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DOVAHKI1N

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Everything posted by DOVAHKI1N

  1. Hello, everyone! I'm wondering whether there is a Skyrim LE mod (an SE port would be a bonus but not important) which does the following: when I finish a quest like for example clearing a mine, I would like a few in-game days or even weeks for the news to travel and changes like the mine being open again now putting the place back on the map to take effect. It takes me out of the games to finish clearing a place/finish a quest and suddenly everyone knows of it even a few towns over when I have just gone back to the quest giver to finish the quest. Even in the town/settlement itself, only the questgiver and those actually there and listening in on my conversation should know at once. maybe an additional mini-quest for you to spread the word? And after a while, people begin to reply "I know, a courier passed through here, talking about it. Was on his way to [Hold Capital; for Solstheim to a Dunmer Embassy] to deliver the news and probably to request some new funds and workers to keep the place running." maybe a mini quest to requit mine workers who will then actually go there and work the mine (though not everyone you ask wil say yes) Honestly, the most important bit for me is that I don't want to walk into a house where the people inside go "Yeah, thanks to you I got the funds back fot our city because we're now politically important again." (Raven Rock, after you cleared the mine. Immediately after you tuurned the quest in. Just, change the wording, at least, so it's a "now that the mine is free I can sent couriers to the council to request funds back, we are very grateful to you/you're our hero"- type of message rather than "you cleared the mine, you're our hero now the council have given us back our funding")
  2. I know there are already burial mods out there, but they do not give me what I am searching for: the ability to burn dead bodies of NPCs and creatures in a "Cleansing Fire" that deletes their reference so that the body will not clutter up the world- and I can RP as someone who will give the last rites to the dead. It should be a Restoration Type Spell given to you as a gift by Danica, after telling her you want to pay your respects to the dead or something similar. Or you learn it and the other "rites" from a book. Other rites meaning for those who do not want to be mages, a special torch could do the trick, too. If there is such a mod (just body disappearing in fire effect (give it a few seconds of burning, then body becomes invisible and is marked for delete), please tell me, because I did not find it.
  3. I apologize if this was asked already, didn't find it. Can anyone point me to a tutorial how to add a crafting recipe to existing craftable items (armor, weapons, potions, etc) in the game or from mods that does NOT replace the original recipe but adds an alternative way of crafting it? I have a mod that changes the appearance of armors and I want to keep the new appearance, but tweak some of the recipes to have two options to craft the same armor. Does anyone know how to do that?
  4. Yes. For me, it is a bug that Armor weight doesn't change at all when you're wearing it. When wearing armor in RL, the weight gets distributed and actually impacts you less when you wear it as opposed to just lugging it around. Yes, the individual pieces are still as heavy as before, but don't feel as heavy when you wear them. Conditioning and Unhindered are nice perks. But honestly? They should be accessible from the very beginning. At most with a condition like having to continuously wear heavy armor over a specific ingame period to simulate getting used to it (even during the getting used to it period, worn armor should not weigh as much as carried armor), after which you can get the perk immediately and it stays. Much better would be getting Conditioned and Unhindered automatically after a continuous period of ingame wearing of heavy or light armor, kind of as a passive perk. When it activates the first time (doesn't deactivate ever- as long as you're wearing the armor pieces corresponding to the perk that piece is weightless or at least as good as), you just get a small text notification like "I'm now completely used to my armor and it has become like a second skin" "You have mastered the art of wearing armor and it now weighs next to nothing" "I/You can now carry more stuff around" As for clothing- worn clothing should not count toward overall carry weight at ALL.
  5. THIS. I never quite knew just what bothered me about the "Destroy the Dark Brotherhood" Questline. It was just... boring. SECONDED
  6. I haven't, but I'll try that next.
  7. SMIM is also affected for me. Actually, I cannot use any mods. At all (well, except for Combat Consequences). Not even the USLEEP patch, last I checked (although there it's currently because it's flagged as redundant). Well, SKSE works. But that's not a mod in itself... Since practically all my Skyrim mods now have mod archive incompability, because the esp is "loading a bsa file that is intended for Oblivion", I was wondering...is it possible for people like me- that is, people with VERY VERY little technical know-how, to change it back to Skyrim? So that the bsa reads as intended for Skyrim and also works?
