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BlackCompany

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Everything posted by BlackCompany

  1. So I am working on a modest, script free Race mod. Something to differentiate races from one another. And I am wondering: Can I apply Perks to Races? For instance, if I give a Race an ability that uses the "Perk to Apply" option to apply a perk...will it apply that perk to all members of the race? To the player? Or will it not work at all? Seems that in theory this would work. However, I have of course read elsewhere that it is...less than dependable. thanks for any info you might have.
  2. Greetings. Been away awhile and wanted to have another go at Skyrim. I was wondering if perhaps someone could help me out with something: I would love to play Skyrim in 3rd person. However, the camera is very loose. It shakes. And there seems to be some "momentum" to my character movements which do not exist in first person view. Wording the problem is difficult, but I was wondering if anyone has any advice on tightening up the third person camera in Skyrim? Thanks.
  3. Just tried to participate in the Beta. Tried being the operative word. So far I am: -Falling through terrain -Stuck exiting crafting/dialogue -Breaking quests when traveling to a friend's server while in the quest area. Even if they are in the same area -Getting hit by enemies several feet away. While dodging. -Unable to block, as I take damage when I do. -Finding out that bashing does literally nothing, unless the enemy is conveniently charging up their attacks -Realizing that the tutorial island features some of the worst writing and quest structure in modern video gaming Seriously, at this point I have given up. Its an awful experience. Technically. Game play wise. Socially. Every aspect of the TESO is truly terrible. From the poor combat to the awful magic system to the terrible writing and the bug ridden quests and friending system. There isn't a single redeemable feature to this game so far. But I am grateful for the Beta key. It saved me $50 I can spend on games that are both fun and technically sound. Both criteria this game fails to meet.
  4. Just tried Requiem. Uninstalling it. There is, literally, NOTHING to do in Skyrim at low levels with Requiem installed. Bandit spawns are quadrupled in places, when a single bandit is enough to kill you and two at once are suicide. Most animals in the game will kill you in one to two hits. You can't explore, can't fight, can't sneak past. The immersion changes Requiem makes are fantastic, and I would love to have those, and those alone. The rebalance...isn't. There is nothing balanced about Requiem; its too hard to even approach any semblance of fun. Which is a shame, as I really liked it other than this.
  5. Wanted to chime in and doubly confirm: Resource Hacker does indeed work. Modded my Defaultgamecore.ini today, and used Resource Hacker to force the game to load it. Worked like a charm. Do note that I still needed to run the game first, in order to get all of the original, vanilla config files in place. Once this was done, I shut down the phone home, disabled auto updating in Steam and went offline. I then made my changes to XCOM, and will only play it in offline mode just in case. But it does work. Which seems to be very good news for the bigger mods out there.
  6. Ahh yes, Interesting NPC's. I did nab that one a while back. Completely forgot that it adds companions. I just talked to people and though I liked them, I then moved on. Will have to revisit many of those folk next time round. Great suggestions all round. I will look into a good number of these mods. A Needs mod would make playing a Sandbox/Independent adventurer challenging in a whole new way. Sounds promising. Thanks for the suggestions. Hopefully we will see some more folks chime in as well.
