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About manlyMAN0890
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Alan Wake
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Can anybody figure out how to rig the Dragon Age Keep world states to handshake with Dragon Age 2's save import feature?
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Here's my problem. One of the mods I have installed has messed with the third person camera. It moves it off-center and goes for an over-the-shoulder look to the right-hand side while also lowering the camera's elevation slightly. I didn't install any mods advertising edits to the camera modes. I suspect DarNified UI or Coronerra's Maximum Compatibility Skeleton. If I could just open an .ini file and tweak a camera setting, I'd be satisfied. I prefer combat in 1st person, but I like to run around in 3rd and sometimes do melee in 1st. Even if I didn't it would still annoy the hell out of me. Steam version. Stability / Root Install WRYE Recently, my computer at one point must have crashed or restarted and when I started Wrye back up it showed all of my installers as having never been installed before and the load order listed by package title (A to Z). So I'll be listing these from A to Z. Thankfully this is just an issue with Wrye and my modded game remains unaltered. It should be completely separate from the bug (?) in Wrye. OBLIVION MOD MANAGER I left out the replacers (meshes, textures, sound, etc.) LOAD ORDER (no bash patch yet)
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Vampire PC, can't feed from NPC (Lydia & Marcurio)
manlyMAN0890 posted a topic in Skyrim's Skyrim LE
As a vampire, I can't feed from Lydia or Marcurio. Lydia is currently my housecarl and Marcurio's my husband. The prompt doesn't come up (Feed or Talk/Pickpocket) for either of them whether sneaking or using Vampire Seduction, or when the person is in bed. What's weirder is that it doesn't affect Lydia, she apparently resists it (I get the message "Lydia resists Vampire Seduction"). Interacting with Marcurio when he's affected by Vampire Seduction just opens dialogue. I have placed a few follower faction NPCs near me to test what the problem is, and I can feed from them. I don't think I could feed from Marcurio even before he became my follower. I've tried a few things... Redo LOOT order and bashed patch. Nothing. Praestare Sanguinare spell in Better Vampires mod. Nothing. Resetting and disabling AFT (Amazing Follower Tweaks). Nothing. Paying off my bounty in Marcurio's home hold, which was the Rift. Nothing. So it's not related to the "bug" "[NPC name] has already caught you" that occurs when the player's sneaking around in a hold that has put a bounty out for them and trying to pickpocket NPCs. I discovered this problem with Marcurio when I tried to turn him during the Dawnguard quest "The Gift". I've turned people for the Volkihar faction before, so I knew I would have to work around it, but I wanted to go through the motions first. The problem occurred before completion of The Gift, not after. Load Order. -
Movement speed doubled, normal in combat
manlyMAN0890 replied to manlyMAN0890's topic in Skyrim's Skyrim LE
I don't believe it is Better Vampires, but the speed bonuses granted at the 3rd/4th stages of vampirism helped me figure out that my character was using two different speeds, one in combat and one outside of combat. WIthout that, I would've never known. That power you're describing is "Blink", and I've never once used it. I believe the problem must have happened after I was hit with a frost spell and started sprinting to mitigate the speed reduction, and for a while I didn't realize I wasn't supposed to be able to move as fast as I was while cursed with vampirism. I downloaded and installed a fix that forces the game to recalculate movement speed during and after the frost group magic effect ends, but I have yet to test it in-game. Until then, I'll have to be content with starting over - I accidentally hit delete on all of my then-current character's save files without the steam sync/backup turned on(a long time ago, it got annoying trying to permanently delete files I didn't want, what do you want form me?). That file is called "Frost Magic BugFixes". I will post the results of that testing if the problem persists, or if it consistently fails to proc. For a few days though, I'll be content with playing catch-up for a bit to deal with my frustration. I'm sure you understand. -
