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Posts posted by filosophem
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Looks like unnecessarily complex and source of potential problems (seen some subject about this)
RDR2 is the easiest game to install mods
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Please make the Blacksmiths shut up when you are either in Catalogue or in Customise.
I think alot of us would appreciate this. I always mute my PC when going to Blacksmiths
Bonus points if you can mute other merchants this way too (only when in Catalogue)
thx
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Love a mod where we can drop / delete guns we don't want.
Lads, there is a mod that does exactly that (I deleted all Arthur's weapon at the beginning of CH6)
use rampage trainer (233) and :
- Equip the undesired weapon
- Go to Weapons --> Manage Weapons --> Remove current weapon
- profit
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As stated in the title, I'm missing the random gang camps (O'Driscolls, Lemoyne Raiders, ...) I used to encounter before CH.6 / Epilogue
I'd like a mod that brings them back.
Simple as that
Maybe it could be added to Ambient Gangs as a separate file, that would fit
thanks !
EDIT : just stumbled upon a Lemoyne camp at Radley's Pasture, but still, they feel much more rare
NB : Sorry if I spoiled anybody but there is no spoiler free way to describe
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*Bare Knuckle Boxing matches for cash.
*Organized. multi-horse, long distance races for cash.
*A recruitable companion who can either accompany Arthur or be ordered to stay at camp. Would be very useful for solo train and bank heists. If voiced, plenty of dialogue can be pirated from Arthur and the gang to have conversations and make their addition fairly seamless.
these ones would be cool. As for the 1st two, check 1073, 1800, 869 and 500 (they are all from Shtivi). they are not what you asl for, but they are in the same vein (and are must-have imo)
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I also think the fact that you can't get rid of weapons (it's the same as in GTA5) annoying.
As for your request,
- you can Remove Current Weapon using Rampage trainer
- and I think there is an arm dealing mod
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EDIT : I installed AMJM which is an amazing mod, he adds 30 bandit hideouts
I absolutely second this
I will do a request for a slight difference but maybe they could be merged :
[spoilerS]
Add back gang camp in CH6 ! (assuming it's what you meant by hideouts)
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I have a good dozen mods with Steam, never heard about Vortex. What is it ?
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Is there a way to remove the wardrobe content ?
Deleting clothing so I can buy them again
I was able to do this with weapons using Rampage but you can't remove clothing apparently
Any thoughts ? or mod ?
thanks alot
EDIT : same question for Saddles and other horse related gear
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Hello
Is there a way (an existing mod or console commands) to restore all question marks back to their default state ?
As in you could do them again.
If no, this would be a good idea for a mod, what do you think ?
For people like me who mod their game in order to add stuff to do/content (Random Encounters, Preparations) and make it harder (ESGO, More Better Balanced Quen, TradeMan, ...) and thus expanding greatly the game's lifespan, it would be top notch
Thanks
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I agree
juste made a similar request
To balance this I multiply player's DoT output by 0.05 and DoT duration by 0.1, but this affects poisons, firebolt, etc. damage aswell
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I would like to make Ingi burn effect balanced
At the moment it does ridiculously high amount of damage (some % of enemy's MAX health)
even hardcore difficulty (using ESGO) is no problem, just Igni all the way
How can I either reduce damage / % chance of the igni burn ?
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Is there a mod that harden the gwent games for random NPCs ?
I'm using ESGO for the fight and its great challenging. (BTW this mod saves the game afaic. It's way too easy ...)
but the gwent is way too easy and I don't even have any skelligge card.
I'd like simple, just harden the game (IA, stronger opponent decks, ...) no edit on card or whatever
is there something like that ? Thanks
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I don't know if you or anyone are still looking for this but I could'nt find a mod either.
So I made my own scripts that resets all NPCs by city (not all actually, only the NPCs that I already robbed and found interesting stuff)
As I progress long my playthrough, I am pretty close to have all named NPCs now, exept for Orcs, Solstheim and Falkskaar. I am currently listing Wyrmstooth NPCs.
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I'm not exactly sure why it's not working on that container. Probably the fact that it's linked to another container that prid doesn't work.
It works if I am in the cell or have been recently
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Hello,
I'm trying to write a script that resets strongboxes and safes (and why not add some random items) so it can be stolen again when burglary
I made it as follows with 1 file for each strongbox :
- Call 1st script in console manually, wich basically does :
-> prid <strongbox id>
-> resetinventory
-> call next script
-> (repeat same on next script)
The problem is we can't use prid command on a strongbox if we have not been in the cell it's located during the curent save. And it must be recent, it won't work anymore after 2-3 new cells loading.
Exemple :
Location : Solitude
prid ea733 (Solitude's Archery strongbox ID)
Result : doesn't work, "Item "ea733" not found for parameter ObjectReferenceID."
But if I enter Solitude's Archery, go out again (so I'm in Solitude) and prid ea733, it works and I'm able to resetinventory.