  7. Greetings everyone. It has come to my attention, of late, that I enjoy Skyrim immensely. But I only enjoy it, when no one is telling me where to go, or what to do. I mean, let's face it: if we wanted to run errands for rude people only to hear them talk about their exploits when they were in their heyday....we would just go to work. Skyrim was a quest and loot driven RPG just isn't fun, for me personally. But rather than get mired in the Good/Bad Game/RPG debate, let me say this: Skyrim as an open world Sandbox...now that's the stuff. That's why I play this game. So I am reaching out to you, the community, for your thoughts on an Immersion-oriented, open world Sandbox playthrough, and the "must have" mods to accompany such a playthrough. Here are my "parameters" so to speak: -I am playing as an Adventurer. No strings; no ties that bind. No PERMANENT affiliations with any guild/alliance/faction whatsoever. -Companions are fine, IF they are immersive. I know the "Big Four" of Vilja, Cerwiden(sp, sorry), Atvir and Odvar already. Forgive my the spellings, please. Others of this ilk are welcome. -On magic mods: I have Apoclypse and a perk overhaul. Unless mods make magic more LoTR (subtle) and less WoW (video game magic) in nature, Thanks Sincerely, but No Thanks. -On Combat mods: I use Deadly Combat and a perk overhaul. Good to go, but thanks. -On Stealth: I have Sneak Tools (best recommendation EVER) but am open to a good Sneak/Perk overhaul that balances Sneak, instead of making it more god-like. Might make my own there too. -On Race mods: Made my own. Thanks, but its taken care of, and with Immersion and Differentiation foremost in mind. -Quest mods are fine as well. I have Moonpaths and the new one related to the Vigilant of Stendarr (faction related, but without permanent ties). Others are welcome additions. Basically what I am looking for are mods that would enhance game play for a lightly armored Nord aor Dark Elf adventurer. Low magic, heavy combat and stealth. He makes his living traveling about Skyrim, doing odd jobs. He will kill, but he isn't looking to. He will steal, but he won't bind himself to a Guild just to do it. He will use Magic, but rarely, and he is not - nor will he ever be - an Expert/Master at it. He trusts steel and the feel of his feet falling silently on the cold floor of dungeons as he sneaks up on foes, and not much else. This is the character I have in mind. So, fire away, dear community, with your ideas of the perfect mods for a Sandbox playthrough. I am eager to cast off the ties and bindings of the Main Quest, Dragonborn destiny, Alduin and the Greybeards and seek my fortune in a land that is, hopefully, colder, darker, more deadly and more dangerous than vanilla Skyrim by far. To get things started, below are some mods I am using already: -Morrowloot -Immersive Armors -Jaysus Swords (or Immersive Weapons, one of the two, as they do not play well together. Thoughts?) -Sneak Tools -Dynanic Torches (must have with Sneak Tools) -Deadly Combat, the best combat mod ever made for Skyrim. (Duel is good, but Deadly is more my speed, personally) -SkyUI -TkDodge, Hitstop -Dynamic Time -Darker Nights -Wearable Lanterns -Expanded Towns and Cities -Vilja and Atvir -Guard Dialogue Overhaul -Realistic Wildlife There are others on the list as well, but these are the primary ones for Immersion. Any thoughts/suggestions for a Sandbox playthrough welcome. TL;DR: Looking for must have mods for a Sandbox playthrough, warrior/rogue hybrid, no magic. Immediately above are immersion mods I have already. Suggestions welcome!
  8. Excellenbt suggestions on both counts. I love the idea of craftable stuff to enhance thief/adventurer play. Still feels a little...powerful...but it helps when you have to work for it. And Dwemer night eye goggles are just plain cool. Same for the thief tools. Thanks for both of these.
  9. So just recently I began playing through Skyrim as a Roguish type. A Nord, granted, but more a Roguish adventurer than a Savior and Hero. At least at first, this guy is pretty well out for himself. If its profitable he'll likely have a go at it. Which brings me to my reason for this thread: What are some good mods for a roguish/thief/adventurer type? First, the ones I know about or have: -Water arrow -Dynamic torches -Shadowplay (Stealth/Alchemy overhaul) Wondering if anyone else has any recommendations for playing as the selfish rogue/thief type? Thanks!
  10. Ahh the same painful reality I stumbled onto recently. I love exploring the big, open world. Building my character and experiencing my own unique stories. And then there's the combat. Apparently, Bethesda decided it was perfectly ok to that the activity that comprises 90% of their game receive 10% of their development time. Again. This is the reason why Skyrim is the last Bethesda-Developed game I will ever buy. Their combat was horrible in Oblivion and I let it slide. Ditto for Fallout 3, which featured the WORST AI of any shooter, ever. And now we have Skyrim. Same systems, same engine. Same mistakes. I have given Bethesda a pass 3 times. With CDProjekt more and more focused on open world games - and the same for Ubisoft and others now - I see Bethesda as going from the one to beat in the open world race, to falling deservedly into last place.
  11. Thanks for the script. Trying to learn enough Papyrus to introduce basic Radiant quests for some unique items, and I really appreciate the assistance.
