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mauvecloud

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Everything posted by mauvecloud

  1. Here you go: https://www.nexusmods.com/fallout4/mods/27479?tab=description The description only talks about crafting, but you can see in the third author image that there is also an option "Disable Trade Menu Highlights" and I confirmed it does what you describe.
  2. I searched the changelog for the Unofficial Fallout 4 Patch, and I think it will fix that. Relevant issue: https://afktrack.afkmods.com/index.php?a=issues&i=24408 Admittedly, the issue doesn't mention Automatron, but I'm guessing Automatron robots use the same keyword (or tag, or whatever) to identify themselves as robots as opposed to living settlers that the Greygarden robots do, and should therefore be similarly affected. As far as I can tell, this holds true in my game - I currently have 4 Automatron robots (including Ada) as the only inhabitants of Sanctuary, and none of the 14 beds I built there show as being assigned when I look at them in workshop mode.
  3. There might already be mods like these, but if so I haven't found them (maybe I'm just using the wrong search keywords?) 1. Allow manually starting minutemen radiant quests (or ersatz approximations if necessary, though still affecting companion affinity would be nice) by approaching a settlement leader (who isn't already involved in a quest) and asking if they need help, in case Preston and Radio Freedom seem to be bypassing certain settlements for too long, or there are settlements that haven't allied with the Minutemen even after 100+ radiant quests (possibly (or if necessary) with a choice to ask if they've seen raiders, super mutants, or ghouls nearby - getting a kidnapping quest this way wouldn't make much sense) 2. Provide alternate dialogue (non-voiced if necessary) to make the settlers act annoyed instead of fearful if they've got good weapons in their inventory and/or good defenses set up at the settlement - it's absurd to hear them say lines like "if they ever took us by surprise, we'd all be dead" even if I've built enough turrets to raise the settlement's defense rating to 200, and there are 20 settlers with upgraded miniguns and plasma rifles. Something along the lines of "we're getting tired of cleaning up the ghoul corpses, could you go clear the nest for us?" would make more sense in that situation. 3. Make it possible for settlers to clean up their settlements by storing/scrapping obstacles like broken/overturned furniture, cars, and fallen trees, as well as loose junk like tires. They shouldn't force the player to do all of that. Edit: I saw another post mention "Clean and Simple - Settlement Startup" that pre-clears these things (and does some extra stuff). Less immersive, but at least it should save me some time from dealing with that. Note: I made a bug report related to #1 a couple years ago to UFO4P, which was closed as being an engine issue ( https://afktrack.afkmods.com/index.php?a=issues&i=22513 ), and Sclerocephalus suggested reporting it to Bethesda but didn't explain how, and I'm doubtful they'd fix it now even if I did report it. My workaround described above might be possible with a mod, but I'm guessing it would be out of scope for UFO4P.
  4. From what I can find in the wikis, Shadr's debt can be cleared with persuasion instead of money even without mods. (though I haven't found one that specifies what skill level is required) "Taking Care of Business" (the Thieves Guild membership quest) is borderline - since the NPCs are really paying back debts to the TG and the player is just acting as a middleman, it's unclear whether carrying the money should be considered a violation of the vow of poverty. One part of "The Book of Love" requires buying a poem from an NPC, so I don't see a way to complete it within the rules of the challenge. I also remembered one other quest, "Unearthed" from the Dragonborn DLC (which is automatically included in SSE), which requires a total of 11000 gold to be donated/invested for the excavation. I'm pretty sure that one's out. Also, I haven't started the challenge yet, but I discovered that putting gold into a container that somebody else owns (i.e. that shows "steal from" in the HUD when I approach it) is considered a crime, albeit only worth 1 gold of bounty, and this doesn't seem to be mentioned in any of the wiki pages about crime in Skyrim. Edit: I went ahead and started the challenge last night, and this morning I got to the Markarth section of "The Book of Love" quest. I looked around for alternate ways to complete the objective, such as getting a poem from Ogmund instead (the resident bard at the inn), or telling Calcelmo about Faleen's love of poetry after finding out from Yngvar, but there were no such dialogue options. Also, since I passed Old Hroldan on the way to Markarth, it reminded me that there was a quest there that involves sleeping at that inn, which afaik strictly requires money. If I come across others, I'll add them. Edit 2: I thought of a few more: 1. No Stone Unturned - by default, one of the stones requires buying a house (the most expensive house in the game, in fact), though