I have a specific issue with movement speed. It's doubled. However, while in combat, it's normal. Whatever the problem is seems to mess with my movement speeds in combat and outside of combat. When in third or fourth stage, the bonuses are applied as normal to my character's speed, but entering combat reduces 100 off the top. Using the player.modav command to reduce it to default puts the value at 0 during combat, which seemingly has no effect(probably defaulting to 100), but in the third or fourth stage, the -100 puts the speedmult at 10-20, which then dramatically reduces my speed to almost nothing, practically overencumbered or less. I have Better Vampires installed. I have tried resetting vampirism. I looked up the frost damage 'group of effects' to use the player.removespell command for each frost spell's corresponding ID variant(includes ice wraith cloak damage). I wasn't sure if that was a solution, but I tried it. I have done this in combat as well. I've completed every step to remove the mod when upgrading(including .bat file). I've done everything short of uninstalling SKSE or Skyrim. I've used the speedmult value with player.setav, modav, and forceav. as the 'getav' command will show me, none of them work and setav seems to do nothing. I am at my wit's end. I can just avoid combat and stay in the first or second stage of vampirism at all times(which I have no trouble doing), but I'm going to want to be at the third-fourth stage when I want have real fun with being a powerful vampire. Mods and load order: Not in list, but bear mentioning: SKSE, Save Game Cleaner, TES5Edit
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It's a little disappointing that as a vampire, the player never has the option of turning his/her spouse if they don't join Volkihar. What I would suggest is a little dialogue option that appears when a script checks two things before allowing that option to appear: A. completion of the Dawnguard questline with the Dawnguard faction B. being a vampire Choosing the dialogue option begins the quest "The Gift" with unique quest footnotes in the quests tab. For flavor, the option can be a persuasion test the player can make once a day, to roleplay being a convincing/charming character for people who invest in raising Persuasion, or being persistent in trying to convince their spouse(not investing much into Persuasion), so that players don't have to level the skill if they don't want to. Turning spouse from diseased immortal to Vampire Lord If turned into a 'lesser' vampire the first time, aka not a vampire lord, a second script can be made to check spouse's race and allows a second option to appear(possibly after a few days for roleplay purposes) to prompt a second turning, this time for Vampire Lord. If the check is positive for 'lesser' vampire race, the dialogue option appears and can be selected to start "The Gift" again, this time to turn regular vampire spouse into Vampire Lord (only special change being 'turn [spouse] into a Vampire Lord'). This would work in hand with Better Vampires, a mod which allows the player to turn whoever they want, but it would allow the quest to be available to players who choose the Dawnguard faction.
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I accidentally double-posted a duplicate of this topic. Sorry about that. It's a little disappointing that as a vampire, the player never has the option of turning his/her spouse if they don't join Volkihar. What I would suggest is a little dialogue option that appears when a script checks two things before allowing that option to appear: A. completion of the Dawnguard questline with the Dawnguard faction B. being a vampire Choosing the dialogue option begins the quest "The Gift" with unique quest footnotes in the quests tab. For flavor, the option can be a persuasion test the player can make once a day, to roleplay being a convincing/charming character for people who invest in raising Persuasion, or being persistent in trying to convince their spouse(not investing much into Persuasion), so that players don't have to level the skill if they don't want to. Turning spouse from diseased immortal to Vampire Lord If turned into a 'lesser' vampire the first time, aka not a vampire lord, a second script can be made to check spouse's race and allows a second option to appear(possibly after a few days for roleplay purposes) to prompt a second turning, this time for Vampire Lord. If the check is positive for 'lesser' vampire race, the dialogue option appears and can be selected to start "The Gift" again, this time to turn regular vampire spouse into Vampire Lord (only special change being 'turn [spouse] into a Vampire Lord'). This would work in hand with Better Vampires, a mod which allows the player to turn whoever they want, but it would allow the quest to be available to players who choose the Dawnguard faction.
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Awesome. Are you gonna work on the soundbyte too? Because that specifically would make this killer.
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- william carter
- xcom
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Done. In link format. Not allowed to use a specific extension. Because Nexus is being a b&@*$.