  12. Ishara's is the best bet for certain. However, try this: -Make your Magic Effect a Constant, On Self effect -DO NOT put conditions in the Magic Effect -Make a new Ability. Not a spell or power. An Ability (hard lesson I learned) -In your Perk, DO NOT select "Ability." Select "Apply Sneaking Spell." This automatically applies the spell ONLY if the player/perk holder is sneaking. -This should get the cloak to apply whenever the player sneaks. Try this, make sure it works and then we can worry over the Combat part. The combat part: Three options here: -On the Ability itself (NOT the Magic Effect, but the ability using the effect) add this condition: isincombat == 0. That SHOULD dispel the cloak effect when combat starts and reinstate if after. If this does not work, try this one: -On the Perk where Apply Sneaking Spell is chosen, add this condition under the Perk Owner tab: isincombat == 0. This should work. If neither of these work: -On the ability, change condition to: isweaponout == 0 AND isweaponmagicout == 0. This will check to make sure the player does not have any weapons, even fists, readied. If BOTH are true, you get a cloak. Not perfect, but more balanced and more reliable, since "In Combat" detection on Gamebryo is flawed beyond belief. -If this does not work, placing the same two conditions, and using AND (not OR) on the Perk should work for you. Hope this helps. It did work for me. Edit: Last method I know of. This may work of all else fails: -In the Perk, do not choose Apply Sneak Spell. Just choose ability and select the ability to apply to the player constantly. -Open the ability. For the Cloak effect imbedded there, add all of your conditions here. This might be the most foolproof method.
  13. Ishara's is the best bet for certain. However, try this: -Make your Magic Effect a Constant, On Self effect -DO NOT put conditions in the Magic Effect -Make a new Ability. Not a spell or power. An Ability (hard lesson I learned) -In your Perk, DO NOT select "Ability." Select "Apply Sneaking Spell." This automatically applies the spell ONLY if the player/perk holder is sneaking. -This should get the cloak to apply whenever the player sneaks. Try this, make sure it works and then we can worry over the Combat part. The combat part: Three options here: -On the Ability itself (NOT the Magic Effect, but the ability using the effect) add this condition: isincombat == 0. That SHOULD dispel the cloak effect when combat starts and reinstate if after. If this does not work, try this one: -On the Perk where Apply Sneaking Spell is chosen, add this condition under the Perk Owner tab: isincombat == 0. This should work. If neither of these work: -On the ability, change condition to: isweaponout == 0 AND isweaponmagicout == 0. This will check to make sure the player does not have any weapons, even fists, readied. If BOTH are true, you get a cloak. Not perfect, but more balanced and more reliable, since "In Combat" detection on Gamebryo is flawed beyond belief. -If this does not work, placing the same two conditions, and using AND (not OR) on the Perk should work for you. Hope this helps. It did work for me.
  14. Greetins all. A modding question I am hoping someone can help me with: Last night I tried launching a small Radiant quest using a book. I used the default script Onreadsetstate and OnreadsetstagenoAlias. As found on the Legend of Red Eagle book. I filled in the properties for my qust - my quest name and the stage - and placed the book in game. I checked my quest. I had a location alias. Container alias. Object alias. Proper conditions were set on all of these. Easy stuff, really. Or it would be. If it worked. Reading the book simply does not start the quest. Ever. Worse still, I do not believe I am the only person who has had issues with this. I tried a couple of quest mods from the Steam Workshop not long ago. Both depended on reading a book to start the quest, and neither quest started properly. The mod author was no help, alas, and now I think I understand why. I do not believe this function works in mods, for whatever reason, based on 4 hours of testing. I am wondering: -Has anyone else seen or heard of this issue -Does anyone have a handy recommendation for better ways to start quests from reading books/adding objects to the player inventory? -Can anyone make sense of the Story Manager tutorial, cause I am lost completely, or I would use that instead Thanks for any information you might have.
  15. Been using Script Extenders since Oblivion and SKSE for months now. I have the latest version of both SKSE and Skyrim (the latter through Steam, obviously). Any idea why I cannot login? Or is SKSE in need of an update following another Skyrim patch? thanks.
