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Midwinter1888

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  1. Hi, I've found yet another possible cause and (hooray!) fix. Try fully dismissing any followers (and/or finishing quests that provide a temporary NPC follower). Don't just tell them to wait - send all companions home. I think what was happening, in my game at least, was that I was being pushed off grindstones etc by the AI running the follower animation to use whatever upgrading object I wanted to use. This is even if you tell them to stand far away or in another area. To be absolutly certain, I went back to a save before the bug started happening, dismissed all followers and then grabbed back the ones I wanted. The bug, so far, hasn't come back. A bit of a pain, but better than bug hunting through a couple of hundred mods. Hope this helps.
  2. Then it is probably not the wisp fog but some other magic effect with a different ID. Has anyone seen a white fog effect that's very like the wisp effect, but isn't? I'd be very grateful for the relevent code. (I picked the effect up in Wolfskull Cave during the Man Who Cried Wolf quest.) Thanks.
  3. I'm afraid the wispmother fix is definately no-longer working. I've re-installed the scripts and tried the fix several times, but the wisp fog stays.
  4. Hi. I've found a weird bug in Operation Anchorage: the Chinese soldiers mostly won't fight back. After I enter a new section of the DLC the first couple of enemy will attack normally, but then the rest just wander around and don't even react when shot (other than to run for cover or die). I'm reasonably sure that the cause is a mod created bug, because the last time I played FO3, Operation Anchorage played perfectly. Also the rest of the game, including the other DLCs, seem to be playing normally. The answer should be easy... just bug hunt through my mods that effect OA, turning them off (in turn or all at once) checking to see if the bug disappears. But that hasn't worked this time. I'm using a merged patch, but turning that off doesn't help either. It's obviously an AI bug effecting just the Chinese troops, as the US soldiers fight normally. The only other thing I've noticed - that probably relates to the bug - is that the effected enemy aren't holding their guns properly (the weapons hover over the back of their hands). Has anyone seen anything like this before? Is there a fix?
  5. Thanks, but I still need a little help here. I'm guessing I need a console input of 'player.forceav' but that's as far as my knowledge stretches. I tried 'player.forceav smithing 0.01' and it didn't change a thing. Individually switching off all my mods that have anything to do with crafting/smithing hasn't worked either.
  6. I think there's a bug attactched to the Smithing skill by patch 1.5: all smithing experientce is multiplied by a massive factor. My character had a Smithing skill of 70. I made a silver necklace at a forge and my skill jumped to 74. After making a few more things my Smithing skill is maxed-out at 101 and I've gained several levels. I had no problem with Smithing yesterday (before the patch). This may seem like a free lunch bug, but it feels too much like cheating to be acceptable. Can anyone suggest a fix? Is there a way to use the console to slow the rate at which I gain experience while smithing?
  7. Ah ha! Yes, you were right. I found an excellent cold mod - called Hypothermia - by Nitor. Find it here if you're interested: http://skyrim.nexusmods.com/downloads/file.php?id=6745&navtag=file/images.php?id=6745&tab=3 Thanks for the advice.
  8. I hadn't really thought about makingthe air damaging but, of course, that makes good sense. The method would be much the same as the radiation areas in Fallout 3 (near toxic waste barrels, for example). How to make the entire northern part of the map dangerously cold? Any ideas?
  9. Is anyone planning a Non Health Regen Mod (esp based)? Or can anyone give me a hint how to make one?
  10. There was a mod for Morrowind that let the player marry, impregnate or be impregnated - in fact I think it was the 'inspiration' for marriage being allowed in Skyrim by Bethesda. Sorry, I can't remember the name, but it was a top mod back before Oblivion was released, so there's probably some record of it out there.
  11. Hi, The one thing that strikes me as deeply unrealistic in Skyrim is the fact that the player can swim about in mountain streams, freezing rivers and the ice-bound sea without a care in the world. Maybe Nords should be able to do this (they seem to like the cold) but any other race should suffer for such idiotic behavior. Anyone who has seen the last scenes of the movie Titanic will understand that cold water is fatal to mammals over extended periods of time. What I want to make - or see someone else create - is a mod that makes swimming in Skyrim waters first steadily reduce your stamina, them reduce your health to the point of death. The water in Fallout 3 had a similar effect, except with radiation poisoning, so I know that it's theoretically possible. There were also FO3 mods that changed the lethality of the water radiation, so I know the effect wasn't hardcoded into the game. Unfortunately, I don't know which bit of the creation kit deals with water, so I don't know where to start. Can anyone offer any advice? Bumping is not allowed. Your 'bump' post has been deleted from the topic. --LM
  12. Drat! The problem is back again. It's definately connected to certain permanent status rewards from quests: for example the shout booster at the end of the Throat of the World quest and, as I've just discovered,l the Sindarion Serendipity alchemy boost at the end of the Return to Your Roots quest. On the other hand some boosts - like, oddly, the Sailor's Repose healing spell boost - don't permanently reactivate the auto-healing feature. I'm guessing that a mod to deactivate the auto-heal feature - including an .esp file - might get around this semi-bug, as an .esp will outrank the fault in the basic game. When the Creation Set finally arrives I'll have a go at making a no auto-heal mod, but I'm not sure I'm expert enough. Anyone have any ideas?
  13. Thanks, but I've tried changing the healrate values with modav and forceav. Neither had any effect. It's definately a bug (or an unmentioned effect) in the conversation with (SPOILER) the dragon on top of the Throat of the World. I just re-played that part of the game. If you avoid the meditation topic at the end of the discussion, then the auto-heal does not kick in. But if yo start it, you will be forced to choose one of the three options and after that you will auto-heal and nothing seems to stop it. It might be a secret easter egg, I suppose: increasing your health regeneration rate. But it looks like a bug to me, as nothing is said about it in the dialog. I've been playing Elder Scrolls games since Daggerfall, and the Skyrim health regen strikes me as both dumbing-down and a cheat, pure and simple. I'm re-playing from the Throat of the World quest, just to avoid it.
  14. Finally! I think I've figured out the problem - it's a bug in the Throat of the World Quest. (SPOILER) When you speak to Paarthuranx you get the option to meditate on different aspects of three shouts. One of them is 'Feim' that gives you +25% health regen when you are using the Ethereal shout. I looked at all three choises and stettled on 'Yol' - that boosts the flame breath shout. But in all my saves afterwards I've got the auto-healing that I can't get rid of. My guess is that there is a bug: if you click the Fiem option - even if you then choose one of the other two options - you get +25% health regen hooked to your character. Note: I haven't used the ethereal shout after meeting Paarthuranx, but I still have the auto-healing on my character, so it must be a bug.
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