I saw a mod that changes that. 2. Buy Dwarven Artifact - if I don't buy anything from merchants, presumably Calcelmo will never send me the letter offering to buy a dwarven artifact from me. 3. Thane of Eastmarch/Haafingar/the Reach/the Rift/Whiterun - these holds have major cities, and one of the requirements for thaneship in each is to buy a house in the corresponding city. 4. Betting with certain NPCs that I can take them in a brawl (obviously I need the money to bet with first) Edit 3: Here's one that isn't exactly blocked, but is much more difficult than normal with this challenge - joining the College of Winterhold - since the challenge precludes buying spells, either from Faralda at the entrance or from other merchants, I have to find a tome of the spell she asks for, which in most cases means random loot (two of the spells she can ask for can be found in pre-determined locations, but those are gated behind other quests) Edit 4: I found this page: https://en.uesp.net/wiki/Skyrim:Speech#Persuasion_Options which covers the Speech skill needed in Shadr's quest, even though the quest page doesn't mention it (maybe because paying off the debt is so easy for players who are not using a self-imposed challenge such as this that precludes that option?) I'm using SPERG, which allows me to get a perk for reducing persuasion difficulty by 30% at a Speech skill of 10, so after I had gotten my skill up with some of those other options, I used that plus the Masque of Clavicus Vile, an Amulet of Dibella, and the Blessing of Dibella, and I was able to persuade Faralda to let me in without demonstrating the spell she asked for (in case anyone is curious, in this playthrough, she asked me to cast Magelight, and even after clearing a bunch of warlock lairs and doing other quests, I never came across that tome in random loot). I looked through the quests listed on the UESP wiki, and came across a few others, which can be grouped together: rejoining factions - if I get kicked out of the Thieves Guild, Dark Brotherhood, or College of Winterhold, I would have to pay to get back in. I don't see a corresponding quest for the Companions, so presumably either membership is permanent or expulsion is, not sure which. I think that's it.
  5. no quests will break because of it. just take the quest item and nothing else and you will still be following the rules Sorry, perhaps I wasn't entirely clear - I'm not asking about quests broken by the challenge I found, but about quests broken by the "vow of poverty" challenge I came up with as a sort-of-opposite. In other words, what quests specifically require the use of money to complete? (aside from the two I already mentioned, which btw would not be much affected by the other challenge afaik)
  6. Background: Recently, I tried searching for Skyrim challenges, and I came across this one: That doesn't seem like much of a challenge to me, since those are some of the standard ways to make money (and buying alchemy shop supplies and selling potions is a very easy way to make money, to the point that it often forces me to travel between towns to sell off all the potions if I'm not using a mod that gives extra/unlimited gold to merchants). It seems like the opposite would be more of a challenge (no buying or selling anything, or even deliberate transfer of money between the player and npcs (e.g. bribery, investing, donating to beggars), I'll find or craft what I need), and then I figured I could take it a step further and try to almost always carry 0 septims (any cash I get as a quest reward or such will go into a container the first chance I get, and I'd try to avoid things like bounty quests where the money reward is the main point of the quest - favor quests that improve an NPC's disposition toward me and faction quests are acceptable). I can already think of two quests that this will make uncompletable: 1. "Taking Care of Business" for the Thieves Guild (although joining the TG would not fit well with this challenge anyway) and 2. "The Book of Love" for the Temple of Mara. Now I have two questions: 1. Has anyone else already tried a challenge like this? 2. What other quests will be impossible to complete with this challenge?
  7. Sperg already includes a config for the community uncapper, so I'm not sure how you figure it would be incredibly unbalanced. Asis looks good, so I'll probably add it. What do you mean by "psell package" though? I glanced at dyndolod, and I'm a little hesitant about the extra requirements, like billboards - huh? how do those make sense to use? Maybe I'm misunderstanding what the "billboard" mods do though, so I'll look into them more later (I'm falling asleep for some reason despite it being early afternoon for me) When you say "drop the hd texture packs included with the legendary edition of skyrim", do you mean I should deactivate the official "high resolution" texture pack DLC in favor of the Skyrim HD mod? (btw, strictly speaking, as far as I can tell, Skyrim "legendary edition" doesn't actually include that particular DLC, only the three expansions) Checking dates on the download files for the mods could be a decent way to help decide which others to weed out. Thanks for that idea.