  8. Hello, since yesterday, I have a problem with Vortex/Loot, which I am at a complete loss how to solve. I get an error message that there's a problem with some mod archives and when I click on "more", I get this https://ibb.co/V2qSZ4s Modx.esp is loading a bsa-archive which is meant to be for oblivion. The mods that are affected change. Once I had: "Dawnguard.esm is loading a bsa archive that is meant for an unknown game." All Mods are installed from the Nexus Skyrim site, I played with them already with no problems before and my Skyrim Version is the legendary edition and it is a LEGAL version, bought at Mediamarket. What should I do? EDIT: Yes, the message says I should contact the mod author, but the list of mods keeps changing on restarting Vortex and I doubt Bethesda (who did make the Dawnguard DLC after all) would be interested. Furthermore, some of the mods I have are not under constant supervision by the author because they seem stable or the author simply has RL
  9. Hi, does anyone know of a mod that separates the Game Settings (as in Difficulty Setting, Crosshair yes/no, Music, Controls) in save games? When I create a new character and switch to Legendary difficulty just to try it out, I don't want to change the difficulty setting back to Expert for my other character or vice versa. Sometimes, a friend plays at my place and we have different difficulty and even transparency settings. Also, other mods- it would be great if, on character creation you can decide to deactivate the mods for that specific save game (except for the one described above), play vanilla. Does anyone know of such mods? I could be wrong, but this kind of reminds me of Immersive weapons... isn't the spear a part of that? :confused: EDIT: Is there a Mod that does the following? I would love to finish a quest and have some in-game time pass before everyone comments on it. It's rather awful when I just finished a quest and then get a letter referencing that quest as if it had happened three days before instead of just a few in-game hours (at most)... it breaks my immersion.
  10. ... This brought me to tears. I wish I could do this- since I can't, I'm hoping someone who can will.
  11. Don't you just hate walking around decked out in Daedric/Dragon gear and a bandit with an iron mace and leather armor comes and attacks you? Well, I do. It's not even funny anymore. That's why I propose a mod that prevents low-level enemies from attacking you- at least when you're so obviously stronger (aka when you're wearing high end gear/weapons). Some may still be foolish enough to approach you, but then run away realizing they'd die if they really fought you. For animals, you could have them recognize your aura or something, leading them to do the smart thing and not bother you.
  12. Err...I do not know whether I am even in the right thread right now. I AM searching for a mod, only I do not know whether such a mod even exists: I love to make the game as realistic as possible. So after playing around with various mods that changes the armor values and whatnot, I realised I was still not quite satisfied. The reason: I can get hit or hit someone multiple times with a weapon or spell on/into the head or chest, yet they/I do not die. I kind of like whittling away at an opponent (beats one-shotting everything) so I've now explained it to myself by saying that it's NOT the actual health I am cutting away at, but an invisible automatic barrier created by the armors and other stuff the enemy may be wearing. Only the very last hit before the enemy dies attacks the actual health. Is there a mod out there that takes away all visual effects such as blood until the one from the very last hit? Also, is there a mod that forces one to attack parts of the enemies body that make sense for an one-hit kill? (One hit in the sense of: barrier whittled down, broken through barrier, last hit kills). I mean, it would be weird having someone die with only a relatively minor wound for show. The killing blow should hit either arteries, crush ones skull, decapacitate or run straight through the heart (a hole as a visual would be great). In other words, that last hit, the one who kills and has the visual, should cause an injury that cannot be survived. I know I'm nitpicking here, but it keeps bugging me. Well, actually, what is bugging me the most is seeing arrows stick out of someones head/chest and them being totally fine. Including myself. I shouldn't loose just a little bit of health if I am hit in the head... Anyone know of a mod that would take care of the problem?
  13. Oh, that would be great. Though there should be an option to reply politely and to choose the type of enemy you were battling against and who you've hit. After all, if you've been fighting a bandit, you cannot call him/her a dragon...
  14. OMG!!! I second that! Such a mod would be awesome! (Though I guess also a pain in the a** to write...)
  15. I like the idea. There are also houses which are empty by default and it would be nice to buy them. Of course, if the house is empty cause the PC slaughtered the whole family, you should only be able to buy it if you weren't seen commiting the crime.
