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kiresagara

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  1. In a stroke of creativity, I have decided to create a team of superheroes called The New Unstoppables. With the use of the alternate start mod, other mods, and some creative console usage, I am assembling an Avengers-style team of superheroes consisting of Myself (Captain Vault), Nick Valentine as The New Silver Shroud, Cito The Barbarian (in Grognak gear), The Mechanist (reformed, support role), and Dogmeat (The Invincible Wonder Dog). But we need a base. My biggest hurdle is that if I try to build a base, not only do I have the architectural level of a soviet-era architect, but it seems like no elevators at all, not even mods, will ever line up correctly with anything ever, at least not consistently. I have spent hours and hours pouring over the player homes section in the nexus, only finding bases either designed for 1 or 2 people or too low tech for a new important group of superheroes to live in and protect the commonwealth from the evils of Raiders, Shreks, Ghouls, Cultists, Mutant Animals, and whatnot. If somebody would kindly point me towards an already existing mod (which is why this isn't in Mod Requests), it would not only be greatly appreciated, but there's a small chance, with our great power and influence perhaps during the most epic crossover event in history (FO4 multiverse time pls?), that we may show up in your world too, at least through the inspiration of, what I think, is a grand idea for a fun and original(-ish) playthrough of an admittedly aging game. If there is literally no mod that exists that is a high-tech large base fit for more-or-less The Avengers / Justice League, feel free to point me towards the Requests Section even though I'm liable to just walk out the door at that point and give up on this crazy but amazing idea I have. EDIT: Hardmode, it cant be an Institute base, they will not be part of my main plot at all, neither will the Bro-hood. We are unaffiliated with either of those factions.
  2. I'm going to bump this topic because I just had the same craving. The Rsh-12 12.7mm is just not big enough for my size-queen fantasies.
  3. I understand the reality of mod requests. I am not intending to ever make this quest myself and not expecting it to ever be made. If anybody wants to spend a short time making this short quest, then feel free to use my idea. You can even claim that it was your idea, it's not really original anyways. I always found becoming a lesser vampire in Skyrim to be a pain and resorting to immersion-breaking trial and error or hacks to become infected with sanguinare vampiris is no fun. So I wrote an outline of a short and easy-to-make quest mod to make the experience more immersive and fun. Before anybody asks, this quest could be either a substitute for dawnguard for those who have not bought the DLC, or a way for somebody to easily become a vampire very early on in the game. Either way, it is meant to provide a quick and easy path to simple vampirism in normal skyrim while retaining immersion and lore or at least a short and simple quest to provide an entertaining distraction. This quest mod is fairly simple and would only require basic scripts and optionally some recorded dialog but that is not necessary because pop-up prompt boxes and silent dialog could work just as well. It uses existing cells and requires only a few generic NPCs. The quest begins by talking to a mysterious stranger in the bannered mare. He gives you a hint to check out the Whiterun hall of the dead, but gives no information and disappears permanently upon exiting the inn. This gives you the quest Path of Blood. Upon arriving to the hall of the dead, if you have not yet completed the quest inside, that will still be available but either way, among the skeletons which may or may not be still in the crypt, there is a non-hostile vampire. Attacking him without talking makes him hostile and you will be forced to kill him, ending the quest permanently. Talking to him, he entices you with an offer to gain power. Declining his offer turns him hostile. Accepting his offer, he hands you a potion which you drink and you immediately pass out. You wake up later locked in the cage in broken fang cave completely naked and with an empty inventory. You are infected with sanguinare vampiris. A vampire who sees you awaken informs you that you have been chosen to become one of them, and that you have no choice but to turn into a vampire. Another vampire enters the room and informs the other that bandits are attacking. Both of them leave and never return. After some time, while looking around your cage, a glint of metal catches your eye. You found a lockpick and you have one chance to pick the lock to your freedom or remain in that cage literally forever. After picking the lock, the quest updates. Your possessions are in a nearby chest. You may either choose to wait and become a vampire, go cure your disease, or head back to the whiterun hall of the dead to get revenge on the vampire who tricked you. On your way out, you notice that the entrance area is filled with dead bandits and two dead vampires. If you become a vampire by waiting, the quest completes. If you cure sanguinare vampiris on your own, the quest also completes. If you return to the vampire who tricked you, he will be hostile, and upon killing him you find a cure disease potion in his inventory and an extra in a chest in the hall of the dead, and the quest will complete. If the quest completes without killing him, either by becoming a vampire or curing the disease yourself, he will disappear permanently from the game unless you have already entered the hall of the dead, denying you your chance at revenge.
