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ZeroOblivion27

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  1. the dragons use combatboss1, 2, 3, etc., but they also pull from some of the regular combat music depending on the situation. Skyrim’s music system isn’t strictly tied to specific enemies—some tracks are assigned to general combat scenarios rather than being exclusive to dragons. If you want to figure out exactly which tracks play during dragon fights, you can check the Music Type records in the Creation Kit under Audio > Music Type. Look for MUSCombatBossDragon and see what other music categories it might be linked to. Lazy Audio XWM Fuz Converter can also help if you’re trying to extract and identify which tracks are actually playing. Another way to test is to replace only the combatboss tracks first, then spawn a dragon and see if any music still plays from the vanilla combat pool. If you hear anything you didn’t replace, then you’ll know there are other general combat tracks involved, and you can track those down next.
  2. Its hard to know, Im not a user of thoes mods so i wouldn't know.
  3. Err… yeah, that definitely doesn’t sound right. If even your character and dwarven horse are growling like Draugr, it’s likely that something is messing with the voice types or creature sound assignments in your game. A few things to check: Do you have any mods that change NPC voices, sound effects, or creature behavior? Something may have accidentally reassigned the wrong sounds to the wrong characters. Try disabling recent mods one by one to see if the issue goes away. If you’re using FNIS or Nemesis, try running their behavior generation tools again—sometimes weird animation/sound bugs happen if they weren’t updated properly. If all else fails, verify your game files through Steam and check if the issue persists on a new save.
  4. I ran 1.5.97 for quite a while, then it upgraded to 1.6.1130 which seemd to be the go to. then Thesda did the unthinkable and dropped the dreaded 1.6.1170 and for a long time back there noone used it, many of the modders had long since left or so i read and things were no being upgraded, that said i posed a similar question on some Forum somewhere and was told that mods had indeed since been upgraded to 1170. so i took the chance that was mmm around 6 months ago.. then i decided to have a look what mods had been upgraded and some of my key ones have, however i'm having a few personal gripes with a few. I don't Use Ostim or flower girls for personal reasons, I tried the AI for a week and yeah its cool but a bit limited on functionality. so i decided to really step back in and relearn this stuff and programs that didnt exist back then.. Its a learning Curve.. Wish there was more reception to returners, But im An unknown I guess...
  5. That’s an interesting idea, and it would definitely change how playing a mage feels in Skyrim. Removing passive Magicka regeneration and forcing the player to actively recover it through a spell or resting would make magic feel more deliberate and strategic, similar to how stamina works for warriors. It could make combat more engaging, since you'd need to decide when to attack and when to step back and recover. One of the biggest pros is that it would encourage more thoughtful spell usage. Right now, Skyrim’s mages can just run around and wait for their Magicka to come back, which sometimes feels a bit too passive. With a system like this, you’d have to manage resources carefully, which could make battles feel more rewarding. It would also help balance magic against stamina-based combat styles, where warriors already have to stop attacking when they run out of stamina. That said, the biggest drawback would be how it affects overall game balance. Enemies in Skyrim don’t follow the same resource rules as the player, so without some adjustments, NPC mages might still have passive Magicka regeneration while the player doesn’t. This could lead to some frustrating encounters where enemy mages never seem to run out of power, while the player is stuck channeling their recovery spell mid-fight. Another issue is that not all mage builds are the same—this would hit Destruction-heavy mages much harder than, say, Illusionists or Conjurers, who tend to use their Magicka in bursts rather than constant combat. There’s also the question of pacing. Since Skyrim is built around an exploration-heavy loop, removing passive Magicka regen might slow things down quite a bit. Instead of walking through a dungeon and naturally recovering between fights, you’d need to stop regularly to cast your recovery spell, which might become tedious over long play sessions. That being said, if balanced properly, it could create a really unique magic system. Maybe making the recovery spell more effective when standing still or near a heat source (like a campfire) could add some interesting dynamics. Either way, it’s a cool concept that could really change up how magic feels in Skyrim!
  6. Yeah, I get what you’re going for, and it’s definitely a cool idea for immersion, but there are some problems with implementing it in Skyrim’s engine. The main issue is that armor scaling is purely visual—the game doesn’t actually track body sizes for lootable gear. When you equip armor, it just conforms to the character’s skeleton, which is why a tiny Bosmer can wear something looted from a massive Nord without issues. Skyrim doesn’t have a built-in system for sizing armor to body proportions, so enforcing size-based restrictions would require some heavy scripting, potentially a custom armor framework, and maybe even new armor models for different body types. That being said, a workaround could involve adding a debuff system based on height/weight differences—like an MCM setting that applies a movement penalty or reduced effectiveness if the armor doesn’t "fit." But even then, the game doesn’t inherently track body weight in a way that affects gameplay, so this would still need a fair amount of scripting and custom conditions. I do think crafting being the best option for properly fitted armor makes a lot of sense and would be the most realistic way to integrate this into gameplay. Maybe a system where blacksmiths could resize armor for a fee would be an alternative to just preventing looting altogether. It’s not an impossible idea, but the limitations of Skyrim’s engine make it a tricky one to implement without a lot of workarounds. Hope someone finds a way to make something close to your vision!
