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Everything posted by OriginalkiltedFrog
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SSE Mod to Drop/Store Quest Items by Holding Hotkey
OriginalkiltedFrog replied to OriginalkiltedFrog's topic in Skyrim's Mod Ideas
Id love to port it myself, but yeah, I dont have any experience with dealing with SKSE .dll files. Truthfully, I wouldnt even know where to start. -
The old LE Mod Which Quests Item? had a cool feature that would let you drop a quest item onto the ground or store it in a chest, but youd need to hold down a hotkey in your inventory to do it. Not sure how the scripting worked to make that happen, but it made no edits to any records like other mods try to do. I miss this functionality greatly. I do realize the risk of losing quest items and breaking quests, but for inventory management it was a godsend. Im really curious to know, however, if there is a reason such a mod has never been made for SE.
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The old LE Mod Which Quests Item had a cool feature that would let you drop a quest item onto the ground or store it in a chest, but youd need to hold down a hotkey in your inventory to do it. Not sure how the scripting worked to make that happen, but it made no edits to any records like other mods try to do. I miss this functionality greatly. I do realize the risk of losing quest items and breaking quests, but for inventory management it was a godsend. Im really curious to know, however, if there is a reason such a mod has never been made for SE
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Your Favorite Weapon Mods
OriginalkiltedFrog replied to OriginalkiltedFrog's topic in Fallout 4's Discussion
Thanks for the suggestions. Added a number to the game and so far so good. Much appreciated!! -
TBT, I'm sitting at work with some time to kill, so thought I'd post something. So I'm looking for some feedback for all the weapon mods out there. I'm thinking of adding a few, though I am trying to meet the following criteria: -must be added to levelled lists, by script or manual edits (I'd make a merged patch if need be) -must not spawn so much that it becomes the only gun you see at a certain point (I'd prefer these masterpieces be random, but rare to extremely rare) -must be fair and not ridiculously over-powered (but if they are, I can always trim their stats down with fo4edit) -prefer them to be lore-ish (real-ish weapons or futuristic weapons that can match our world or Fallout's) -prefer as minimal bugs as the authors can muster (just don't want to break anything in my current saves, though I have numerous backups) Thoughts? I've been browsing through a lot of weapon mods, and have some ideas of what to grab, but I like seeing the results of discussions like these. Helps to find hidden gems that often are overlooked. Finally, thanks to the many, many talented modders, modellers, artists and dreamers that make these games as fantastic as they can be!
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Audio bug: Annoying follower looping shock spell sound
OriginalkiltedFrog replied to zyg0tic's topic in Skyrim's Skyrim LE
Bumping this post because I've always wondered about this myself. I would've thought the USKP would've fixed it, but it might be a tricky one embedded in the game engine. -
Diplomatic Immunity Quest
OriginalkiltedFrog replied to ExterminationNation's topic in Skyrim's Skyrim LE
Update Enhanced Lighting and FX, or simply disable it. If you are not using that mod, then no idea. -
I'm looking for a mod that fixes the sound for magic effects continually playing on NPCs long after the effect has worn off. For example, NPC casts Oakflesh, spell wears off, but audio for Oakflesh keeps playing. This is also evident when NPCs unequip spells, like Spark. The sound keeps playing when Spark is unequipped. Any ideas? I thought I saw one, but I can't think of the keywords to use, as I've tried "magic", "spell", and "sound", and also searched the Bugfix, Sounds, and Magic categories. Any help is greatly appreciated.
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If you have the mod "Enhanced Lighting and FX", disable it. Complete whatever you're doing in there, then re-enable the mod. This is an issue the mod author knows about and is attempting to fix.
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This is an odd one. I've read all about the Brawl Bug and its patch, and I've even used it. But here's what's happening to me. When fighting, for instance, Uthgerd the Unbroken, she'll all of a sudden stop, heal to full, and walkaway mid-fight. When I speak to her after, it's like nothing happened, and I have the option to Brawl again. Or, what will happen is I will drive her to her knees, winning the fight, but talking to her doesn't yield the reward dialogue. Again, she speaks as if nothing has happened. I have no doubt that this is a mod conflict. The purpose of this post is to see if anyone has had anything similar happen to them, in hopes I can identify the culprit and deal with it. I use quite a few mods, but of note is SkyRe, which has the Brawl Bug patch incorporated into it. I've also tried adding the Brawl Bug patch anyways, both in it's normal BOSS placed load order or at the very end, but to no avail. And as SkyRe goes, I am NOT using the Unarmed weapon provided by the mod. I am using the unarmed mode you go in to when the fight starts. So, anyone have something like this happen to them? Do they know what caused it and how they fixed it? Not a big deal at the moment, but I'm scared of quests like "The Forsworn Conspiracy" or and Companions radiant quest "Go Beat Someone Up" may be broken because of this bug. Thanks for any help in advance!