  4. I cannot figure out why I am mysteriously forced into and stuck into power armor animations when I equip the Desert Ranger Combat Armor. Even if I unequip it, I'm still stuck in power armor animations. A similar but even worse thing happened to me when I equipped the business suit, I'm not sure which animations I was stuck in but it took away my ability to aim straight even if I took it off, I was forced to reload and remember to never equip the business suit again, but that's not an option for the armor due to it being one of my favorite armors and the only reason I even played HH. There are no valid *.kf files that can be removed to fix this, disabling and uninstalling every single mod does not fix this either. I'm assuming it's a runaway script from a mod but I cannot figure out which and I cannot figure out how to stop it. I can't even FIND the scripts in my data folder. I even took it into GECK and it confirms that it's data is not modded by anything and "power armor" is not checked. What could possibly be doing this? I have save games before I was bugged and they work fine but after I put on the armor I bug again. I guess I could eliminate 1 mod at a time, loading in and equipping it each and every time but that would take an eternity. If somebody could point out the problem mod, I would really appreciate it. I've searched google and these forums for literally hours and not a single person has had the same problem I have. Here is a screenshot of my load order: I'm not even sure what could be causing it, it seems to be caused by some kind of mysterious force that doesn't want me to enjoy my game and I can't stop it no matter what I try.
  5. I started my game with the ini debug code SStartingcell=helgenhomestead so I could make an evil vampire character with no shouts in a skyrim without dragons, or the main quest, and helgen is still intact (I used the console to spawn dozens of imperial legion archers in impossible to reach places, they make short work of any respawning bandits). However, nearly all of the quest mods seem to be more for heroic dragonborn characters than evil ones. I admit, there are a lot of quests on the nexus and I haven't had the ability to look them all over in one sitting. I was hoping if anybody had any suggestions for evil or selfish custom quests that would make sense for an evil vampire sitting around bored to get involved with, I would be extremely grateful. I'm also level 1, so the quest has to be fairly easy.
  6. Please don't give up on me now that I'm so close. I still can't figure it out. It should work, I don't understand why it doesn't. EDIT: Disabling EVE makes it work. I would like EVE to work but it's not essential. Is EVE conflicting with something else unrelated to the mods covered by FOIP? RESOLVED: I found the Unofficial EVE compatibility patch for FOIP at http://fallout3.nexusmods.com/mods/15961 Downloading this solved my problem, it all seems to work okay now, as far as loading the title screen and starting a new game goes. I'll be back if I have any more problems.
  7. Well, I had the Master Menu Module enabled so I disabled it but it did not fix the problem. I wasn't able to get my load order posted before the SQL server died earlier but I was able to save my post that I was trying to make. -------------Copy/Pasted from notepad------------- Well I'm stumped. I followed the FOIP Load Order to the number and while it no longer CTDs, the title screen now refuses to display the mouse or the menus, forcing me to manually close the program with the task manager. I found a big problem with Project Beauty as the mod author didn't put the esm or esps into the Data folder, manually moving them fixed the CTD but introduced a new game-breaking bug. Here's my load order: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CRAFT.esm CALIBR.esm Project Beauty.esm RH_IRONSIGHTS.esm StreetLights.esm AWorldOfPainFO3.esm DCInteriors_ComboEdition.esm EVE.esm FO3 Wanderers Edition - Main File.esm FO3 Wanderers Edition - Alternate Travel.esp Mart's Mutant Mod.esm DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - The Pitt.esp CASM.esp RH_IronSights_PL_NewItems.esp RH_IronSights_Pitt_NewRifleSights.esp RH_IronSights_Basic_ZetaPlugin.esp RH_IronSights_Basic_VanillaPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_BrokenSteelPlugin.esp RH_IronSights_Basic_AnchoragePlugin.esp RH_IronSights_RemoveReticule.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Beverage Perks.esp UPP - Experience Perks.esp UPP - Original Perks.esp UPP - Quest Perks.esp sunglassescollection.esp SniperZooming.esp Existence2.0.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp FO3 Wanderers Edition - Optional Restore Tracers.esp FO3 Wanderers Edition - Project Beauty.esp FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp EVE.esp EVE Operation Anchorage.esp EVE - FWE Master Release.esp EVE - FWE Master Release (Follower Enhanced).esp EVE Anchorage - FWE DLC Anchorage.esp EVE - FWE with WeaponModKits.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Project Beauty.esp Mart's Mutant Mod - FWE Master Release.esp Mart's Mutant Mod - FWE Master Release + DLCs.esp Mart's Mutant Mod - FWE Master Release + Project Beauty.esp Mart's Mutant Mod - Master Menu Module.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Fellout-Full.esp Fellout-Anchorage.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Fellout-pipboylight.esp UPDATE: Found another problem. Strangely, NMM was treating the optional FWE alternate travel plugin esp, which I purposely did not select during installation, as an ESM due to a messed up file header. Disabling this did not fix the issue.
