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Everything posted by kmfdm515
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Since having a Mage in the party (or using any other healing spells) makes a lot of the items you would find or combine while exploring basically useless other than for gold-generation, I think a mod that makes healing items used also restore a small % of your missing max health would make you actually pay attention to combining items and and using while exploring. Ideally the % would be adjustable. Thoughts?
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There's also a ton of "MainPawns" in the rift because people probably missed that they needed a Name in addition to a Moniker.
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This probably seems silly, but one thing you could do in DD1 that you can't do for some reason in DD2 is rename your main pawn. The metamorphosis book lets you change everything except the name. It would be great if you could rename the main pawn without starting over.
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What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
Looks good so far - that might have been the issue with the mod I was using. I have fast traveled a lot and my changes are still in place. Looks like you do in fact need to change both the Climates and the Game Settings. Thanks again. I'll update if it stops working for some reason. -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
I didn't know about that. I changed the Sunrise/Sunset settings there to match the climate changes I made. We'll see if it lasts this time. Thanks for your help. -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
Sorry, I'm not sure what GMST refers to? I have to quit to desktop and reload. -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
I removed that mod and made my own .esp in the CK that only changed the climate settings for a longer day. Same issue - the mod eventually is disabled, usually after fast travel. Saving and re-loading doesn't help - I need to re-start skyrim. I don't use any mods that would really mess with the climate (like CoT). I guess there really is no long-term solution for this. -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
That looks pretty close, yes. another thing I;m wondering is what do the "TimeOfDay" ENB settings even do? They read like they control the sunrise, but the NEB wouldn't even be able to do that, would it? -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
Still can't figure out why that mod keeps getting disabled during gameplay. It's last in my load order... -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
I didn't know I could do that. Very helpful, thanks! Easy to see: http://i.imgur.com/KkrWLKg.png I also have an the option to change those right in TESVEdit. Is that OK to do or would it cause issues? -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
Ok, thanks...I'll have to mess with it to see if I can get it fixed. Regardless, that mod has the sun set around 10pm based on what is changes, and I'm trying to get it a bit later. Is there a simple way to adjust that in the CK? Edit: thanks bananas, I will give that a shot. I assume the Mod author did it the same way. -
What's the easiest way to have longer days (more sunlight)?
kmfdm515 replied to kmfdm515's topic in Skyrim's Skyrim LE
Hmmm, strange. I'm not the only one complaining about it not working after fast-travel, waiting, etc. It works for a while and then stops. Even so, that mod only makes the morning longer. Is there a way in the CK for me to change both the Sunrise and Sunset time? -
What I've been looking for is a way for the sun to rise at around 4-5AM and set at around 11PM-12AM. I don't want to affect the speed of the day, just the amount of sunlight. I tried this mod: http://www.nexusmods.com/skyrim/mods/28697/? but it only seems to extend the morning, and it often deactivates for some reason. I tried these ENB settings: http://wiki.step-project.com/Guide:ENBseries_INI/Timeofday but I can't seem to get them right. If I set it up for a later sunset, the sun seems to set anyway but I get a very "bright" night sky". Is there an easy way to do this? Is there something I can adjust in the CK myself? Thanks...
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I've lost all quest markers in some cities - Whiterun and Windhelm. Thy show on the world map and city map, but not int he world itself. Is there a way to fix this or "reset" them? I searched for this and saw it was a common issue, but I've not been able to find a fix.
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I suggest looking at the Changelog. I already checked both the Readme and the Changelog and didn't find anything. I searched for "weapon", "digit", and "damage". I've seen screenshots of items with 4-digit damage descriptions (or more than 4 digits)...not sure what I am missing here.
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I thought SkyUI was supposed to fix the 3-digit weapon damage display issue? I'm still having weapons with 4-digit damage roll over to 3 digits in the main weapon info card, though it displays correctly all the way at the bottom. Did SkyUI not actually fix this?
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Is there a mod that is a common cause of the Skill Menu coming up as a black screen around 50% of the time? If it comes up that way, it won't come up correctly until I travel to a different area.
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I've been changing the Weather for specific World Regions, since that is where the Weather all seems to be controlled. This works perfectly - for example, changing the "Weather" setting(s) in the Region "WhiterunWorld->WeatherWhiteRun" so it's always Sunny in Whiterun. My issue is for Locations where it's not apparent which World Region they belong to. Specifically, I'm trying to change the weather for the LakeView Manor exterior. How can I identify which World Region that Exterior belongs to? LakeView Manor Exterior Location is: Tamriel -> BYOHouse1Location In the Region Editor, under "Tamriel", I don't see the Weather Region that applies. None of them start with "BYO". Here are the choices starting with "Weather": http://i.imgur.com/PorYmUz.png http://i.imgur.com/FwQ0ZgM.png I tried the "WeatherFalkreath", but it did not affect the Weather at LakeView Manor. Is there an easy way to check a setting for the Location and determine the World Region? Thanks...
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Yup, Wet and Cold does exactly that. Although the followers don't even need to have the hoods/coats in their inventory - they equip them anyway when it's cold out.
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I see...I didn't understand what was needed. I will give that a try, thanks. A different question: how do I find out which World Region an exterior cell is part of? For example, if I wanted to change the weather in the World Region that surrounds LakeView Manor.
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OK, I read through this, specifically the "Fix the NPC face colour" section", and I can use those directions to lighten the face color. The problem is that the custom Toccata follower face is totally wrong still. How do I prevent the face meshes/textures from the original mod from being overwritten? What am I missing?
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Another question: What is needed to change the appearance of a custom follow mod in the Creation Kit? For example, I'm trying to change the hair of the "Toccata" follower mod to Apachii hair. I can change the hair, but changing anything about the appearance in the CK results in a totally different darker face. The "Ctrl+F4" export doesn't work here - that makes the face lighter, but it's still the wrong face. How do I keep the original appearance other than the hair? Is there a step I'm missing in loading the mods in the CK? I am a Mod Organizer user, and I am opening the CK through MO, but that's not helping. Edit: here's an example of the errors that pop up: http://i.imgur.com/ygI9q1d.png
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There's multiple complaints of city names changing languages. The author released updated versions that supposedly fixed it. so it's definitely the mod causing it. I just can't find other way to keep the weather clear permanently, other than that mod.