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tkdmaster

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Everything posted by tkdmaster

  1. In regards to the first post, yes, I did max out the skill and tree completely and was receiving the same effect as before, but I got it sorted out now, seems I happened across some sort of glitch with what soul gem it thought it was supposed to be using when I clicked grand soul gems, but it seems to be back to normal now, hooray for 0 cost destruction spells and insane resistances!
  2. Okay, so I maxed out enchanting and got the dual effects at the top of the tree, but its still driving me crazy that I can't enchant new items with the same power of the items I disenchanted to get the effects in the first place! I disenchanted expert robes of destruction which give ya 20+ deastruction and 125% regen, yet my enchant will only lemme do 6 fortify destruction and 10% regen, what a bunch of crap! So, if any modders who can adjust the numbers around alittle to at least even this out, I'd be very grateful!
  3. Alrighty, so the problem I'm having is that I am using a Mannequin mod along with a mod that adds a new interior cell, but I can't for the life of me manage to get one of the Mannequins into that cell, or any other item for that matter. I checked in the CS afterwards to see what was going on (have the latest CS release and running it with OBSE through Wrye Bash) and it seems the items are being put in a new cell with the same name but has "duplicate" at the end "cellnameDUPLICATE" Even though when I save the esp file, it shows it in the list of items in the added cell. Also, the saved esp does not seem to be having the addon esp that made the cell as a dependancy file, even though it is making the Mannequin addon esp a dependancy...so I'm stumped. Also Also, each time I reload the esp in the CS, keeps saying something about a bad form and asking me if I want to fix it. And, when I save then go to exit, it'll ask me if I want to save once again, which it'll do every time. Not sure if this is intended behavior or not...so yeah. any help or insight on this would be most helpful!
  4. FCOM took me a try or 2 to fully figure out to the point I was confident in how to install it properly, but the payoff is worth it if you can get it working right. As for the DR6 fixes. Go to the Nexus page for DR6, it has a link there to the Bethesda forum containing the fix file(they're in there somewhere!) along with erors people have reported.
  5. Not necessarily. Install QTP3 first with all its patches, then let UL do tis thing, if it overwrites anyhting, should be perfectly fine, I havent seen any issues with it, and I've had it running for several months now. FCOM, is a mod that ties together the major overhaul mods that otherwise would heavily conflict. ( OOO, MMM, OWC, Frans) along with some other mods like Armamentium and Real Swords. I personally highly recommend using it, though it can be tricky to install, so read the directions for it veery thoroughly before attempting its install. On the Bethesda forum for it, there's a hotfix I beleive to fix a CTD issue with throwing items and whatnot. Other than that, its completely playable from my experience with it. Ack! Sorry for double reply.
  6. Not necessarily. Install QTP3 first with all its patches, then let UL do tis thing, if it overwrites anyhting, should be perfectly fine, I havent seen any issues with it, and I've had it running for several months now. FCOM, is a mod that ties together the major overhaul mods that otherwise would heavily conflict. ( OOO, MMM, OWC, Frans) along with some other mods like Armamentium and Real Swords. I personally highly recommend using it, though it can be tricky to install, so read the directions for it veery thoroughly before attempting its install.
  7. Well, you'd wanna start off with the latest official patches, then all the unofficial ones that corresspond to your game install (DLC's and whatnot). Quarls Texture Pack is always a good place to start for retexturing much of the game to look nicer, just be sure to get the patches for it as well. Better cities Compilation. For me, this is probly the best city enhancement mod set you could use, not to mention that most mods these days have a patch to make em work with this awesome set. Unique Landscapes. Really enhances a lot of the wilderness and makes the world a lot more diverse. Speaking of diverse, if you like overhaul mods and all sorts of new stuff, I recommend installing FCOM. I've found it to be invaluable and a veeery worthwhile experience overall. Of course, you'll want to install HGEC, then possibly get High Rez Skin Textures for HGEC. As for new races and whatnot, I recommend downloading COBL Races, has a very nice compilation of all sorts of hair styles and new stuff. Oh, if you'd like a bit better combat and a more.."realistic" feel to fighting, I recommend Deadly Reflex 6 as well. Its still in beta, but is 100% playable with a slight tweak or 2.
  8. I personally love cheydinhal. The city had a very peaceful atmosphere to it, not to mention the lake int he center with all the foliage around, just made for a beautiful area altogether in my opinion.