  8. I've trimmed my list down to 75 now: Could you please estimate how stable you think this will be? I know this is still a bit higher than the 60-70 range you suggested, but I'm struggling to decide which other mods to remove to get down to that range.
  9. I think the upcoming special edition mentioned in this thread is a good reason to play in 2016. directX 11 is apparently being inferred from the fact that it will released for XBox One, so I hope Thallassa isn't reading too much into it by figuring that the PC version will also be dx11. The users there say 64-bit is unconfirmed, though for all I know it might have been confirmed elsewhere. Personally, I'd be overjoyed to find out it's available in 64-bit. 64-bit OSes have been readily available since at least early 2007, so I don't understand why so many big games still come out as 32-bit only.
  10. I saw a "forum" entry on the Immersive Armors page claiming that putting Immersive Weapons first in the load order prevented that from happening, but I saw it when Immersive Armors was the last active one in my load order, so unless LOOT had already updated to put Immersive Weapons first by default as suggested there, it wasn't even active and I was still getting that. I'm not so attached to the idea of extra armor and weapons that I'd insist on keeping those mods with an issue like that to deal with. Huh? What gave you the idea that I didn't want it? I just figured it was the mod you meant in your first reply when you were advising me of a mod to "uninstall immediately", but I want to try it anyway. If you meant a different one, please clarify. Yeah, the "Map Overhaul" mod says it includes "High Quality 3D Map" meshes and normals, so having those separately is probably redundant. The textures listed as optional files for "High Quality 3D Map" are probably pointless if I use a separate map mod. "A Quality World Map - With Roads", "A Clear World Map - With Clouds", and "Atlas Map Markers" are listed as "Mods You Need To Download" in the description for the "Map Overhaul" mod, so presumably they work well together (though the first linked one now includes a mention of the Solstheim map in the name; I had been under the impression it was a slightly different mod, but apparently I was wrong). Looking at the posts, apparently I'm supposed to install Map Overhaul last (not well explained in the description :sad: ). I don't remember whether I did, but I can try opening my map in game, and if I get a SkyUI error message, I'll try uninstalling it and reinstalling it to make sure its version of map.swf overwrites whatever other version is in there now. Edit: the map.swf that SkyUI complains about comes from either Atlas Map Markers or Colored Map Markers, presumably because neither is sufficiently updated for the latest version of SkyUI. The map seems to work in spite of the error message, though. Also, looking at posts there, apparently it's possible to turn off the error message in SkyUI's MCM. Edit 2: it seems you were right about my mod list being unstable - while delving into Bleak Falls Barrow, I got to the point where it would very often crash when I tried to loot a skeever I'd just killed, or when I tried to open the menu to save. Also, there were some textures that ended up mostly (or maybe completely) invisible: SPERG ethereal bolts, the paralysis at the bottom of the spiral staircase in Bleak Falls Barrow, and some of the spider webs. It's late Friday evening where I am, so I'll save figuring out which mods I'm willing to remove for tomorrow or later.
  11. Looking at the description, the behaviors for the relevant events are similar but I don't think they're identical. Also, it mentions that the AI priority for When Vampires Attack/Run For Your Lives is higher than for Immersive Citizens. The more advanced AI described for Immersive Citizens seems better to me than the basic behaviors in the other two, so I'll remove the more limited mods. Ah, I'd forgotten about merging mods. I guess I'm a bit crazy to try to use over 100 mods this time around :D , but 600 mods is downright masochistic. Edit: I've gotten Skyrim to start a new game succesfully with 120/121 mods installed (147 plugins; Helgen Reborn says to wait until after I've exited the cave with either Hadvar or Ralof before activating it, and I think Safety Load has helped a lot). However, that was only as far as making sure it got past the loading screen and the Athletics mod dialog that pops up. I plan to start actually playing tomorrow or Saturday. Oh, and thanks for your help. Edit 2: here's an updated list of the mods I'm using, copied from NMM to get exact names, since there were some mods I found required by mods I wanted, and "optional" files I downloaded, etc. that pushed my mod count higher than the list in my initial post above would suggest: Edit 3: When I let it get past the introductory titles, the camera went completely haywire, which I traced to the Immersive Armors mod, so I've removed that one as well as Immersive Weapons (since it would feel weird to use Immersive Weapons but not Immersive Armors).