If I stay in Solitude's Archery, it also works, I can prid.
On the other hand if after this I F5/F9, it won't work anymore, same if I go out of Solitude and come back in
All this is not needed for other containers, such as chests, wardrobes, etc. You can prid any other container (chest,...) without entering his cell.
So I deduce this restriction only applies to containers that does not respawn : strongboxes and safes.
I'd like to know how to prid a strongbox from outisde the cell and without "loading" the strongbox by entering the cell it's located.
I tried to teleport in each cell before using prid with coc <location> then prid and resetinventory but it crashes the game, unsurprisingly.
If anyone could tell me how I can prid a safe without "loading" it, or a workaround, or a mod that does similar, I'd be very grateful.
Thanks !
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Hello,
I'm trying to write a script that resets strongboxes and safes (and why not add some random items) so it can be stolen again when burglary
I made it as follows with 1 file for each strongbox :
- Call 1st script in console manually, wich basically does :
-> prid <strongbox id>
-> resetinventory
-> call next script
-> (repeat same on next script)
The problem is we can't use prid command on a strongbox if we have not been in the cell it's located during the curent save. And it must be recent, it won't work anymore after 2-3 new cells loading.
Exemple :
Location : Solitude
prid ea733 (Solitude's Archery strongbox ID)
Result : doesn't work, "Item "ea733" not found for parameter ObjectReferenceID."
But if I enter Solitude's Archery, go out again (so I'm in Solitude) and prid ea733, it works and I'm able to resetinventory.
If I stay in Solitude's Archery, it also works, I can prid.
On the other hand if after this I F5/F9, it won't work anymore, same if I go out of Solitude and come back in
All this is not needed for other containers, such as chests, wardrobes, etc. You can prid any other container (chest,...) without entering his cell.
So I deduce this restriction only applies to containers that does not respawn : strongboxes and safes.
I'd like to know how to prid a strongbox from outisde the cell and without "loading" the strongbox by entering the cell it's located.
I tried to teleport in each cell before using prid with coc <location> then prid and resetinventory but it crashes the game, unsurprisingly.
If anyone could tell me how I can prid a safe without "loading" it, or a workaround, or a mod that does similar, I'd be very grateful.
Thanks !
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I would definitely go for LE, actually, beside SE is supposed to be more stable (64 bits compared to the LE 32b), it brings no so much additional value. If you are concerned about graphics (not my case), SE basically consists of LE + 64 bits port + HD mods. So regarding your specs, you'll handle any LE textures impovements mods that will do the job.
About mods, I can't imagine playing playing Skyrim without them. Reach lvl 30, train blacksmith and the game is basically over, it's too easy. It's very subjective, but I have a solid list of absolute "mandatory mods" that I always install no matter what, to keep the game challenging and interesting and some of them will never be on SE. There are of course more and more mods becoming available on SE, but there will never have as much mods as LE.
The most popular mods are available for SE, but so many life-changing mods will never be. It all depends on what you plan to do with your game. You'l eventually browse the mod list be disapointed that those mods you want so bad are only available for LE.
Btw I would advise you to not mod wildly your game : de-installing too much mods can screw up your save, so choose your mods wisely, use multiple saves, and why not creating a mod-testing character only before using it on your main playthrough. Also, I recommand using MO instead of NMM, it keeps your Data folder untouched.
That being said do not take my words as absolute truth, I haven't really played SE and this is my subjective opinion. I've just started my 3rd character, and I've 1200+ hours of play on LE. Mods and immersive playstyle can make your game last forever without getting bored.
Edit : I didn't read all of your post and just noticed I repeated your thoughts for some parts
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I'm trying to write a batch file that resets NPCs inventories (as they never refill,allowing me to pick pocket the same NPCs again after a given time when I would execute thebat file).This is what I planned to do :- resetInventories.txtprid 0001A67CresetInventoryprid 000D15B0resetInventoryprid 0001A681resetInventory[... and so on with all NPC's]Problem is the resetInventory command only applies to the last NPC selected in my script. So in this case, only Elrindir's (0001A681) inventoryis refilled, the previous commands have no effect. Any idea why ?I've found a workaround making 1 file for each NPC :- resetAdrianne.txtprid 0001a67cresetinventorybat resetUlfberth- resetUlfberth.txtprid 000d15b0resetinventorybat resetElrindir- resetElrindir.txtprid 0001a681resetinventorybat resetJenassaETC.It actually works (except for the very last NPC) but I'd prefer not have hundreds of 3-line text file in my game folderBtw no mod seems to do this very simple thing. any idea and comment welcome.