  9. From what I've seen and had the chance to play at a friend's house(had the leaked beta) the game kicks ass. The story is pretty in-depth and game mechanics are good. The freedom of choice is a lot like Mass Effect's systems. If you like shooters/stealth games and RPG's, you'll probly love it. I already have a preorder put in for my copy :)
  10. I'm reasonably sure Skyrim wont hit Steam for at least a while(or so I hope). I've also had nothing but errors with steam's junkheap of a system. Thankfully, I got copies of Oblivion and FO3 that are all non-steam :)
  11. I personally love the Lets Play stuff. Always entertaining to watch/read and gives a good idea as to if you'd like a game or not, least for me that is. I'd be happy to see a sub forum area for there.
  12. Well, I did a bit of snooping about this mod,a nd from what it seems, Rafer: Complete was supposed to be moved over to the Oblivion engine before it was to be released, but never released and appears to have just disappeared altogether :/ There are some posts about it, but they are all on I beleive a german forum, or one of the other foreign languages, and all the posts seem to be very, very old at that.
  13. Umm, in general, pc cases do not have them already, you need to add one. As for which one, try newegg's section on em, picked up a Dual Layered Lightscribe LG DVD-RW drive for 20 bucks and had dozens for 5 egg reviews.
  14. Hey there! Well, you're right in the fact that no one can really hold your hand through figuring out how to learn this, as it is kinda a tricky one to learn on its own with instructor help, let alone over the pc! But, if you want to get into modelling and texturing, I suggest getting a program like 3ds Max, Maya, and Photoshop. you can use free alternatives such as Blender instead of the 3d modelling programs, and GIMP in place of Photoshop, but be warned, the interfaces can be a bit trickier to elarn and figure out. - This video link is the first part in a beginner series of tutorials for getting started with Maya, which is what I and my college use for modelling and animation. If you need more video sources, feel free to message me and I can probly come up with a few more for ya, or as always, google is your best friend :)
  15. Well here's the problem. At first, all of my mods that were in the override folder were working fine until I downloaded and installed a bunch of the official mods that are released in .dazip format, and now none of them work at all! I tried removing all of the mods in the folder and starting up the game again, then closing out and adding them in again, but no luck. The only mods I can get to work now are ones that are released in .dazip format for some strange reason. Sadly, not all mods are released in that format, so its causing me a few headaches. If need be, I can post all of the official mods I installed if that will help at all, otherwise, I'd appreciate any advice or tips anyone can provide! Oh and also, this is on a fresh install of game version 1.0.0 just to clarify.
  16. Well this is something I definitely need some help with, cause its been plaguing me ever since I first started playing the darn game! In short, I'm colorblind, which makes it so I cannot see the red health bar next to character portraits at all, so I'm ALWAYS pausing just to check health levels and its become quite a nuisance. So, could anyone direct me to a mod(if it exists) that would change the health bar's color in some way? If not, then I'd be extremely happy if someone could make this sort of mod. Thanks in advance for your advice!
  17. =( Well that stinks... Guess that means I'm stuck with just making a more simplistic por town or something. I know that one of the discontinued pirate mods...can't remember the name off the tp of my head, had the perfect alcove for what I'm trying to do, but it was located in its own worldspace and thus wouldn't work for what I needed it to =(
  18. Hello everyone! I've been fiddlng around with the construction set for quite a while now but am still perplexed by one thing, how do I make a cave/alcove in the side of a cliff and still have it be in the worldspace of tamriel instead of making a giant door or something to load the area? What I'm trying to do is make an alcove where I can take apilotable pirate ship in and out of and use it as my player sanctuary/home, but am quite unsure as to how to go about doing this. So, if anyone can give me a tutorial as to how to do this, or point me in the direction of one, I'd be extremely grateful! Oh, and if anyone knows of a mod that makes a cannon of some sort, please let me know!!
  19. As far as the routes are concerned, a single scripted route would be fine for all intents and purposes, as there could just be 1-2 merchants that do the cargo running back and forth to places and could even use 1 ship for it. Problem I am having is actually getting them to use the ships, since they require a bit more control than say a horse to use, and am unsure how to script it at all for NPC's.... Which leads me to my next thought. I know there is a mod out there that adds traveling merchants with carts they pull along to some of the routes between cities, although they don't actually take stuff anywhere and just sell their goods from wherever they are at the time of you encountering them. But how difficult would it be to have them move goods from one town to another between the shops? I'm not entirely sure how the current mod makes the cart follow the merchant and whatnot, but it doesn't seem unreasonable to assume that it could be modified to do the task I am looking to accomplish. As always, any suggestions or thoughts on the matter would be highly appreciated!
  20. I am trying to incorporate a mod which would make use of Jason's Pilotable Pirate Ship mod so that NPC's, that I will add in, will travel the waterways via the boats, pick up items in a set location, and then return to their start city and devliver the cargo to the appropriate stores for sale. The problem I am having the most issues is with getting the NPC's to operate the boat, so if anyone has suggestions for this, please send me a message!
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