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Everything posted by urbeatle
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Are you sure you're able to run SkyrimSE with just SKSE64? I came here experiencing the same issue today. At first, I was getting the warning that SKSE64 version 2.0.16 was being used with a newer version of Skyrim, so I went to the website and got 2.0.17 and installed it. After that, I get no more error message, but it either crashes without opening or plays one "drumbeat" at the Bethesda logo screen and then crashes. Launching with just Steam and no SKSE but without disabling mods launches fine. I figure the problem has to do with Bethesda "updating" Skyrim today to support whatever this new adventure download is. The Skyrim version no longer matches and SKSE has to be fixed. Probably all we can do is wait for this to happen, but I wanted to verify whether that was what was happening, so I came here. Update I may have just fixed my problem, though, which may be a clue to your problem. I read this on the SKSE website: "Having crashes on startup after a game patch? Remove the files from Data/SKSE/Plugins and try again. Mods using plugins probably need to be updated." I had just installed FISSES before the update because I was planning to add A Matter of Time. Disabling FISSES in Vortex let me launch with SKSE successfully, although I haven't loaded a save game yet. I don't know which items on your mod list may have SKSE plugins, but check for those, disable them, and test if it works.
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[LE] Quick Questions, Quick Answers
urbeatle replied to Elias555's topic in Skyrim's Creation Kit and Modders
Here's a question I can't find an answer to on the Creation Kit wiki. When you make a skill legendary, the skill menu will show the dragon symbol under the skill and a number for how many times the skill has been made legendary. Where is this number stored? -
Short version: mod author feels he's lost control of his life because he's addicted to modding, writing a webcomic, and socializing online. To avoid further temptation, he's removed his mods, comic, and online presence. In other words, he's not trying to prevent others from enjoying his mod, he's trying to prevent himself from working on it.
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What would be the best place to start learning about the CK
urbeatle replied to sh0ker's topic in Skyrim's Skyrim LE
I'm getting ready to start making mods, too, so I've been looking for similar info. Here's a Papyrus scripting tutorial I believe I found linked here: Cipscis: Papyrus for Beginners. There was a tutorial PDF I have to find again... I think it was by ... mattieswagg? Is that a username here? Anyone remember the PDF? Also, does anyone have a link to a thread or webpage about tricks to minimize the amount of crashing in the Creation Kit? I know crashes are pretty much to be expected, so we're supposed to save often, but I'm hoping there are some people who have figured out the safest way to run the CK. -
Is it possible to make npc unique using script?
urbeatle replied to primem0ver's topic in Skyrim's Skyrim LE
Not sure if this helps or not, but I know there's at least one mod out there that assigns a random name to otherwise generic NPCs like guards. My guess -- just a guess, mind you -- is that the now-named guard is unique. But I just started reading up on the way the internals work, and I don't know if there's another property that acts as an "is unique" flag. For that matter, I don't know how mods that require followers to be unique would test for uniqueness. Maybe they are just checking to see if the follower's name is similar to the parent's name? -
Ah yeah? Did HE tell you so? I apologize, I assumed everyone was aware of his Reddit post. His post is a response a few lines down. Why would I know about that? This isn't reddit. Please post a link to the comment in question. That thread has more than 350 comments. I'm not going to go digging through looking for the only one that is relevant to this discussion. (And also why do people do this? This is like the fifth time this has happened to me this week. For god's sake people, comments have their own addresses for a reason. Just send me where you want me to go instead of expecting me to waste my time perusing megathreads for the one sentence you think I should read.) Direct link to the author's comment. This is the first I'd heard about it. It's sad, because I really enjoyed Wyrmtooth and would have recommended it to others, but I respect the mod author's decision.