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An Odd Problem with Random Thieves
OriginalkiltedFrog replied to OriginalkiltedFrog's topic in Skyrim's Skyrim LE
It's possibly a 1.6 patch thing. I've been searching through the creation kit and found that the thief mugging is a scripted quest-hook. I've been trying to spawn a thief to try something. My problem is the thief is not initiating the hold-up dialogue. When I run away from him, I think he's still trying to initiate that dialogue, and therefore follows me. However, the quest says not to initiate the dialogue when the player is on a horse. I can't say for sure, but I know there have been times when I dismounted to talk with the thief, and I get the bug I'm experiencing. I'm wondering what would happen if I encounter the thief without being on the horse. I've been trying to get a thief to spawn in a known area, but I think it's a 1 in a 1000 shot. I've had no luck. The placeatme and startquest console commands don't work. Using placeatme simply spawns a thief that just stands there with no dialogue except a friendly greeting. I'm pretty sure it's hinging on the WERJ02 quest line and associated scripts and dialogue, however, that is the extent of my CK skills. I am unsure how to make modifications and not screw up my game royally. I'm more curious than annoyed with this bug. Now that I've delved into a bit, I'm eager to fix it, just to prove I can!! -
So, I've run into a strange little bug. Whenever I travel around, the random thieves in the world no longer try to mug me. They run up to me, then mutter something like "Yes?" or "Can I help you?", all-the-while still brandishing their weapon(s) of choice. It's really rather bizarre. Then, when I move away from them, they follow me. It's kind of funny. Sometimes I use them as Giant fodder. Of note, my PC is NOT a member of the thieves guild, but has committed crimes in various holds (minor, as in pickpocketing, stealing, and trespassing). Do thieves auto-like me if I have a bounty? I have numerous mods installed, though none affect AI... EXCEPT ASIS... Does anyone using ASIS have this problem? Does anyone using ASIS NOT have this problem? I must point out this is very, very minor. It just allows me a free hit in combat before the fight starts. I am posting this here simply because this might not be an "ASIS" problem, and I'm curious to know if anyone else has had this problem. Thanks ahead of time!
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First of all, I'm using the following mods: Realistic Lighting with Customization Real Rain More Rain Immersive Thunder Lightning During Thunder Storms With these mods, rainstorms are just really cool. With Real Rain making the rain much more visually appealing, More Rain (using the MoreRainWindy66percentLessView.esp) makes it much tougher to see through the storm, especially at night. And the Sheet Lightning and strikes just make the whole storm experience so much better. The only thing that I find seriously lacking is the flashes of lightning. I mean, it just seems like the faintest white light. What I would like is for lightning flashes to fill the screen a little more, to make it feel like you're traveling through the heart of the storm. Or at least some variance so some flashes can be faint, with the odd really screen filling bright flash. Anyone know how to tweak this? Is it something that can be done by patching the Realistic Lighting .ini. Or is there a mod out there that will make the flashes a little more awe-inspiring? Any help is greatly appreciated!
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I really want to wish you guys the best of luck in this, and to thank you for taking time out of your (gaming!) lives to help return this to the masses! My only request is you guys don't get burnt out on this project... there are a lot of eager eyes on you guys now! Don't try to do too much too soon! Compatibility patches can come after a stable mod... Actually, I have another request, and I am sure I'm not the only one: Please pass on my thanks to Alexandre for all his efforts with WIS, and allowing you to continue his vision. Although he may be done with modding, I do hope his vision for this project comes to fruition!
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Skyrim 1.6 Patch Official? - Noon June 5
OriginalkiltedFrog replied to OriginalkiltedFrog's topic in Skyrim's Skyrim LE
I have seen no evidence of a changelog anywhere... But having said that: This may be a huge coincidence, or maybe because SKSE is disabled, but I just had a lengthy haul playing Skyrim, and my crashes seem to have disappeared... I really hope this isn't because SKSE is disabled... the only mods I have that use SKSE are SkyUI and SKSE_Elys_Uncapper... but both are vital to me! -
Skyrim 1.6 Patch Official? - Noon June 5
OriginalkiltedFrog replied to OriginalkiltedFrog's topic in Skyrim's Skyrim LE
My mistake. It seems it's an updated beta patch. Just opted out of beta and it restored my to 1.5.26 Could be a sign that the new patch is close though. Sorry for the confusion! -
If this patch is indeed official then no, I know of no way to downgrade to 1.5.26. I launched my Skyrim without SKSE and sure enough the version reads 1.6.89. The beta patch was 1.6.87. Check in your Skyrim directory and look at the last modified date for TESV.exe. Mine says June 5, 2012, which is today. I'll bet yours says the same.
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Skyrim 1.6 Patch Official? - Noon June 5
OriginalkiltedFrog replied to OriginalkiltedFrog's topic in Skyrim's Skyrim LE
And sure enough, I see my Skyrim version is now 1.6.89.0.6, not 1.6.87. Sneaky buggers. Now I need to wait for SKSE to be updated. -
Just tried to launch Skyrim via SKSE, and SKSE is reporting a "newer version" of TESV is installed. I had the beta patch installed with SKSE v.1.58. Checked the last modified date on TESV.exe and sure enough its stamped June 5. Also, I see Steam downloaded something. I think the 1.6 patch is now Official.