Edit 3/9/17 :
I've got some ideas :
- Several scripts for reset inventories for each City/region if you just want to reset a specific area
- The "main" script would call each "city" script
- Each "city" script would call 1 script for each NPC to reset
- Optional script that resets chests and strongboxes
But if I don't find a way to merge all bat files in one, there will be hundreds separate files (as much as chests & NPCs to reset)
I'm curently, along with my playthrough, building an excel file with the NPCs that I pickpocket, with the items stolen in order to sort wich ones are worth reseting their inventory (or maybe should I take ALL npcs ?). I'm using Larceny - pickpocket remastered wich increase NPCs items and thus bring more value to pickpocket, and my script seems to work along with the mod. I also include Interesting NPCs and Better fast travel NPCs for the time being, and may consider others.
When the excel file is complete, i'll start to write the cascading scripts. But it will fit for my game, so if ppl are interested i'll have to make several versions, as if a single NPC script does'nt work because the NPC is missing or whatever, all those who come after wont work either, unless I find another way to do it. It's gonna be lot of work for at last a tedious result.
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As they never refill, I'm looking for a mod that resets named NPCs inventory after a while, because once you've stolen everyone, pickpocket basically becomes useless.
I know this has been requested already but I couldn't find such a thing, even if it look very simple and I'm surprised that it does not exist. Someone pointed this mod (Larceny - pickpocketing remastered) but i'm not sure if it actually resets inventory.
I'm thinking about a script that resets inventories, selecting all pickpocket-interesting NPC and applying resetinventory on them, this I could do. Would it work ?
How do you guys do when you pickpocketed everyone in the game ?
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Wait, did the author of this amazing (yet buggy) mod pull all of his work down because the candidate he supports losed the US elections ?
I at 1st though it was some kind of joke or maybe he had a role to play in this mess. If he planed to release his work after Clinton's victory, well, I guess he was a bit butthurt, but he somehow kept his words. But cut out tons of work because of this ? wut. I just dont get it, cause it does not make any sense.
Anyways ...
How can I verify that my version of CWO is working ? I may be at ~300 hours (lv.91) of play on this character, I didn't pick a side yet. And as I remember this mod is quite buggy. I have a hundred of mods running, but CWO was on the top of the list -must have- like skyui, hotkeys mods, HLE, etc., the sort of mod I can't imagine playing without. CWO was in the first 5 for sure.
I've noticed big brawls of Stormcloaks facing Imperials (with Mages on both sides) on several set places, like 25vs25. But this could come from other mods.
I'd like to be sure the mod's running, how can I check it for sure ? (console, IG stuff or whatever) So it does'nt screw my CW questline up, and noticing it when it's too late even with several saves.
Sorry for long post of poor english, I hope CWO will be back on nexus some day
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Hello nexus,
I'd like a mod that slows pickpocket levelling by at least /5
3 valuable items stolen and you gain a level at 90+, this is annoying.
(The perfect mod would be a MCM menu with cursor for speeding/slowing levelling for every skill, this would be awesome.)
But slowing pickpocket is what I m looking for, I have looked for it but no mod matches my need. Im surprised that not such a mod exists as I don't think it would be very hard to make but could please alot of people
thanks !
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Thats even better than what I wanted, this mod is perfect
thanks for sharing !

Does every mod requiring LML have to be in LML menu?
in Discussion
Posted · Edited by filosophem
Don't take what I'll say as face value cause Ive only been modding since the past month
Some mods require lml, some mods require ScriptHook, and I think there's some that require both (but does lml require SH ? I'm not even sure).
Anyway I'm not sure about what you mean by :
do you mean the mods.xml file ? then yes, all the mods that require lml and are loaded on start should be in it.
I'm not sure what you're asking, but most of mods don't require lml, these are mods you just put in the game folder, no lml involved.
Maybe I'll show you instead of describe
This is my mods.xml file :
<?xml version="1.0" encoding="utf-8"?> <ModsManager> <Mods> <Mod folder="No Forced Scope"> <Name>No Forced Scope</Name> <Enabled>true</Enabled> <Overwrite>false</Overwrite> <DisabledGroups /> </Mod> <Mod folder="Ambient Gang - RDR1 Gang Addon"> <Name>Ambient Gang</Name> <Enabled>true</Enabled> <Overwrite>false</Overwrite> <DisabledGroups /> </Mod> <Mod folder="no_ammo"> <Name>no auto ammo pickup</Name> <Enabled>true</Enabled> <Overwrite>false</Overwrite> <DisabledGroups /> </Mod> </Mods> <LoadOrder> <Mod>No Forced Scope</Mod> <Mod>Ambient Gang - RDR1 Gang Addon</Mod> <Mod>no_ammo</Mod> </LoadOrder> </ModsManager>btw this file is generated automatically, you don't have to edit it (I wouldn't)
(I uninstalled No Forced Scope so idk why it's still showing there)
And this lists all the mods I have currently installed :
(btw the game is effing awesome with those)
So as you see out of my 16 mods, only 4 are loaded by lml. So i'd say most of the mods don't require it. but PDO for example is worth the pain