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MCM Menus for Individual Mods Not Accessible After Win 10 Upgrade
urbeatle replied to urbeatle's topic in Skyrim's Skyrim LE
I would check and see if all of your drivers are up to date. It may be possible that when you made the Windows 8 to Windows 10 jump, that some drivers didn't rollover and/or didn't install. It's also possible that when you installed Windows 10, that the install moved files around on you; so I'd ensure that all your Skyrim files and mod files are in the correct directories. I'm pretty sure the Skyrim files are in the right place, because after the Windows upgrade, I ran Steam Mover to switch the files over to \games\steam instead of \Program Files (x86)\Steam\steamapps\common ... when I installed Skyrim, I chose the default location instead of the location recommended by the modder community, because I hadn't read up on the subject yet. So one of my plans for the upgrade was to fix that. It seems doubtful that a symlink would be slower than a "real" directory, but does anyone have any experience to the contrary? Mod Orgamizer is still in \Program Files (x86}, and all the mods are in the NMO mods directory. I suppose I could try backing up the mods and reinstalling NMO in a different directory, to see if that changes anything. I could also test NMM; I bought Morrowind, Oblivion, Fallout 3, and Fallout NV during the Steam sale last weekend and was planning on trying out NMM anyways. -
I took a break from my modded Skyrim playthrough for a couple months because I was planning to upgrade from Windows 8.1 to Windows 10 and wanted to focus on making backups and other preparations for that upgrade. I have been using several mods, particularly SKSE, SkyUI, Frostfall, and Realistic Needs and Disease, with little or no problem. Made it to mid-50s level with that playthrough. After the update to Win 10, I checked to make sure Nexus Mod Organizer and Skyrim worked, but didn't play immediately. All I verified was that I could load my save and move the character around, then exited without saving. About a week later, I got the urge to play again and loaded the same save. I payed closer attention and saw that neither Frostfall nor Realistic Needs and Disease gave me the usual status messages as their scripts kicked in. I checked the MCM menu. All the mods with MCM menus are listed, but selecting for example Frostfall doesn't display any information. These are behaviors I usually associate with an overloaded scripting system, but I hadn't added any new scripting mods in a while. My feeling is that it's the OS itself running slower and thus slowing down Skyrim and its script engine. I've never actually checked frame rates, either before or after the update, because I usually don't care about minor slowdowns, but it does feel like the frame rate is much slower than before as well. I did a quick check here to see if anyone else reported a similar problem, but it looks like most of the WIndows 10 reports are about immediate CTDs on startup. Didn't see any reports about MCM problems or a slow/stalled script engine. Has anyone else experienced this?
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What is the weirdest thing that's happened to you in Skyrim?
urbeatle replied to morogoth35's topic in Skyrim's Skyrim LE
Had some weirdness return that I'd forgotten about. I ran my current character through Wyrmstooth a while back and acquired several of the new spells. Conjure Draugr Deathlord has been one of my favorites to use, especially since the conjured minion can use deathlord shouts. The weirdness comes when I conjure a deathlord to fight another deathlord: sometimes both of them use the disarm shout on each other. A deathlord without a weapon doesn't do much damage; two mutually-hostile deathlords without weapons wind up slapfighting for a while. It looks a little ridiculous. I usually end the real deathlord's humiliation with an arrow in the back. -
Who is the Dragonborn's unidentified "friend".
urbeatle replied to LordSarcasm's topic in Skyrim's Skyrim LE
She could be sending them anonymously in case they get intercepted. She's wanted by the Thalmor, after all. On the other hand, if you meet her before the Windcaller quest, she suspects you might be a spy looking for her, not Dragonborn. She doesn't believe you might be Dragonborn until you bring her the note she left in place of the Horn, and she still isn't sure until she sees you swallow a dragon's soul. Compare that to the monks of High Hrothgar, who can sense you taking your first dragon soul from miles away, or the dragons, who can feel your shouts and sometimes come to investigate. Delphine clearly has no special psychic abilities, whereas the person sending the letters definitely does, and even knows either your name or your description to tell the courier how to find you. It can't be Delphine, and it can't be the monks of High Hrothgar. It might be the Psijic Order, who definitely seem to be aware of your location, or a daedric prince, or possibly a divine. Or it might be an unknown mage more powerful than any actually revealed in the game. It might be Ulfric, too, although I don't know if anyone's received the letters after Ulfric's death, if you side with the Empire. Or maybe it's you, from the future, having learned how to time travel after contemplating the Elder Scroll. You'd certainly know what you look like, and where you were when you received the letters "from a friend". -
I see you mentioned RND, but you didn't mention Frostfall. Adding hypothermia to the game can make it pretty hard, indeed, especially alongside RND or iNeed. Even after you get used to the routine of periodically building a campfire and pitching tent in the wilderness while traveling to your next dungeon or quest destination, every once in a while you will get in a jam where you are freezing to death and either unable to find firewood or in the middle of combat and desperate to find warmth. Of course, this assumes that you deliberately avoid fast travel. But that actually helps make the game a little harder as well, because you will have more encounters.
