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Ah! I see it, now! Thank you very much! It's "Armoury of Tamriel v2.0" that is assigned that number! Strange... I wonder if there is some purpose for these rune stones, or if they are just there for decoration? I'll have to look at their nexus mods page to see if there is any mention of these runes. Thanks, again! I really appreciate your help, and I learned something new (how to look up stuff in the inventory and how to find it in the mod manager. EDIT: This might be it. I found it on their page: "Special enchanted runic Ancient Nord weapons and armours craftable and found in-game."
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Thanks for your reply. I got the 'showinventory' to show me the number for Toor and Bah runes. They both start with 0802. How do I use the FormID? Or where do I look for it to identify the plugin? By the way, the third rune is "Krah" rune. However, it doesn't show in the showinventory list that is generated. There are two instances of Bad Editor ID (I think that was the error message), so there may be some problem with that and one other item in my inventory...
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If You Have This Mod, I Have A Question.
DirebearCoat replied to DirebearCoat's topic in Skyrim's Skyrim SE
Thank you, so much! That sound was a bit annoying. Thanks for clearing up what that was about, and how to change it. -
I've found three of these, in chests, so far: "Bah" rune, "Toor" rune, and a third one that I can't recall the name of it. The one in the image is the "Toor" rune. What are these for? I couldn't find any information on these.
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The Mod is: Leaf Rest SSE. The question is: When inside the house, especially in the lower level, there is a strong, creaking wooden ship sound. How do I turn that sound off, or at the least, turn that sound all the way down to 0? The river water, gurgling sound is fine. The house is next to a strong river, but the wooden ship sound doesn't work for me. The house is build on land at the river bank, it's not a houseboat. It shouldn't make wooden ship sounds.
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Mods to Make Items Static / Stay in Place
DirebearCoat replied to Arpin282's topic in Skyrim's Skyrim SE
I like using these: Placeable Statics - Move Anything, and Jaxonz Positioner Converter Remastered. They work well together. The two mods can do stuff that the other can't, so it's recommended to have both installed. The mods don't get in each others' way. So, that's nice, too. Jaxonz Positioner has the ability to pick up and move something and drop it, or to lock it in place. That way, you don't accidentally run into it and kick it out of place. As for stuff that pops out and shoots across the room. In my case, what I do is create a hard save before I do anything, so that if something like that happens, I can go and reload the last save. For example: before entering the house, or when loading a save game after starting up the game. Sometimes, just going into the house causes stuff to explode off the tables or off the shelves. Reloading the save, puts everything back and, for whatever reason, corrects whatever it was that caused the explosion in the first place. Also, loading a save after starting up the game may cause things to explode all over the place. I just reload the save game, and that corrects the problem and stops the unknown thing that made everything explode all over the place in the first place. I've seen stuff on shelves move around just because you opened the safe next to the shelves. I don't know what does that. I think Jaxoz Positioner may fix that. Select the item, and then lock it into place. I haven't tried that, actually. However, I think it will work, because there were many times that I had my character sit at a table, and all of the plates, cups and food would get moved around, or would giggle around. So, I used Jaxonz Positioner to fix everything in place. Now, when my character sits, nothing on the table gets bouncy... I hope this helps. -
[SSE] Vampires don't wear silver!
DirebearCoat replied to davidgilbertking's topic in Skyrim's Mod Ideas
Then it should be a solid hunk of silver oxide, also known as "silver rust." Copied from an MSDS (Material Safety Data Sheet): "3.2.1 Physical Description Silver oxide is an odorless brown-black solid. Sinks in water. (USCG, 1999) U.S. Coast Guard. 1999. Chemical Hazard Response Information System (CHRIS) - Hazardous Chemical Data. Commandant Instruction 16465.12C. Washington, D.C.: U.S. Government Printing Office. Brownish-black odorless solid; [Merck Index] Dark brown odorless powder; Insoluble in water (0.017 g/L); [Aldrich MSDS]" If you want to make Desecrated Silver, then it should be Silver Oxide, a brownish-black odorless solid that isn't soluble in water. Here's the link with more information: https://pubchem.ncbi.nlm.nih.gov/compound/Silver-Oxide EDIT: Maybe it should be dangerous to make. A Vampire would be taking great risks working with silver. The silver (ingot? or ore?) should be heated in a smelter, and some kind of other compound should be added to it that would chemically react turning the silver into silver oxide, maybe a "brick" of potassium chlorate. Then the much safer material could then be worked at the furnace with Moonstone, or some other rare metal ingot to be made into rings and necklaces, or blades. If made into a blade, it could be tempered at the grinding wheel, with an ingot (or "brick") of the completed silver oxide. Then, to enchant, you'd need a Deadra Heart and a filled black soul gem (can only work with a filled black soul gem), and that would make it into a cursed item that gives bonuses to the undead.... -
Why Skyrim's Successor Should Have Been A Valenwood Game
DirebearCoat replied to melvinius's topic in Skyrim's Skyrim SE
Well, melvinius has a point. You can't talk about certain things without someone trying to shame you into silence about it, or trying to get you removed from a platform for saying something that they don't like. -
I was being silly and making a silly joke... I guess, I wasn't being silly enough.... I actually logged into one of my characters to fast travel all over Skyrim to look for that note, so that I could include the image of it in my small joke. I finally found it in the ruins north of Rockpoint on Solstein... (I know I got those names wrong.)
