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NocturneNight

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About NocturneNight

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  • Country
    Sweden
  • Currently Playing
    World of WarCraft
  • Favourite Game
    Secret of Mana (1993 SNES)

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  1. Looking to finally try some combat overhaul mods as the game for me has become very stale, and the combat is sheer boredom. So there seems to be two, large, combat overhaul systems for Oblivion; Deadly Reflex and Unnecessary Violence. Naturally I'm curios which one would be the best to use, or if that comes down to preference, even so if they can be used togheter? I absolutely love dualwield, for example, and it seems only Unnecessary Violence allows this.
  2. Are you sure? The smith's dialogue options won't change, but the amount of Amber/Madness ore removed should. Try this: Change SE30PiecesSword to 1 (the default is 3), then use the console to get yourself 10 pieces of both Amber and Madness ore. Then go to each smith and see if you can get ten swords. I'll try it out, too. Edit: Nope, didn't work for me either. Weird. I'll have to try something else. Yes, I tried that and it didn't work. It's really wierd, indeed, as that should do it...I have tried looking through the scripts, but they don't seem to have anything to do with it.
  3. Changing the global values had no effect. I'm not quite sure how to proceed... any advice?
  4. A-ha! Yes that will probably do the trick. Seems both smiths use the same globals for getting item count? Ohwell thanks a lot!
  5. Greetings, just got to Crucible and talked to the smith there about Madness Ore. I found the quantity of material required for the forging to be incredibly low and am looking to increase the amounts required. For example I'd like to change it so that you need ~100 madness ore for forging a single set piece, but I don't know how to. I've been looking at the merchant in the CS, but can't figure out how to tweak the values.
  6. Indeed, repairing the Abomb fixed the problem! Thanks again for your invaluable advice, guys. :)
  7. Hmm, interesting. Yes I can load games before I entered the ruin fine. Lets see if I can, attach an image here. Cheers striker, I will run the fix in Wrye Bash and see if that helps.
  8. Well, just solved my problem with the DB followers, and then I run into this... I just finished exploring the Ayleid ruin of Lindai when this began occuring; Spell animations and other light sources (such as bonfires) will "freeze" their animation...like if I cast a shield spell, the yellow-ish light stops in the air and permanently engulfs my character. This wouldn't normally be a problem, but if I save in this state (and I use lots of spells, so thats unavoidable), the game becomes unresponsive when I try to load the save. I suspect this may have something to do with the related quest, as the game was fine before I picked up the Ayleid Crown. Any advice is appreciated. :) I would supply a screenshot, but imageshack is not being friendly, lately. Active Mod Files:
  9. I have finally found the culprit! The mod resbonsible for this behavior was SexDarkness! I tried disabling a row of mods that I suspected might be the cause, and this was the one! As SexDarkness contains a lot of script, it would seem that it somehow interferes with the DB followers. I will head over to that mod's thread and report this bug at once! Thanks everyone for your help and support. :)
  10. Disregard this! I have found out it's mod related after all! I am just not yet sure which mod is causing it; I will update the "Murderers wont follow me" topic in the mod troubleshooting section once I do. Just let this thread die! Sorry.
  11. I recently achieved Listener rank of the Dark Brotherhood, but there seems to be some problem with the Dark Brotherhood Murderers that you can use as followers. When combat starts, they are supposed to attack the enemy(ies), but all they do is unsheath their weapon, then sheaths it again. They just stand there repeating this process, not trying to fight back or anything. I've posted about this in the Mod Troubleshooting section as some of you may be aware of, but this does not seem to be a mod-related problem. It's like they have conflicting scripts that causes them to start attack, then stop attack. Any advice on how I could investigate this would be greatly appreciated. Sorry for posting this again, please disregard the previous topic!
  12. Well I have now tried disabling Franscesco AND the UOP, but it's still bugged. This is so frustrating, am I the only one who runs into these stupid problems?! Is there noone else who has experienced this? There is no mention of this bug anywhere... ><
  13. No, I don't. And aye, if I am to disable Franscesco, my game will most likely not even start. :P
  14. It seems their "attack script" is either defunct or conflicting with something. I have tried with the Archer follower aswell, but he exhibits the same behavior. If I dismiss them outside of combat, they run dutifully back to the Sanctuary, however if I dismiss them during combat they begin to "stutter" their way back, eventually they're just stuttering around in a circle... I have my old character's saves in another folder, so I'm just playing this one character atm and there's no need for me to switch between modsets. I notice not much different from my old character's modlist, except that I used OOO, not franscescos mod, then.
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