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Skyrim SE - Mod Detectives Thread
DirebearCoat replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
You know when you clear out an old fort of bandits and the Legion or the Stormcloaks take it over? Is there a mod that ads a bartender/vendor at the forts with pubs in them and that adds a blacksmith/vendor? -
Muldaren Cave? Exists in List but no where on map.
DirebearCoat replied to jjb54's topic in Skyrim's Skyrim SE
That's a huge mod! -
I would like a tiny mod that adds an indication, on equipment descriptions, whether the enchant on the equipment had already been learned. For example: Let's say that my character found a sword or a helmet that had an enchantment on it. When I select the item, along with its name its stats and its cost, the dialog box would also tell whether the enchantment on the equipment had already been learned. The reason is, roleplay-wise, an enchanter would already know, from looking at it, whether he knew the enchantment on the item. Also, practical-wise, if I come across a vendor and want to sell my loot, currently, I can't sell all of the items, because I have to go to an enchanting table to see if there's anything I can disenchant to learn it - BEFORE - I could sell it. That's kind of a chore, because I want to get rid of weight (I call it "selling weight") and make room in my inventory quickly. If I'd come across a Khajiit caravan, I wouldn't be able to sell them all of my loot, because I wouldn't know if I'd already learned all of the enchants on the loot. If that indicator was there, showing that I already knew it, then I could quickly and safely sell the items and not need to hunt down an enchanting table...
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In fact, it would have been cool to watch the hunters, or bandits, bend down or crouch next to the animal they'd just killed to "act" as though they were looting their kill of its resources... (allowing the player to loot the deer or rabbit, for real, after the hunter or bandit moved on). I say ""act" as though they were looting," because then you might come across a bandit that can't run after you because he's overburdened with deer hides...
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Skyrim SE - Mod Detectives Thread
DirebearCoat replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
Is there a mod for showing, on equipment descriptions, if the enchant has already been learned? For example, if I find a sword or a helmet that has an enchantment on them, when I mouse over the item, along with its name its stats and its cost, it could tell if the enchantment had already been learned? -
Praise for Interesting NPCs by Kris Takahashi
DirebearCoat replied to evengayercats's topic in Skyrim's Skyrim SE
Thanks for mentioning this mod. I'll start looking into it. -
Now that you mention it, none of the "Nord" kids have a Nord accent, either...
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Skyrim SE - Mod Detectives Thread
DirebearCoat replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
If I'm not mistaken, I do believe that in the Destruction Perk tree, there is a perk that causes enemies that are on fire to flee when their health falls below a certain point. However, you probably had something else in mind... -
Braith Gets Revenge On The Dragonborn
DirebearCoat replied to ZodiacBlack's topic in Skyrim's Mod Ideas
What motivation would Aventus have to want Dragonborn's head? Dragonborn did get Grelod the Kind, and Aventus was pretty happy about the results... So, why does he have it in for Dragonborn? -
I don't know. It's probably just me. I just don't see any kind of Gatling gun as being "lore friendly" in this game... Especially if it's Dwemer. Everything is powered by steam, so a steam powered gun would need a near constant flow of water to turn into steam to operate it, or it will quickly run out of.... steam and stop shooting. I don't know enough about Draemora to say... But I have my doubts, too.
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SSE World of Warcraft Anduin Wrynn Armor
DirebearCoat replied to xynriil's topic in Skyrim's Mod Ideas
Woah! That's fast! -
Alright.... I noticed something... So, like I said, when I clicked on the "Vortex" button, it opened up a page with a dialog box to download "(Part 1) SSE Engine Fixes for 1.6.629..." So, I went back to look in the files tab. Too look at information about the file that would get auto downloaded and auto installed. This file is in the bottom of a list of three versions, and second in the list three files is a file called "(Part 1) SSE Engine Fixes for 1.6.1170 and newer..." (Face palm). I did a manual download, and did the drag and drop into Vortex to do a "manual install." I uninstalled version 1.6.629 and installed 1.6.1170, then I installed (Part 2), extracting the files into the folder, like it said in the instructions. Now it starts normally, without giving me a long list of mods that are uninstalled (when they are actually installed), and then I tested the "Esc" key. I got the Quests and the Save menus... Like normal. It didn't insta-quit to desktop like before. The issue is solved. [New problem cropped up. See the EDIT below for details.] Thank you, 7531Leonidas! The request you made for information about the versions of the game and of the mods that are installed, led me to finally notice where I had gone wrong. Well, one thing has become apparent to me. The Vortex automatic install button doesn't always pick the right file for your set up. Here is a copy and paste of the log: "skse64 plugin preloader - d3dx9_42 exe path: c:\program files\steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe loaded into SkyrimSE.exe or SkyrimVR.exe, proxying SkyrimSE d3dx9_42 funcs and registering preload hook success hook triggered, loading dll plugins (meh's loader) failed to search dll plugin directory DLLPlugin loader finished hook triggered, loading skse plugins found plugin "EngineFixes" for preloading attempting to load found plugins attempting to load "c:\program files\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\EngineFixes.dll" loaded successfully and Initialize() called loader finished" The log results looks identical. You couldn't tell if there were any problems from the log (that I can see). EDIT: EDIT: EDIT: EDIT: EDIT: I celebrated too soon. Now, my save games aren't showing up.... My save games showed the first time I logged into the game after I "fixed" the problem. However, the first time I went to save, I found all of my save games gone. Gone from the game menu. However, the game saves are all in the folder in Windows. Sigh... New problem to fix....
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Skyrim SE ver. 1.6.1170.0 I used the automatic install by clicking on the Vortex button, and it brought up this version: "(Part 1) SSE Engine Fixes for 1.6.629 and newer..." Skyrim Script Extender (SKSE64) ver 2.2.6 From the Log (d3dx9_42.log): "skse64 plugin preloader - d3dx9_42 exe path: c:\program files\steam\steamapps\common\Skyrim Special Edition\SkyrimSE.exe loaded into SkyrimSE.exe or SkyrimVR.exe, proxying SkyrimSE d3dx9_42 funcs and registering preload hook success hook triggered, loading dll plugins (meh's loader) failed to search dll plugin directory DLLPlugin loader finished hook triggered, loading skse plugins found plugin "EngineFixes" for preloading attempting to load found plugins attempting to load "c:\program files\steam\steamapps\common\Skyrim Special Edition\Data\SKSE\Plugins\EngineFixes.dll" loaded successfully and Initialize() called loader finished"