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Maybe Someone Here Might Know If It's Safe...
DirebearCoat replied to DirebearCoat's topic in Skyrim's Skyrim SE
Thanks for your replies, everyone! I appreciate your help in this. So, I'll manually download it and scan the file before dragging and dropping it into Vortex. EDIT: By the way, who would be in charge of scanning the files on Nexus? Would it be the mod author, or the Nexus website admins, or who? -
Maybe Someone Here Might Know If It's Safe...
DirebearCoat replied to DirebearCoat's topic in Skyrim's Skyrim SE
It's this mod. https://www.nexusmods.com/skyrimspecialedition/mods/114524?tab=description I actually posted the question on the mod page over a month ago, but there's been no reply... -
There's this mod that I want to try, but under the section named: "Virus Scan," it says, "Some files not scanned." I'd like to know why some files might be left unscanned, and whether I should worry, or not worry about that. Are such mods safe to use, or should I avoid them? It's a tiny file, 1.7 KB, and has only a bit over 1800 downloads since it was created in March 2024. Is it safe to manually download and scan on my virus scanner before dragging and dropping into Vortex to install, or am I better off avoiding it?
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So, I had been looking for a few mods that would make things a little easier in the game, quality of life type stuff, and I found a few that I wanted to share. I noticed that a few of these had low downloads, but I’ve got to say that they really made things a bit more convenient, and also added a bit of immersion. “Rich Skyrim Merchants,” originally uploaded in 2016, and updated in 2017. https://www.nexusmods.com/skyrimspecialedition/mods/1772?tab=files This mod has just over a million downloads, so many of you may be familiar with this one. Before this mod, I had to travel all over Skyrim, two or three times over, to sell off my loot, and even wait a couple of days (in game), before they had the money to buy more of my loot. Many times, some of the loot I’d sell them was over their budget. I’d have to buy Ebony Ingots from them to subsidize their ability to afford some of the items I wanted to sell to them, not a good deal for me. These guys are merchants. They buy low, and sell high. As the guys bringing in the loot, we aren’t really getting the full value of what the loot is worth. The merchants are selling this stuff for really high prices. Have any of you looked at what prices they put on stuff you sell them? It stands to reason that they should be rich, very rich. This mod gives them 2x, 3x, 4x, and 5x the original amount they start with. I decided to go with 2x. I still have to go to other towns, or wait the next day, but I’m not traveling to EVERY TOWN selling my stuff. There is a mod that does this with the Khajiit caravan merchants. “Rich Khajiit Caravan Merchants,” originally uploaded in early 2024. https://www.nexusmods.com/skyrimspecialedition/mods/114524?tab=files This mod only has just a little over a thousand downloads. It requires “Rich Skyrim Merchants.” I haven’t tried it, yet, because of a tiny little detail. I posted a question about it, but there hasn’t been an answer to that question. Under the section named, “Virus Scan,” it says, “Some files not scanned.” If I can get an explanation for why that may be, or may NOT be an area of concern, I might be more inclined to download and try it. Speaking of Khajiit Caravans, I found two mods that really made the game a bit more spiffy! “Immersive Khajiit Caravan Mules,” originally uploaded in 2021, then updated a month later in the same year. https://www.nexusmods.com/skyrimspecialedition/mods/49058?tab=description This mod has around four hundred and twelve thousand downloads. It really adds a bit of realism to watching the Khajiit travel the roads with all of their wares. It comes with options for what color you want their mules to be, I think there’s a donkey option, too. I went with the original option. “Khajiit Caravan Merchant Tracker,” originally uploaded in 2022, then updated in 2024. https://www.nexusmods.com/skyrimspecialedition/mods/64889?tab=description This is a fantastic mod! Amazingly, it only has 746 downloads! There were times when I was trying to find the Khajiit caravans, so that I could buy stuff from them. This tracker helped with that. I was able to gauge where they would be, if I fast traveled to where I thought I would be near them, or whether I could just run cross country and intercept them on the road somewhere. If you haven’t tried these mods, I hope you’ll give them a look.
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Skyrim SE - Mod Detectives Thread
DirebearCoat replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
Hello, everyone! A user DM'd me, and gave me a link to an amazing mod! I made a request if a certain mod existed, on page 63. The user DM'd me, this link: https://www.nexusmods.com/skyrimspecialedition/mods/29346?tab=description I was amazed and very happy to know it exists! I suggested he/she post their suggestion on here, in case others didn't know of this mod. (Perhaps I'm the only one who didn't know this mod existed.) I'm thinking the user wants to be anonymous, so I took it upon myself to let you guys know what that mod is and to, again, give my thanks to the anonymous tipster! Thank you! I look forward to trying it out, but I'm working on getting a resolution to a bug that I reported for a mod called Arise - Son of Cyrodiil. (Look at my post in the Posts tab, if you want to see what that bug is.) Once, I figure that out, I'll install Armory of Tamriel V2.0.