  7. defiantly need to start the game first.. doesn't work unless it has the files..
  8. Yeah, I have to admit, I’ve noticed that too—especially when I actually stop to look around instead of just fast traveling from one mission to the next. That frost effect really does stand out in a way that isn’t exactly flattering. I just recently came back and, to be honest, I don’t have a team to work with right now. That said, I’ve kept track of mods in the background, always wishing I could contribute more but never really having the right connections to reach out. That being said, let’s see if I can point you toward some mods that might help improve or replace those textures. There are definitely some great visual overhauls out there that could make Morthal’s environment feel more natural and immersive. Let me know if you’re looking for something specific, and I’ll do my best to help! Quick fire round Realistic Snow-https://www.nexusmods.com/skyrimspecialedition/mods/1045 Folkvangar one that personally works for me-https://www.nexusmods.com/skyrimspecialedition/mods/44899 Realistic Waters Two another one i personally use - https://www.nexusmods.com/skyrimspecialedition/mods/2182 All credit given to the Modder's in question
  9. Yes, if you’re using CBBE 3BBB outfits with UBE, you’ll likely need to convert them in BodySlide to match your preset. CBBE 3BBB and UBE use different skeleton setups, so if the outfits weren’t built specifically for UBE, they might not show up correctly on your character. To convert them: Open BodySlide and select the CBBE 3BBB outfit you want to use. Choose your UBE preset in the Preset dropdown. Click Batch Build and make sure the outfits are set to match your body type. If you get any conflicts, choose the version that matches your body preset. If you’ve done everything right and the outfits still aren’t appearing, then yeah, a mod conflict is a real possibility. Some mods, like physics mods or custom skeletons, can mess with outfit compatibility. Try disabling any mods that modify body meshes, physics, or armor overrides and see if that fixes the issue. Running LOOT can also help sort out any conflicts in your load order. If nothing works, you might need to check what version of UBE you’re using and whether the outfits themselves are properly weighted for it.
  10. Yeah, I should have realized that—I’ve been on 1.6.1170 for a while now and haven’t had too many issues with it. That said, if Bethesda drops another so-called "bug-fixing" update, I think I’ll pass on upgrading. Right now, I’ve got projects in the works, and I’m still deciding on the best place to share them. I mainly came here to connect with others and get a feel for the community after 8 long years, so we’ll see where things go from here.
  11. Are more people using SE or AE? because i dont want to have to upgrade if i don't need it.
  12. The puzzle dungeon has always been a bit tricky for me, even with the latest versions, so I tend to avoid it.
  13. I get it! No worries, modding can feel a bit overwhelming at first. If you’re using BodySlide but aren’t comfortable with sliders or adjusting outfits, that’s perfectly fine! It’s mostly useful if you want to customize body shapes, but you don’t have to dive deep into it to fix most issues. Since you're seeing naked NPCs, especially at the Mage College, it sounds like there might be an issue with outfits not being applied correctly. You mentioned Rustic Clothing earlier, so it’s possible that mod is either causing a conflict or hasn’t been fully removed, which could be why some NPCs are naked. Sometimes, when you uninstall a mod, its changes don't completely disappear unless the game is cleaned or reset. You could try starting a new game to see if the issue still happens, but I get that it’s not the most appealing option when you're already level 58. Another way to test without starting fresh is to remove Rustic Clothing (or any mod you think might be causing the issue), use LOOT to double-check your load order, and then fast travel directly to the college to see if the problem persists. If you still see naked NPCs after that, the issue might be somewhere else, and we can keep digging. But hopefully, this helps you get closer to figuring it out without needing to restart everything!
  14. install the AI mod that allows you to talk to NPCS via AI and the horses will talk to you in a nordic voice.
  15. Yes and no. It is absolutely possible to create a patch for Realistic Needs and Diseases (RN&D) and Skyrim’s Fishing/Survival Mode, but it would require a script-heavy compatibility layer to make everything work properly. The issue is that RN&D adds hunger, thirst, and other survival stats, but some of the new food items (like fish, soups, stews, desserts, etc.) don’t contribute to those needs. To make those new food items work, you would need to adjust their stats and make them compatible with RN&D’s hunger/thirst system. This involves scripting to assign the right hunger/thirst values to these new items, ensuring they interact correctly with the mod. As for the wine (like Alto Noir Wine), it used to get you drunk in previous versions of Skyrim, but it no longer does. Restoring this functionality would also require a bit of scripting to handle drunkenness effects and ensure that drinking wine works the same way as mead or other alcohol in Skyrim. Adding these interactions would involve linking the new wine to drunkenness effects or modifying existing scripts. So, while it’s definitely doable, you’d need someone with experience in Papyrus scripting(more than i currently have) to write the necessary compatibility scripts and integrate them into the game. It’s not an impossible task, but it will be more complex than just a simple patch and would take a bit of work to ensure everything works smoothly without breaking other mods or systems.
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