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I'm thinking they snuck the 1.6 official patch out today. I just noticed my game has been updated, and now I can't launch SKSE. You were probably downloading the 1.6 official patch when you were trying to start.
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LE Placeable Gravestones
OriginalkiltedFrog replied to OriginalkiltedFrog's topic in Skyrim's Mod Ideas
My thinking was a dropable token, similiar to the better mannequins mod. Then you could set the tombstone anywhere you wanted. I believe dead followers eventually get cleaned up as cells update over time. -
So, I just had a very memorable battle with a Frost Dragon in Karthwasten. I'm using Deadly Dragons and Ultimate Follower Overhaul, among many other. I had two followers with me: Lydia and Derkeethus, both of which were marked non-essential. Anyways, with the help of the Reach Guards in the area, we finally brought the mighty dragon down. Unfortunately, Derkeethus paid the ultimate price, freezing to death from the dragon's powerful breath. So, after the battle, I decided to drag Derkeethus to the middle of Karthwasten to sort of allow those in the village to honor and realize his sacrifice. Then it occurred to me... I would love to be able to purchase tombstones. Ones that you could place and they would remain there for the remainder of the game. It would be great, too, if upon activating these tombstones for the first time, you could customize a message on them. Perhaps a script to call for a name to be placed on the tombstone, and a description on how he died. Then, upon activating the tombstone, your description could pop up, even using the date when the tombstone was placed. So, for example: Here Lies Derkeethus Died Defending the Citizens of Karthwasten from a Mighty Dragon The 3rd of Sun's Dusk 4E 203 Can it be done? I know I'm not skilled enough to make it happen, but maybe someone out there is and can! Thanks!
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Did you ever use a Khajit replacer of any kind? There may be leftover files in your data/textures or data/meshes that were not properly deleted when you uninstalled the mods. Try renaming the folders and see if it works after. If it does, you have a bad loose file the game doesn't like. You'll need to change the folder names back to their original though after testing or it may cause bigger problems... Edit: If you're talking a brand new, unmodded game, you could probably safely delete all the files in data/textures and data/meshes. But I'd back them up, just in case...
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changing ugridstoload broke the game
OriginalkiltedFrog replied to nisen's topic in Skyrim's Skyrim LE
I had a similiar problem last night when messing with my .ini's. Can't remember where it is but turn your vsync on using iPresentInterval = 1 (might be the wrong command as I'm not at my computer, but the one that enables vsync). No guarantees, but it might work for you. I had an ugly pinkish-purple emblem at startup and would crash before the menu came up when I had iPresentInterval = 0. -
Okay, first of all, I want to apologize if something like this has already been handled by another topic, tutorial, or otherwise. I've looked, and I'm still at a loss. Secondly, I want to thank you for taking the time to read this. Using the CK, I just find myself overwhelmed and I don't know where to start. I understand most of the workings, but to make it do what I'm requesting here, I'm at a total loss. So here's what I want to do: 1) Create a uniquely named boss level NPC. I want the NPC to be roughly 20 levels higher than the level of the PC, and only available after the character reaches level 10. 2) I want this unique NPC to spawn randomly wherever bandits (for mercenary types) or mages (for spellcaster types) spawn, be it in forts, caves, or even a random spot in the wilderness. 3) I want the odds of this NPC showing up to be extremely rare (1 in 200 or even 1 in 500) so there are no guarantees of when I will run into said boss NPC. 4) I want this unique NPC to be unspawnable after he/she is killed. Once dead, that NPC will never, ever, appear again (immersion purposes). 5) I want to equip this NPC with custom armor (non-random) and weapons (random). I have numerous mods to choose from, such as Hedge Knight armor, the various Hentai armors, the dragonbone weapon pack, and so on. I understand these mods must be selected when starting and will become parents for my new mod. 6) I want to start over at number 1 on this list, and continue to do so until I have roughly 15-20 unique NPCs. Then these NPCs will become part of a random spawn list where only 1 of these NPCs will spawn at a time meeting the criteria and odds as stated above. 7) I want to shower you in praise for guiding me through the steps necessary to make this happen. For some background: I tired changing Ygritte's clothing from vanilla to the Triss variant of clothing. I created a clothing set, containing all parts of the Triss outfit, assigned it to Ygritte in the clothing spot, and saved my mod. I started in Riverwood, ran to Whiterun, searched for Ygritte, and found she was in her underwear (no clothes). So I know I did something right, but also did something wrong as she wasn't wearing the outfit. Had I been thinking, I should've killed her via console and checked her inventory to see if the clothes were there. I didn't and since deleted the mod due to frustration. Anyways, this is asking a lot. If I can make this work, I do hope to release it to the Nexus (minus all the added mods, strictly Vanilla for ease of install) so all can enjoy. All my inspiration for this is thanks to Alexandre, the author of the Wars In Skyrim mod. His Heroes and Villians and additions was an awesome idea that I unfortunately couldn't get to work right on my side. Thanks again for reading!!