  12. Okay, I'm not familiar enough with this particular forum to figure out right now how to quote parts of your message to reply to them, but let's see: 1. In terms of redundant AI, I think Immersive Citizens is the big one, and some of the behavior changes from Wet & Cold can be turned off to let Immersive Citizens handle it. Is that what you're suggesting? Do I even need "When Vampires Attack" or "Run For Your Lives" when using Immersive Citizens? 2. You raise a good point about doorway bottlenecking. I've removed Inconsequential NPCs. Are there others in my list that add a lot of NPCs? 3. I'll keep your setting suggestion for Dynamic Things in mind. 4. I've removed Footprints. 5. I'm guessing the mod to "uninstall immediately" is CWO. I'm somewhat aware of its maligned reputation, but I'd like to have a chance to try it for myself before judging it. I can certainly see the mod author's point about the default civil war fort battles being impossible to lose, at least. 6. I'm not sure how anyone can pull off 600+ mods when iirc the plugin limit is about 256 (00 through ff hexadecimal). I know there are some mods listed on the Nexus site that don't actually involve esm/esp files, but I find it hard to imagine using enough of those to get over 600. Also, I think some mods involve more than one plugin file. As far as players who game on a Toshiba laptop from 2006, my rig is considerably more powerful than that: 7. Safety Load? Okay, I'll give it a try.
  13. Update 2: I've gotten part way through carefully reinstalling mods, mostly one at a time, and have been able to get it to sometimes start a new game successfully (other times it gets stuck on the initial loading screen, or once in a while it CTDs), but then I got to "No NPC Greetings", and at least 4 attempts to start a new game with that installed have been unsuccessful. I'm really confused that this mod could cause such a problem. Here's the load order copied from LOOT to show which other mods from my list I've already reinstalled: I've found that I can Alt+F4 out when it stalls on the loading screen, so I can provide logs if that will help, or possibly I can provide other details. Please let me know.
  14. Update: I made some changes to the list as I downloaded the mods and noticed issues with a few mods, or related mods that I wanted. However, after installing all of the listed mods and their requirements, and sorting with LOOT, when I went to start a new game, it stalled for over 5 minutes. I'm not sure I'd be able to get it to generate logs to figure out what's going on, since I wasn't able to view the task manager to stop Skyrim and had to use my computer's reset button. IDK if that's normal for running Skyrim in Windows 10, or if ENBoost or something interfered, but I figure my best bet is to reinstall mods a few at a time and see at what point it becomes too laggy when starting a new game. I plan to start with USLEEP and UHRP, then SMIM and the related mods mentioned on its description page (since it covers which should be installed before and after it), then CWO (with its requirements). I'm open to suggestions for the sequence of which mods to try installing after that. Edit: apparently that was caused by SSME, which according to its description isn't even needed with the latest SKSE, despite what the CWO description says.
  15. Actually, I recently came across a mod that does most of what you're looking for and some extra (though I'm not certain whether it affects items in chests, since I haven't tried it yet): Loot and Degration
  16. I'm not so sure about that. There are several things that will slow me down: 1. I haven't written any mods for Skyrim before, so I will need to find some tutorials when I have a chance. 2. I have some health problems that make it hard for me to concentrate long enough to deal with the tutorials. 3. When I try to open Skyrim.esm and Hearthfires.esm in the Creation Kit, it crashes after I tell it "Ignore" and "Yes to All" to the various errors and warnings that pop up. That will interfere with ideas 3, 4, and possibly 7. 4. I'm planning to upgrade my computer in early September (I'll post a message on the Tom's Hardware Forum so that others can review my plans before I order the parts), so it might make sense to hold off on doing any mod development until after I've done that.
  17. That sounds like SPERG. With that mod, many of the skill trees have representative shapes, e.g. the Archery tree looks like a bow, the Smithing tree looks like an anvil, the Alchemy tree looks like a potion bottle, etc. It does quite a bit more than just changing the shapes of the skill trees, though.
