Jump to content

Heartcloud

Members
  • Posts

    328
  • Joined

  • Last visited

Everything posted by Heartcloud

  1. I'm at the quest where you choose to be a vampire or not in the castle of Serana's father. So I chose to be a vampire, then went through the brief tutorial, then went down to the place where they keep those "vampire cattle" or whatever they're called. It says they're there for you to feed. So I go close to a sleeping vampire cattle, go into sneak mode, then press "use", but there is no option to feed, just pickpocket? Not even "vampire's seduction" power enables feeding, there's still no option to feed after casting that spell. Does anyone know what's going on here? Mods installed related to vampires: - Better vampires - Vampires have no face dirt - Vampires have no sunken face - Serana follower bug fix
  2. I'm looking for these heels + stockings (the high heels mod on the page does not include the actual heels, only scripts to elevate the player's height): As well as this outfit (top + shorts + leggings):
  3. Is there a mod that makes guards not so cowardly? By default guards never help the player in a fight, they just cower away like a bunch of losers. I tested this by spawning some bandits right next to some guards, the bandits started attacking the player, then the guards all just ran away whispering "oh! A fight!" instead of trying to attack the bandits.
  4. Does the BDO mod still exist? All links to "mod not found". Was this incorporated into some other mod?
  5. I get this error whenever I run BOSS to sort load order: "Evaluation of conditional ""http://skyrim.nexusmods.com/mods/2666 CBBE female body" or "http://skyrim.nexusmods.com/mods/6709 DIMONIZED UNP female body"." failed!" I don't use either body (CBBE or UNP, I use a custom TBBP body), nor do I have either one of these mods in my mod folder, why is it saying this? I tried to use BOSS because after I installed Martial Arts and Momo's Acrobatic Jump mod, my character no longer has any dualwield run forward/left/right animation (backward still works for some reason), the character simply displays some kind of static T-pose and glides.
  6. Does anyone know if there are mods that: - Passively increases attack speed of every weapon by X% (preferably configurable, normal attacks) - Changes the default walk/run animation into something more bearable? The default animations look like frigging ogres. Same problem in Skyrim, good thing there are a few animation mods for that game Also I was wondering if there are console codes to get certain mod/DLC items? For example I have a DLC that gives some accessory but only after completing some quest mid-game, and some armor mods like the mage compilation, any way to receive these at the beginning of the game?
  7. Just got DAO. I'm a Oblivion/Skyrim player, so I'm pretty familiar with how mods work at least. Can anyone recommend to me what are the "popular" mods that people use for each of these categories? I'm one of those people who REALLY care about visuals and care much less about technical things (stats, damage, etc). I need to have tons of great looking armor and character customization (skins, bodies, hairs etc) at disposal. - Body morphs - Skins - Hairs and eyes - Armor/clothing packs, weapons/spells - Animations (can't stand the default ogre-like running and idle stance) - Gameplay enhancements like bug fixes, dialogue, new campaigns, etc Just for me to step into the modding scene of DAO... I remember stepping into the mod scene of Skyrim and it was ridiculously overwhelming how many mods there are. Thanks.
  8. Ah thanks that worked. No idea I had to confirm the changes... weird feature.
  9. I'm trying to reposition a necklace by using the "translation" function nifskope, then adjusting the x/y/z values. It displays correctly in nifskope, however why is this not reflected in Skyrim in-game? It's still the same position in game.
  10. I'm trying to make my character's legs longer by editing the skeleton in nifskope. I increased the scale of the thigh and calves for a bit, and it actually works in-game (the legs are a bit longer). However now my character sinks into the ground as a result of the longer legs. Is there any way to edit the elevation WITHOUT editing the "NiNode NPC" value? Because although editing that node will raise my character and appear normal when standing/walking/running, it messes up all animations in the game like sitting, causing my character to float above the ground. I tried editing the z translation of the pelvis and spine (NiNode NPC Pelvis and Spine), raising them by the same amount each, and in nifskope it actually displays correctly (feet aren't in the ground), but these edits are not reflected in-game.