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Detection AI? Pfffhh, more like bandit radar
urbeatle replied to Combine99's topic in Skyrim's Skyrim LE
I haven't had anything like that, but I do agree the bandit detection and ranged attack aim is too good. But then, I suppose it's balanced out by the problems with the movement AI. Melee bandits can't reach you if it would require jumping up instead of down, while archer bandits can always hit their target even if you are far away in total darkness. Seems balanced. -
It would be nice if the game didn't force me to be good
urbeatle replied to vram1974's topic in Skyrim's Skyrim LE
I'd also like it if the game didn't force you to be evil, but that's a slightly different problem. Anyways, there's a partial fix for your problem: use the Master of Disguise mod. If you wear necromancer robes, boots, and cloak (from Cloaks of Skyrim?) they identify you as a fellow necromancer. You stil can't do everything you could do with townsfolk; you can't talk to them or trade with them. Or maybe you can with the assistance of another mod, like Immersive Speechcraft. Haven't tried that. But I did sneak through a necromancer tower before, and I also was able to do the Thalmor Embassy mission disguised as a Thalmor and not kill anyone, so at least that part works. I know there are various faction mods available, such as one that allows you to join the Forsworn, so who knows? Maybe there's a necromancer faction mod? -
What is the weirdest thing that's happened to you in Skyrim?
urbeatle replied to morogoth35's topic in Skyrim's Skyrim LE
Skyrim Monster Mod? I uninstalled it because I got sick of running into that combo. Nope. I don't have any monster mods installed. Closest would be Extended Encounters, I suppose, but that only affects people and dragons, as far as I know. What was weird was that I specifically encountered that combo in Falskaar. Skyrim itself, Wyrmstooth, and Moon Path to Elsweyr seemed more "normal", more varied. and only occasionally more than one type of creature, except where obviously I accidentally trigger another nearby creature. -
LE Scenic Carriages-Which should I use....?
urbeatle replied to Zero5906's topic in Skyrim's Mod Ideas
I use Touring Carriages myself and it seems to work fine. The incompatibilities listed don't affect me, although I was thinking of trying Claralux. Most of the incompatibilities with follower-related mods just require you to turn off the feature when using the carriages. The other incompatibilities have to do with stuff blocking the roads. You just have to decide which is more important to you. -
What is the weirdest thing that's happened to you in Skyrim?
urbeatle replied to morogoth35's topic in Skyrim's Skyrim LE
Not a glitch, but just a lucky bit of timing: I go to Windhelm to collect a bounty from the steward. When I'm done, he tells me, "Be careful, it's getting dangerous out there." And Ulfric says in a tired voice, "He knows that. They all know that." This one is probably a feature of Follower Commentary Overhaul: I'm travelling with Marcurio and he periodically yells, "Fine! Be that way! But you're still WRONG!" Not sure if this one was a glitch or a mod feature: While exploring the wilderness of Falskaar, I was repeatedly attacked by a bear, a wolf, and a spider, all at once, about every ten to fifteen minutes. Not sure how the bears, wolves and spiders negotiated an alliance, but it got pretty damned annoying. -
LE Islands beyond the reaches of Tamriel?
urbeatle replied to ArthurStrife's topic in Skyrim's Mod Ideas
It certainly would be a lot of work, more of a long-term community project, as you suggest, rather than something that could be finished in just a few months to a year. One way to lessen the burden might be to skip caves and ruin interiors in the main project, leaving cave entrances and ruined buildings as anchor points for other modders to expand as desired... a sort of framework. Yokuda seems like an interesting choice, since it's a sunken land and would require no cities, just islands that are the remnants of mountain peaks. The ocean floor would be littered with underwater ruins. It would be a good choice for piecemeal expansion: there would be a low-res terrain model to establish the basic underwater topography and distant islands, with only one island and its immediate underwater topography developed to start. Traveling outside that area would get a message saying something like "There is only endless sea in that direction." Once that small area is detailed, the next island and its sunken environs could be added. -
Make Skyrim Vanilla With Old Modded Save
urbeatle replied to Masterblakie's topic in Skyrim's Skyrim LE
Maybe I'm not the best person to answer this, since I'm pretty new to modding Skyrim. I use Nexus Mod Organizer, which keeps the vanilla Skyrim resources pristine and only adds mods as needed. I don't know much about Nexus Mod Manager, but I understand it works somewhat similar. Not sure of the differences, but I know NMO was the first to have profiles, but I believe NMM has them now, too. You could use either and create two profiles, "Vanilla" and "Old". You could put your old saves in the old profile, make sure all your old mods are downloaded and installed via NMO/NMM, but only activate them in the "Old" profile. The "Vanilla" profile would either have no mods activated, or just mods that don't change vanilla gameplay. I believe that will get you what you want, but maybe someone else could verify? Or warn of anything you'd need to be aware of when trying this? -
On the Ebony Blade being upgradable in the USP.