  18. Thank you for responding. For #2, there's also a meaning "lacking material substance : immaterial, intangible" (from Merriam-Webster online), which is where my confusion comes from. Additionally, "delicate" doesn't fit well with what the shout actually does. I'm having trouble thinking of a better name for it, though. For #5, I was afraid that might be the case. For #7, perhaps I should have mentioned that I have already looked for children mods, but the ones I've seen that add elven/beast race children only add them as orphans, which is why I was asking about one that gives some of them parents.
  19. I initially asked about most of these in the "Mod Detectives" thread, but I was told that was the wrong place for it, so now I'm posting a thread here. I'm wondering if there are existing mods to do the following: 1. Make the executioner at the beginning of the game move the first victim completely out of the way, so that a second prisoner actually has room to kneel at the block. 2. Provide a less-misleading name for the "Become Ethereal" shout (the current name makes it sound like a walk-through-walls cheat, which it certainly isn't) 3. Allow purchasing more than 20 logs at a time from lumber mill owners (Hearthfire) 4. Allow cutting my own logs without mill owner present if I already have permission, or if mill owner(s) are dead for whatever reason (Hearthfire) 5. Provide lockpicking UI textures based on what is actually being picked (so that picking the lock on a wooden door won't look identical to picking the lock on a dwemer chest, and maybe add graduations if my lockpicking skill is high enough) 6. Add sub-objectives for the "No Stone Unturned" quest (in case I want to keep track of which ones I've already found, even with quest markers disabled). 7. Add elven and beast-race children, some (or all) of whom have existing parents, so that they're not immediately adoptable. I might take a crack at making a few of the simpler ones myself in a month or two (if they don't already exist, e.g. I find it hard to believe I'm the only one who wants #1, though perhaps it will turn out to be more difficult than I imagine to make such a mod), but if someone wants to beat me to them, that's fine.
  20. you are in the wrong forum. you need to go to the mod request forums and create a new thread. this thread is for finding existing mods, with the exception of the first part of 5 none of those appear to be existing mods. sorry about 5 though i dont remember its name but there is a mod that changes the locks to be different for the types of boxes. Okay, I'll do that. However, I hope some detail can be added to both the first post of this thread and the post about the rules against requesting mods in this section to make that clearer. I saw several posts in the first few pages that were of the form "does this mod exist?", so I thought maybe it would be okay, and it wasn't until page 6 (which I only read a few minutes ago) that someone clarified that this thread is only for mods you're fairly sure exist, but have lost track of and forgotten the name of. Not many people would bother reading that far into a 731-page thread.
  21. I'm still somewhat new to posting in this particular forum, but I hope this is an acceptable section for this post, since I don't see a better place for it. I'm planning to use the following mods in a new game soon (not listing utilities): and I wanted to check if there were any issues that I might have failed to notice, such as known incompatibilities, conceptual conflicts, redundant mods, or obsolete mods whose functionality is included in newer/more comprehensive mods with different names. Also, if there are mods I didn't list that are closely related to mods in the list, I might consider adding them.
  22. There are several things I've been wondering if there are mods for that I've just been unsuccessful at finding: 1. Make the executioner at the beginning of the game move the first victim completely out of the way, so that a second prisoner actually has room to kneel at the block. 2. Provide a less-misleading name for the "Become Ethereal" shout (the current name makes it sound like a walk-through-walls cheat, which it certainly isn't) 3. Allow purchasing more than 20 logs at a time from lumber mill owners (Hearthfire) 4. Allow cutting my own logs without mill owner present if I already have permission, or if mill owner(s) are dead for whatever reason (Hearthfire) 5. Provide lockpicking UI textures based on what is actually being picked (so that picking the lock on a wooden door won't look identical to picking the lock on a dwemer chest, and maybe add graduations if my lockpicking skill is high enough) 6. Add sub-objectives for the "No Stone Unturned" quest (in case I want to keep track of which ones I've already found, even with quest markers disabled). I'm not entirely sure whether to post this here in the "Mod Detectives" thread or as a separate thread in the "Mod Requests" section, so moderators feel free to move this post if appropriate (and the forum software allows it).
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