  11. Is there a mod that makes guards behave normally and not like a bunch of imbeciles? Something similar to "no psychic guards" in oblivion that improves their AI? Because right now guards: 1. Attempts to hack the player to pieces for stealing a piece of bread... yet 2. Tries to run away like a coward if the player gets attacked by an NPC, never helps with a fight 3. Somehow have x-ray vision and magical hearing that they can pinpoint an attack to the player even if the player is a mile away completely hidden 1 is not that severe since a yield will solve it, 2 is just purely annoying (and makes you want to decapitate any guard you see) and 3 is just purely stupid making stealth kills completely pointless. By the way what is the console command to set a crimegold level for NPCs? I know what the console command is for the player, and it doesn't seem to work for NPCs for some reason even if I select the NPC.
  12. You're able to get them 10-20% of the time? Consider yourself lucky, because I use the same ini tweak and I have never got ranged killcams (bow and magic) to happen even once since 1.6. Back in 1.5 bow killcams happen 75%+ of the time (I have it set at 100%, but 75% is ok I guess) and magic happens around 50% of the time. -_-
  13. Skyrim v1.5.x crashes when loading ANY save, I have no idea why. I was playing normally this morning, I didn't even turn off my computer. I've added no new mods nor did I change any files, but this afternoon when I launched Skyrim it crashes. Starting a new game works though. The "sound fix" is inapplicable but I checked it anyways, it's set at the correct setting. This is papyrus log: [07/01/2012 - 08:44:37PM] Papyrus log opened (PC) [07/01/2012 - 08:44:37PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms) [07/01/2012 - 08:44:37PM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/01/2012 - 08:44:48PM] Cannot open store for class "CR04BrutePreQuestScript", missing file? [07/01/2012 - 08:44:48PM] Cannot open store for class "SlaveBardPlayScriptTest01", missing file? [07/01/2012 - 08:44:48PM] error: Unable to bind script SlaveBardPlayScriptTest01 to (02021A6F) because their base types do not match [07/01/2012 - 08:44:48PM] Cannot open store for class "TIF__0123AA76", missing file? [07/01/2012 - 08:44:48PM] error: Unable to bind script TIF__0123AA76 to topic info 0003AA76 on <NULL quest> because their base types do not match [07/01/2012 - 08:44:50PM] error: Unable to bind script CR04BrutePreQuestScript to alias Brute on quest CR04 (00025231) because their base types do not match [07/01/2012 - 08:44:50PM] warning: Property testSpell on script aaaEssentialPlayerScript attached to alias Player on quest aaaEssentialQuest (25000D62) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property OpticQuest on script OpticDustQuestScript attached to OpticDustQuest (0D00182A) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_Blade08 on script QF_FreeformSkyHavenTempleA_000E38C9 attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_Blade06 on script QF_FreeformSkyHavenTempleA_000E38C9 attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_Blade05 on script QF_FreeformSkyHavenTempleA_000E38C9 attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_Blade04 on script QF_FreeformSkyHavenTempleA_000E38C9 attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_Blade07 on script QF_FreeformSkyHavenTempleA_000E38C9 attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_Blade10 on script QF_FreeformSkyHavenTempleA_000E38C9 attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_Blade09 on script QF_FreeformSkyHavenTempleA_000E38C9 attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Blade08 on script FreeformSkyHavenTempleAScript attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Blade05 on script FreeformSkyHavenTempleAScript attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Blade06 on script FreeformSkyHavenTempleAScript attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Blade07 on script FreeformSkyHavenTempleAScript attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Blade09 on script FreeformSkyHavenTempleAScript attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Blade04 on script FreeformSkyHavenTempleAScript attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Blade10 on script FreeformSkyHavenTempleAScript attached to FreeformSkyhavenTempleA (000E38C9) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property CourierQuest on script relationshipmarriagequestscript attached to RelationshipMarriage (00074793) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:50PM] warning: Property Alias_MultipleMarriageStrangeLetter on script relationshipmarriagequestscript attached to RelationshipMarriage (00074793) cannot be initialized because the script no longer contains that property [07/01/2012 - 08:44:53PM] VM is freezing... [07/01/2012 - 08:44:53PM] VM is frozen [07/01/2012 - 08:44:53PM] Reverting game... [07/01/2012 - 08:44:53PM] error: Unable to bind script TIF__0123AA76 to topic info 0003AA76 on quest FollowerWander (30000D62) because their base types do not match [07/01/2012 - 08:44:53PM] error: Unable to bind script SlaveBardPlayScriptTest01 to (02021A6F) because their base types do not match Seriously, this many errors upon loading a save (it's not even in the game yet)?? Wow... hard to not think about what bethesda's debugging team have been doing...
  14. I know it's impossible to list out every mod that's incompatible with Skyrim 1.6.x, but what is the general rule of which mods are incompatible? Can anyone list out all the types of mods that are incompatible and maybe give a few examples? Trying to see if I should bother upgrading to 1.6 or not since I'm a heavy mod user, replaced pretty much all vanilla animations except horse riding, uses CBSBHC and lots of custom meshes and skins, and never really wears vanilla armor. Thanks.
  15. Wow some hardcore vanilla skyrim players in this thread... I think I'm going to make stuff more interesting here. - Always break dressing code in towns (ie dress in something that's completely lore unfriendly) - Kill that bastard of a beggar in Markarth (the one who says something like "gimme 2 septims, now get out of my face") - Kill the thalmor ondolemar in markarth castle - Enter markarth castle, stand at where thongvor is, go into sneak mode, click jarl + "setessential base_id 0", fire an arrow at his head and watch the kill cam. Then he'll end up dead but still sitting on the throne, and the bodyguard and steward will have no reaction at how their jarl just got sniped, even if you talk to them, LOL. Same thing can be done at any other castle - Click delphine + "setessential base_id 0" + decapitate after dragon wall quest - Always talk to guards with the weapon drawn - Talk with guards multiple times until they say something classic like "oh let me guess someone stole your sweetroll" or "until I took an arrow to the knee" - Steal the clothing worn by NPCs so they stand around town naked, but drop the stolen clothing right in front of them to make them look stupid - Marry multiple people and send them all into the same house so we can have house party later
  16. If it's not a mod that adds to the story or at least makes the existing story better then I have absolutely no interest in it. Vampire lords? No thanks, you can accomplish that with 1-2 mods within 5 minutes. Crossbows? Bethesda's only half a year behind modders, we already have rifles and flintlock pistols ffs. :rolleyes: Skyrim is a great game, but Bethesda's only good at the following things: - Hiring good voice actors - Writing the dialogues - Designing overall story - Beautiful scenary DLC contains only Bethesda's weaknesses (mainly character design and combat), and modders are much better at those things.
  17. I found it really weird that the master level illusion/alteration spells in the game only work on NPCs below level 25. I mean by the time you get these spells, you're gonna be at least level 50 or something, and most NPCs you encounter (town guards, monsters, bandits, etc) will be at your level, renderng these spells completely useless. It was the same way in Oblivion. Is there any way to make these spells work on ALL NPCs? What if I use "player.setlevel 1", would that reset NPCs in the game back to level 1 and when would it reset?
  18. Sometimes I like to have a little fun and practice archery on the guards, pretty sure lots of people do this as well. But the fun doesn't last too long as most Elder Scroll games don't like having too many enemies in one room. I'd count at most 10-15 enemies in one area anywhere in the game, including town guards. Does anyone know if there's a mod that will continuously respawn guards? For example, once you kill all the guards in the town, a few more will continuously spawn and come after you. Going around town, clicking all their corpses then using "resurrect" is not really a feasible method.
×
×
  • Create New...