urbeatle replied to themohawkninja's topic in Skyrim's Skyrim LE
Tempering doesn't require extra material, tempering is the act of heating metal in a way that cools it slow enough so that it doesn't become brittle. To upgrade a weapon such that you need smithing skills and additional material would imply that you are in-fact adding to the weapon, which would require welding (and therefore hot coals), which is something that can't be done to the Ebony Blade. Dawnbreaker doesn't really count, because to the best of my knowledge, there isn't any text that states that it is immune to a forge's heat. You're mixing up the real world and Skyrim. "Tempering" in the game means using a grindstone plus some raw material, usually an ingot, to improve the weapon. No hot coals are involved. That's what the USP adds to the Ebony Blade. That's not lore-breaking. If the USP were to add the ability to create or alter the Ebony Blade at a forge, or break it down into ebony ingots at the smelter, that would go against the lore you quote. Again, if you don't like having the Ebony Blade being improvable, that could probably be fixed with a patch. Why not make one?- 4 replies
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On the Ebony Blade being upgradable in the USP.
urbeatle replied to themohawkninja's topic in Skyrim's Skyrim LE
I'm not a USP developer, but you can mine ebony ore, smelt it into ingots, and craft ebony armor and weapons without any mods. Further, Solstheim had an important role in the ebony trade. So the book Admonition Against Ebony is specifically saying that the Ebony Blade cannot be melted or destroyed. It doesn't warn that the blade can't be tempered, however. Dawnbreaker can be tempered with an ebony ingot in vanilla Skyrim, if you have the Arcane Smithing perk. It doesn't seem too far fetched to apply that rule to another daedric artifact. If that doesn't suit you personally, perhaps someone can make a patch that disables tempering for the Ebony Blade.- 4 replies
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Hello urbeatle, It was the final battle with Alduin in Sovngarde. I didn't feel like the heroes were really helping me! I do not know what Arniel's Shade is but I will try and use it next time! I don't know Dragon Aspect either. I guess I have to learn that spell or shout? Dragon Aspect is a shout that you pick up during the Dragonborn storyline. You may not have heard of the shout if you don't have the Dragonborn DLC or Skyrim Legendary Edition, or if you do have one of those and haven't traveled to Solstheim yet. Dragon Aspect affects the other shouts you use and also gives you some other benefits. so it's good to have. Summon Arniel's Shade is a spell you get during the mage questline in Winterhold. Another option is to either complete the Conjuration ritual spell quest to get the Summon Dremora Lord spell or to get the Sanguine Rose (daedric quest.) But a summoned dremora will only be useful when Alduin lands. The Sanguine Rose can be used over and over, although you will need to recharge it periodically with soul gems, and Summon Arniel's Shade costs 0 magicka, so these are good ways to get backup in dragon battles. Of course, if you use a mage instead of an archer and take most of the Conjuration perks, you can get to Twin Souls and be able to summon two helpers instead of just one, but that's not going to help your current character.
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Which battle? The first one, at the Throat of the World, or the last, in Sovngarde? I think it's imperative to have help. A follower is good to have for the first battle, but you can't take followers to Sovngarde. You do get help from the three Sovngarde heroes there, but I used Summon Arniel's Shade repeatedly for extra assistance. Can't remember if I was using attack spells myself or dragonbone bow/arrows, but I had both. Also, I had Dragon Aspect to make Dragonrend more powerful and quicker to use. As for the expert vs. master difficulty levels, my understanding is that higher difficulty settings multiply the damage you take from attacks and reduce the damage you do on your own attacks, so setting difficulty to master just means your fight will take longer. Plus, if you have assistance (followers, conjured creatures,) they do much more damage than you on higher difficulties. I had Alduin fly away during the Throat of the World encounter, but he eventually came back after a long wait.
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I'm pretty new to mods, too. And new to Skyrim; started playing this year. So I don't have expert advice to give, but I've used a couple of the mods you list (Frostfall, UFO, Guard Dialog Overhaul.) My recommendations based on these: There's also a Follower Commentary Overhaul that you might want to use. I started with Frostfall + Cloaks of Skyrim, but I'm about to add Winter Is Coming, because Frostfall nearly gets me everytime I have to visit the north coast/Dawnstar. There are a couple follower-related mods that explicitly support UFO compatibility. I've been using Followers Can Relax and My Home Is Your Home. I'm about to try Convenient Horses. Also, is there a reason you aren't using the unofficial patches?