  16. What I would do: 1. Find a shock spell that uses the casting type of the spell you want to change. Probably a Fire and Forget, Aimed effect. 2. Rename the Effect and create your own 3. Remove ALL visual elements from your base effect, unless you want a Shock projectile. If you do, keep that. IF not, use the HealFakeProjectile one. If you have an Aimed spell with no projectile you will see an error when loading the mod in the CK. 4. Add your base effect into the spell you wish to change Things to remember: As far as the creation kit goes, there is NO such thing as Shock/Fire/Frost damage in Skyrim. There is only Damage. What makes elemental damage different from regular damage are three KEY elements of the BASE EFFECT used in a spell. In order for your spell to deal ELEMENTAL damage, these 3 things MUST be present: 1. Resist Type. IAllows actors with this resistance to reduce damage from this element. Should already be in place if copied another effect. 2. Keyword (in this case MagicDamageShock). This associates the damage with Perks like Augmented Shock. Without this Keyword, most Destruction perks will NOT enhance/alter/affect this portion of your spell. This is bad. 3. Visual effects. Not so big a deal here, since you just want some Shock damage in a Frost Storm spell. But without visuals, you just have a "Damage Health" spell. Boring. Remember these three key facets of Magic spells. Spells are easy as pie to create in Skyrim and you can do soem very fun things. But without proper keywords, visuals and resistances your spells lose A LOT. Other helpful hints regarding spell creation: About Conditions. These are weird but they matter. You don't want poisons affecting Dwarven robots or undead. You don't want paralysis affecting Dragons for balance, etc. Two things about Conditions in case it helps you later: -Placing conditions in the BASE EFFECT: Conditions here will ONLY be checked when the spell initially hits its target. -Placing Conditions in the SPELL: These conditions are checked continuously throughout the life of the spell (until the duration wears off) If you create a Frost spell, and put a condition in the base effect of haskeyword - actortype - Undead == 0 the spell will not affect undead. If you create an ability that stays on the player, or an NPC, as a permanent effect, and add a condition to the BASE EFFECT, it will not do any good. The condition will only be checked once, when the ability is first applied. If, however, you place the condition in the ability itself, the condition will ALWAYS apply. For instance, create an ability or enchantment that Wards the player. Copy a Ward effect, make it a Constant Effect type. Now, add it to an ability. In the Ability itself, give it the following condition: isblocking == 1 The Ward will always bere there, invisible and inactive. But when the player is blocking, the Ward will turn on. Hope some of this comes in handy, and that the first part works for your spell. Good idea, too, adding Shock to a STorm spell!
  17. So I updated to 1.9.toomanyothernumbers and was taking a look at the Creation Kit. Sad news: I believe Legendary might be hard coded. In 30 minutes of wandering about in there, the only references I can find to Legendary anything are one loading screen that explains it, one message and two String Values. No game settings. No perks. No Perk Conditions. I started this thread because I am still looking. Also, in the hope that anyone else who discovered something might post it here, in order to facilitate the building of a knowledgebase regarding the new changes. Alas, I think it might be for naught, but why not try, eh? Good hunting.
  18. The inability to consume Dragon Souls has NOTHING to do with SKSE. I know this, because I have SKSE installed, and also, mods which use it. First: SKSE does nothing on its own. Mods have to use functions made available by SKSE before it does anything to your game at all. Second: SKSE is only used by mods for functions that SKSE provides, which the vanilla game cannot offer. Unless a mod tells it to do so, SKSE does not affect anything from vanilla skyrim. Including the script managing dragons. Third: For those unable to absorb some souls, it might be a respawned dragon. This is a vanilla limitation. To prevent "farming" dragons for souls. As if this were an MMO or something where it could break the perfect late game balance that Bethesda has never been able to create in the first place. Please take pains to confirm these sorts of things before making accusations that a modder's work is harming your game. These sorts of accusations can have serious repercussions for modders. It even drives some of them away from making mods. Because someone else read here that you believe SKSE is an issue, they might go back to the modder and start a bug report thread for something that has nothing to do with SKSE, thus wasting the mod maker's time and theirs. For those still unable to absorb souls use this: http://skyrim.nexusmods.com/mods/31909 I did not make the mod, but can confirm it works. On every dragon. EVEN the respawned ones that normally do not allow absorbing.