  8. I found a possible conflict after I installed MMM and the FOIP FWE/MMM patch. It may have an issue with Project Beauty as it overwrites one of the files. Does this mean MMM and Project Beauty are incompatible? Or maybe it's incompatible with something else? The only mods I have yet to install are EVE and the Weapon Mod Kits, along with the FOIP patches associated with those mods so they are definitely not the problem. EDIT: Well, it's definitely not an issue with Project Beauty, I'm still getting CTDs with MMM + FOIP FWE/MMM patch EDIT 2: Yup, there's definitely a major problem with MMM even with compatibility patches. Too bad, those mutants look awesome. I would really like this mod to work. I'll post an updated load order after I confirm everything else works correctly so we may nail down the problem.
  9. I have the correct FOIP versions, all FWE relevant ones for EVE, MMM, Project Beauty, and Weapon Mod Kits. And my load order is currently a WIP as I'm currently trying to find the conflict myself. Any suggestions would be appreciated. So far, DarnUI is working perfectly, confirmed by an altered title screen and an indicator in the bottom-left telling me it's working.
  10. >>>RESOLVED BY MYSELF<<< (fixed by a patch at http://fallout3.nexusmods.com/mods/15961) I'm an experienced modder with a pretty good idea what I'm doing but this time I'm not so sure. I haven't played FO3 for a long time, only FNV and Skyrim, both heavily modded. I just installed a clean version of Fallout 3 GOTY and a huge mess of mods which, I thought, wouldn't conflict. Here's the list (in alphabetical order): A World Of Pain for Fallout 3 Ambient Wasteland 2 Artorps Zooming Scoped Weapons CASM Darnified UI (from beth forums) DCInteriors Project Enhanced Night Sky EVE Energy Visuals Enhanced Existence 2.0 Robot Radio Fallout 3 Re-Animated Fallout 3 Redesigned (project beauty) Fallout Interoperability Program (all relevant downloads, which I assumed would fix the conflicts) Fallout Street Lights (speedyb64 version) Fallout Stutter Remover (not sure if I even need it) Fellout FWE FO3 Wanderer's Edition Martigen's Mutant Mod RH Ironsights Sunglasses Collection (likely no conflict here) Ultimate Perk Pack (all of them) Unofficial Fallout 3 Patch Weapon Mod Kits And I used the Games For Windows Live Disabler I also have FOSE correctly installed I'm getting a CTD on program start, no title screen. I installed and tried, and failed, to use FO3edit to find the conflict but it's just a huge mess of expanding boxes and no indication on what's causing the crash. Could somebody please look over my list and tell me which mods need to be removed or even possibly what order they should be installed in? I would be very grateful if somebody took the time to help me. EDIT: I'll be trying to find the conflict myself through trial-and-error while I wait for a response, but no guarantees I'll find it, I'll update if I do.
  11. I had this same idea so I searched for it and found this thread. What if the mages used magic to push back the sea and freeze it in a huge permanent magical wall of ice? They could rebuilt the entire city on the bottom of the ocean floor, surrounded by immense ice sheets holding back the water.
  12. What I didn't understand about khajiits is why they have a boxing stance if they're going to use their claws. So what I did is, I extracted dualmagic_idle from the animation bsa, copied it twice, and put both in the data folder, renaming them to override h2h_idle and h2h_locomotion. Now the stance looks suitable for claw-fighting. Sadly, all races will use that stance. The good news is, they will still punch like normal so it won't look TOO out of place.
  13. DUDE I just had the same idea so I came here and checked only to find this thread. I officially endorse this idea. UPDATE: I've been poking around with the CK, but I'm running into problems. If I just change a weapon's equiptype to Either hand, you won't be able to attack with the left weapon, you will block instead. If I also change the animtype to onehandaxe, you can dual wield and attack with your left, but your right will remain on your back and you will wield an invisible one on your right. What am I missing here? Is this an engine bug? Why is the weapon I'm modding still on my back when I equip it?
  14. Unlike Oblivion, the names of the animations here in Skyrim are confusing and impossible to figure out from first glance. Could somebody please be so kind as to list the filenames of the dual magic cast .hkx files?
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