki: Jorrvaskr " One or more of the Companions inside or behind Jorrvaskr may attack you on sight for no apparent reason. They will not accept your yield, and may not be killable due to being tagged as essential. ? Commit a minor crime, such as assault, in front of a Whiterun guard, then clear your bounty. This should end their hostility immediately, even if they are in the middle of attacking you."Always check the Wiki first - before googling the forums :wink: . Of course the problem might be, you might think you need to know how to spell Jorrvaskr. I just look up Whiterun and follow the links :smile:
×
×
  • Create New...