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- william carter
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It'd be pretty cool if someone created a playable preset for a William Carter cameo(XCOM Declassified). Included, an .esp with a rip of the soundbyte of when he says "Say goodnight, Gracie", set to play when exiting combat after defeating a high-level/boss/unique enemy. It's not a repeated or stock phrase in the game... The game was set in the 60's. Carter would fit right in with the crowd. Here are some reference images. Profile http://www.entertainmentbuddha.com/blog/wp-content/uploads/2013/07/xcom2.jpg Sideview http://i1007.photobucket.com/albums/af200/Hbh128/AgentCarterSideview2_zpsb67cc608.jpg~original Close-up http://img3.wikia.nocookie.net/__cb20130816193813/xcom/images/4/4c/TheBureau_AgentCarter_1.png Close-up minus angry eyebrows http://www.incgamers.com/wp-content/uploads/2013/08/bureau-2-1024x576.jpg
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- william carter
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This topic contains spoilers for two quests from the mod Anna NPCs 2.0 I recently decided the mod Anna NPCs 2.0 is not for me. I decided it wouldn't be right to simply say that and let it be, since I did say that I loved it in one of the file threads and went on to give feedback on a mod I previously thought was a must-download. So, I owe it to myself to immortalize my thoughts on what I feel are where it falls short, and for the most part I'll be leaving out my personal preference. Yes some of it comes from personal preference and what I'm willing to put up with, but for the most part this is meant to be mostly objective. I didn't put it all into the thread for the mod because I didn't want it to be swallowed up. I do my business here in the corner, and people can ignore it if they want to. A glaring peeve for me was that one person voiced almost all of the women added to the game, which makes the female companions sort of blend with each other. People might point to the dev team's voice-acting budget like that somehow makes it more bearable, but even then different actors recorded lines for their own voice type(s) that they contributed to the game. All of these new additions of the female gender are voiced by one person, and it's obvious. The quests were thought out and unique to the person of each companion they were attached to, but they felt slipshod or forced in their setup. E.g. Elyndra's quest felt like it should have been over before it began: a few fools planning a hairbrained scheme that was doomed from the start get killed earlier than they would have if they actually made it to the palace. Case closed, and they wouldn't have succeeded in the first place, so I couldn't comprehend the motivation to go tell someone about it. The meadery quest I thought was particularly asinine. Props to the character for being strong and independent and pursuing her dream, but was that after raising enough money doing what she does best, or after retiring from it? Her independence is spoiled when the option to help is "here, let me pay to have the whole thing built", and it's a negative gameplay-wise that the player has to go out of their way to visit every prospective settlement she has her eye on. "Is it Falkreath?" "I dunno, we should go check out Riften and Solitude first." "It's Falkreath, isn't it?" And it was. I liked Dragon Age too. I liked the companions, but when having three of them following the player at once, even two, it removes the challenge of combat...in Skyrim. This mod tries to add one awesome thing to another, but reese's peanut butter cups was far from the result. When I confirmed the option to "go to the camp", I found myself imprisoned in a valley surrounded by unclimbable cliffs on all sides. I couldn't figure out how to get out, so I had a fake panic attack just for laughs(I'm so lonely), but it was jarring for this place to exist. Dragon Age is not a sandbox, Skyrim is. A cell that exists solely to be "this is where you set up camp" is fine in a game that doesn't have the whole in-game world mapped out and prone to the ravages of exploration. Skyrim is that kind of game, Dragon Age is not. Props for all the work put into Anna NPCs 2.something, but these problems, personal proclivities withstanding, are why I've decided I won't be taking the whole package.
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It always bothered me that the Shrouded Cowl stops at the neck. Anyone interested in creating a version of the Shrouded Cowl that goes over the shoulders? In front, it should up over the underarms at collarbone level. Across the back, it should remain at the same length as the part draped over the shoulders. Maybe even add a little clasp in front with the Dark Brotherhood's hand symbol. This could be either a replacer or an add-on, with the modded version placed in a little chest at the entrance to the Dark Brotherhood sanctuary, on or nearby the table with the map and dagger, plus added randomly to Dark Brotherhood hostile assassins. The mod Bandolier - Bags and Pouches adds dark leather and a recipe for the Dark Brotherhood carry weight items. Creating a patch to add the modded version of the Cowl(requiring said recipe) requiring the dark leather to the crafting menu would also be appreciated.
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Nah, personally can't be bothered with work encouraged to be pushed onto users that is apparently easier than eggs and toast, and modding in general. Sorry if that affects what you think of me. I'll come up with a way to compensate you, but I think I'll keep my current hobby thank you. Only one person has to do it and then no one else ever again. If it takes 10 minutes and a few mouse clicks, there is just no excuse.
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Well, the problem seems to have solved itself. Fast traveling definitely did not work in my previous game. when I finally tackled the quest, I fast-traveled to Dead Men's Respite and arrived at about 10 til 6am in game time, completed the dungeon, left the way I came, and returned to Solitude without encountering the crash. In any subsequent playthroughs, I'll just repeat the scenario if necessary. As for cleaning mods, it seems complicated and above me. Besides, I don't believe that making sure a mod works properly beyond reporting problems and conflicts is my responsibility. I believe that if you have the patience and the innovative mind to create your own mods and make them publicly available, then it should be your responsibility to make sure they work correctly, including ironing out problems and conflicts caused by dirty editing.
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Okay. 1. yes. 2. enb .0246, all disabled except for ENBoost(speedhack). My bad, I meant 0.246 3. no. 4. no.