  19. FYI, you could use this to fix your issue: http://skyrim.nexusmods.com/mods/31909 I did not make the mod, but I can confirm it works great. Bonus: It even lets you absorb souls from those annoying respawning dragons at the word walls. The ones you normally cannot "farm" but still have to fight regardless. The mod adds this single power, and then gives it to the player with a small script when you first load your game. So you can place it very high in your load order and forget it until you need it. Really a must have mod for me. Just...if you use it, please endorse it if it works. Getting this mod some exposure could help a LOT of people.
  20. Greetings all. I have searched all over for this and cannot find information anywhere. I hope someone might have a suggestion or two. Any time I try and edit world cells in the Tamriel world space using the Skyrim creation kit, once I save and choose Exit the Creation Kit simply freeze. Just sits there, clocking. I essentially have to "crsh" it to close it. I click the red X after waiting through more than 5 minutes of clocking and my computer says the program has stopped responding. To reiterate, this happens when I change anything in ANY world cell. Just today I clicked "Has Full Lod" for the Talos statue on the road near Windhelm. I saved my ESP. That was literally all I did. The creation kit still froze when I tried to exit. Anyone else seeing this? My PC Specs: 3.2Ghz AMD Phenom X4 Black Ed. 8GB Corsair RAM Nvidia GTX 460, 2GB 7200 RPM HDD (no solid state) Steam and Skyrim installed under C Drive, NOT program files Having nearly a decade of IT experience, of course I am running as an Administrator on the PC. :) Thanks in advance for any information regarding this.
  21. Skyrim had this effect on my as well. In the aftermath of fighting for (probably the same) fort in the Pale, I took in the bodies. The blood on the snow. The celebrating soldiers. I actually felt something. Some real and somewhat disturbing satisfaction from the victory despite the death. It did in fact affect me far more than the violence in Spec Ops: The Line (I played it for the narrative - don't bother) because unlike that linear corridor shooter, I CHOSE this path in Skyrim. I did not have to partake of these battles. I did not have to kill these men. I CHOSE to join the ranks and fight. There were other paths available along which I would have made my way in this world. Yet I chose to fight for the Empire, for unity. I chose to watch men bleed. Player agency is huge in gaming. I wish more developers understood the power of choice and how it affects us far more than one single scripted path through a tale.
  22. I tend to agree with this, to some extent. And i certainly understand the appeal. My next character will in fact be a strictly sandbox approach. I tend toward the in between approach for the most part. Give me a good broad story, but let the smaller details to me. Let me make it my own. But I certainly do not begrudge anyone else there own preferred approach either.
  23. Thanks for sharing. An amazing and touching story. I love the freedom games like this give us, to create our own narratives, our own stories. It is something I would love to see more of. Hopefully we will see others here sharing their stories as well. I would love to see this discussing keep going for a long while.
  24. The best moments in gaming cannot be scripted. Time and again I have borne witness to this fact. The best moments in gaming arise because developers put systems in place that serve as tools. These tools in turn allow players to create their own special moments, dependent on context and character and perhaps even their own personal back story, for those like me who really role play a character. (Possible minor spoilers ahead for those two people who like Skyrim but still haven't played it yet.) Last night I finished the battle for Whiterun. Now, my character, he's a Nord. Grew up in Riverwood. Trained as a Smith's apprentice. But he also practiced with the weapons he crafted at Alvor's forge. And he just couldn't stand by while the Empire tore itself apart. So he signed on with the Legion, reasoning that Tidus wouldn't last forever and a strong Empire was about the only long term counter to the Aldmeri threat. Now, I'm running amidst the raging fires from stricken building. Catapults. Where had the Stormcloaks come by catapults? All round, smoke billows, drifting on the cold wind off the open Tundra that comes howling over the walls of Whiterun. Fires burn. People run, screaming or grab at weapons as if to stand against the rebel tide. I make the gates. No invaders. Outside, then. Stormcloaks by the dozen. Charging 'neath the hail of falling, flaming shot. Arrows whistle by but I ignore them. I've armor for that. Two men charge Hadvar and I Shout, become a surging Whirwind. I meet them at the end of the magical dash, blow them backward. My sword strikes home, biting flesh, then again. Two stormcloaks go down and Hadvar has the third. And so it goes. Blood