  16. Hey all! I don't know whether this has been requested yet - and if it has, I didn't find it. Anyway. I want there to be a time limit on certain quests. Like, when you pick up the quest to save Thorald, if you do not do it within the next few in-game days, one of these things happens: 1) The family gets proof of Thorald's death (yes, Thorald is dead if that happens) 2) Someone else does the quest in your stead 3) the Greymane's ask what is wrong and if you keep on ignoring the quest you may find assassins (or bandits) coming after you 4) Thorald's brother goes and gets himself killed, leaving a devastated mother behind who blames you, but may not send anyone after you cause she's too depressed- her husband will refuse to trade with you Either option, the Greymane's are not very happy with you. Since you do get that quest rather early and may just not be ready to tangle with the Thalmor yet, I would also like the option to... A) Say you want to help, but you're not strong enough yet, so would like to recruit some people to help you (usually, that would be companions) B) Tell them you can help gathering intel and find someone stronger/better for the actual rescue In either of those two cases, the reward would be split between you and whoever helps you. You should have those two options even if you've initially accepted the quest without reservations. The Thorald quest was one example. There are many other quests, including the main questline. Everything just waits for you. I just...it bothers me greatly when I pick up the quest only to let it sit there in my quest journal for ages, because there's nothing to emphasize that it can't wait. Poor Thorald ends up being with the Thalmor for a lot longer, without any aknowledgement of that fact from the game. For that matter, the same happens with the dragon threat- you can forever ignore the main questline as it does not matter. It just makes the world feel less alive. Events SHOULD NOT wait until the player comes around to it, unless it makes sense as it's, say, a challenge for some duel. What bothers me just as much is talking to a character, like a Jarl and being told that s/he will inform others and order them to go with you to do something and the moment you finish the talk, everyone is informed. When did your questgiver inform and order the others? There should be a slight delay. A delay where you do not occupy their time and the questgiver can actually go to rally his/her troops. Or you are given some official document/ring whatever (to convince others that the order is legit) and are asked to recruit your companions yourself. (That would make sense in the case of the Morvarth problem in Morthal and could also allow you to decide to do whatever it is alone, with a possible higher reward if you succeed).
  17. That really sounds like an awesome mod, as it it really getting old doing everything over and over again.
  18. Hey, I feel you. Happened to me as well, except I'm pretty sure in my case, I shot it all to hell myself, modding very badly. For the corporeal dragon corpse, I think what you want is "Dragon Remains" (https://www.nexusmods.com/skyrim/mods/17978) It's also on Gems, which is a good reference site IMO for mods.
  19. Doesn't AFT (Amazing Follower Tweaks) have an option to disable follower fighting? It's also a feature in Follower Live Package, I think
  20. I agree 100% Ghosts have always bugged me in that respect- they're ghosts, why can I even loot them in the first place? And weapons, "real" ones? Come on. That said, maybe instead of only having them use bound weapons, I'd prefer their weapons to simply vanish on defeat, but while fighting, they should be the weapon the ghost would have had in real life, only with a visual ghost effect. I am very interested in this edit- have you posted it?
  21. https://www.nexusmods.com/skyrim/mods/18480 Here you go ;-)
  22. OMG yes, I want this! It would be awesome if whoever does this gets permission from the author of "Hall of the Beginnings"...
  23. I'm being a bit nitpicky here, I know, but please bear with me. I can't be the only one annoyed by this...at least I hope I'm not. Is there a mod that makes a bit of in-game time pass until people fawn all over you for saving them? It kind of gets me out of the game when I've just, say, cleared a mine of thugs/spiders/whatever and everyone just KNOWS about it the second I leave the place. Now, in some small settlement like Darkwarter Crossing it might make sense- if the people all got together mourning that poor fool who went off into the spider-infested mine and expect said fool to die (though maybe you should still have to fend off one or two comments like "Scary huh? Don't blame you for running." or "You know, people don't like 'heroes' who run"...something besides instant belief and knowledge I've actually done it). But when it's a bigger place? Let some time pass to simulate gossip spreading. Maybe be required to give some sort of proof. On a related note, if you've already made a name for yourself, have people actually come to you/or sent you a letter to request your help "I've heard rumors about you and I got a problem I need help with. If you're interested, let's meet up [here]. This is a small overview of what I'd like you to do... . You will be rewarded for your efforts..." Something like that. With guys like Dragonborn DLCs Mogrul, you should be able to convince them to let the matter drop, especially when they've sent thugs after you that obviously failed. One should be able to confront the sender and intimidate them into backing off ("I am killing dragons for breakfast...what makes you think you can intimidate me/are more than some pesky bug to me, if even that?"; "How many thugs will have to die for you to get the memo that my answer is going to remain NO?"; "You know, I don't like having to kill wimps because some coward got it into his head that I owe him") or, in the case of Mogrul, get them arrested by collecting evidence against them. (For guys like Nazeem, you could PLANT evidence). Or have some friends decide to help you with your problem, or even some bigshot political figure that you've helped.
  24. Well, I like the idea. It would be awesome if you could sort of become close with the Dragonborn, your actions eventually leading to him/her asking for your help. Of course, only if it makes sense. If you haven't made some sort of name for yourself as someone who helps others, the Dragonborn won't be interested in you. But if he/she is and you agree to travel with/help him/her, you'll slowly gain fame as the friend of the Dragonborn. Perhaps, for those who end up wishing at some point that they could use shouts after all, a possibility for the Dragonborn to teach the voice to you, although it'll take much longer as you're NOT dragonborn. But neither was Ulfric- yet he could shout.
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