flows. People scream. Fires burn. Travelers run to and fro or grab weapons and fight. Don't even know who they're fighting or why but they fight and Stormcloaks fall. Maybe its to save their city, or their empire. Maybe its to save their own hides. But Stormcloaks fall and I smile a grim smile. Then the invaders are routed, running to escape and I grab a last archer lagging behind and run him through and I hear even Hadvar screaming that I should be careful now. The battle has ended but I don't register that fact immediately and I'm looking for more blue-coated men to kill.... Then it really is over and the enemy's fled. Now fire and smoke are all that remain. We've won the day and the Jarl says some words. They're just that; words. But they make the men feel better and when Hadvar tells me he he's glad I made it, that he thought he'd find me face down in the dirt, I smile. Shake my head. Takes more than a few Stormcloak rebels to see me back to the mud. I re-enter the city gates as the adrenaline wears off. Fires burn and smoke clouds the air. I choke and cough and make my way along the main street. Vendor stalls line the area and I'm surprised how many remain intact. Ulfric wanted to take the city, not destroy it. That was his mistake; and so we remain. And that's when I see it. The moment that will define the battle for this city. The one second in time that will remain forever etched into my memory. A symbolic tribute to survival; a reminder that life goes on. All around me people try and resume their normal lives. Clinging to the stability of routine in the wake of violence. But on the street a plain metal bowl has fallen to the ground. With a squeak, a small brown nose peaks from beneath, and then the rest emerges. A small, harmless brown rodent with a white stripe along it's back squeak's its way out from under the metal bowl beneath which it had sheltered during the fight, and I watch it go as it hurries off to some better hiding spot now the calm has settled once more.... And I realize: Life goes on. We're all just trying to survive, as best we can, for as long as we can. Come dragons or vampires or just Stormcloaks in blue, we're all of just like that harmless little cousin to the Skeever, taking shelter where we can, for as long as we can, and then moving on to some place better once the storm has passed. I realize nothing last forever. That life goes on. That all we really want is a safe place to shelter from the storm. I realize that's what we're fighting for. How did this happen: It wasn't some scripted sequence. I installed the following mods: -Realistic Wildlife (places harmless rodents in cities, as ambient critters) -ICP - Immersive Cities Project: Vendor stalls from which the bowl fell during the fight -Whiterun Outskirts: Made the gate approach a real chokepoint and helped with the city defense thereby -Slof's Skeever retexture, so the bigger rodents don't make me sick when I see them and so the smaller, harmless ones are actually sort of hamster-cute -Immersive Travelers -Travelers of Skyrim (these provided the extra travelers fighting and runnin outside Whiterun, caught in the crossfire, so to speak) -A small personal tweaked inspired by a Nexus mod. I added the Whirlwind Cloak from Dragonborn to the Whirlwind sprint effects. HIGHLY recommend doing this; makes the shout 500% better. What happened: The small harmless Skeever variant really did coming running out from beneath the fallen bowl. Apparently, the bowl fell on him as I approached (i didn't see it happen). So all I saw was a Skeever making sure the coast was clear as it dashed from beneath its perfectly shaped bunker just moments after the battle had ended. If I had come back into the city a moment later this would not have happened; had I gone straight back to Solitude I would have missed it. And I am willing to bet no one else has ever experienced EXACTLY this occurence in Skyrim before, or ever will. Similar, perhaps, but this unique experience, coupled with my character's back story and the context of my game, is my own, personal event. I wish more developers would realize that its not the scripted narrative cut scenes or pre-determined events that matter. Just put the tools in place. We'll supply the rest. And backing off of your rail road tracks to let us use our own imaginations now and again certainly doesn't hurt, either.
  25. This. Just...a thousand times...this. Just today, I tried to google search on what a UDR records is. Not how to clean it. Not what to use to remove it. I wanted to know what it is, and why TES5Edit classifies it as needing removed. Shockingly, I cannot find this information. Not anywhere. Seems people are perfectly okay espousing the gospel of tool use to clean mods. But they're a little light on the ability to explain the hows and whys of the workings of their tool. And until someone can do this, I simply will not ever use it. Nor would I ever offer support for any mod I make, that was cleaned by another tool.
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