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Trucidation

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Everything posted by Trucidation

  1. Dammit, now they're both awesome. ¿por qué no los dos? Still prefer Xun's though - I really just want only a few colours.
  2. I think I found the culprit; I have the DLCs, forgot about the reminder in the ACE description to download from the Sandbox as well ( http://skyrim.nexusmods.com/mods/12819 ). Once I installed that - and re-patched ASIS and shuffled the mod load order again - started a new game, and wa-la, the guy was there. It was Hadvar btw, didn't recognise him at first. Always thought it was some random Imperial sergeant who read the prisoner names. EDIT FOR POSTERITY: NO, it wasn't the sandbox. Anyone else who has this issue, don't download it! lol. Apparently I didn't download the two Dawnguard patches for ACE (archery fix, enchantment fix). Need to reinstall anyway since I also noticed some other problems, e.g. updated Mighty Magick wrongly - should've told NMM "no" to install 'normally' and let the updates overwrite the originals. EDIT 2: I also forgot the Hearthfire patch, lol, I reached Whiterun and got all the way to purchasing a house, until I encountered the Alchemy Lab/Child Room bug.
  3. Hrm, still a seeming overabundance of colour... It's kinda misleading; Gobywan's looks messier but that's just because he used the original layout instead of the grouped one. Would it be possible to rearrange it so his also uses XunAmarox's layout? It'd be a fairer comparison that way. If nothing can be done about it I'd say my vote goes to XunAmarox's set, since the colours appear more uniform - even if I feel his set is too heavy on dark shades.
  4. That's odd, if you know where to put that bEnableFileSelection=1 setting then the "Data Files" option should be available. 1) You are editing SkyrimPrefs.ini in your \\Documents\My Games\Skyrim\ folder, yes? 2) Is NMM actually loading and activating the mods? See if the mod entries have their checkboxes marked.
  5. Just reinstalled Skyrim today after a hiatus. Started a "clean" game (no mods), let it run a bit, went with the default character settings, then saved when I had control of the character. Quit, installed all the mods I'd chosen, launched Skyrim again and started a new game. Lo and behold, the sergeant (?) who's supposed to read out prisoner names - you know, the guy standing beside the captain when you get off the cart - is missing. The scene waits as usual as if he's speaking, and the captain replies normally (making for an awkward scene). A cursory search on the forums and google didn't help (I'm not looking for missing people quests). I suppose this is the fun part, guessing which mod is responsible for this. Here's what I got installed, pretty much in this order: [1] SKSE [2] Nexus Mod Manager [3] "Unofficial Skyrim Patch" : http://skyrim.nexusmods.com/mods/19 [4] "Unofficial Dawnguard Patch" : http://skyrim.nexusmods.com/mods/23491 [5] "SkyUI" ( http://skyrim.nexusmods.com/mods/3863 ) [6] "Project Reality: Climates of Tamriel" ( http://skyrim.nexusmods.com/mods/17802 ) [7] "Guard Dialogue Overhaul" ( http://skyrim.nexusmods.com/mods/23390 ) [8] "EzEs -Colored Map Markers" ( http://skyrim.nexusmods.com/mods/26556 ) [9] "Time on load screens" ( http://skyrim.nexusmods.com/mods/98 ) [10] "Fast Travel timescale fix" ( http://skyrim.nexusmods.com/mods/19389 ) [11] "HiRes legible road signs" ( http://skyrim.nexusmods.com/mods/436 ) [12] "Roosters at dawn" ( http://skyrim.nexusmods.com/mods/17257 ) [13] "Camping lite" ( http://skyrim.nexusmods.com/mods/11526 ) [14] "Run For Your Lives" ( http://skyrim.nexusmods.com/mods/23906 ) [15] "No pause between lines" ( http://skyrim.nexusmods.com/mods/6333 ) [16] "The Dance of Death - killmoves" ( http://skyrim.nexusmods.com/mods/10906 ) [17] "Conjure Rideable Ethereal Horse Spell" ( http://skyrim.nexusmods.com/mods/9534 ) [18] "Earth Prison" ( http://skyrim.nexusmods.com/mods/14629 ) [19] "Summon Meteor" ( http://skyrim.nexusmods.com/mods/12441 ) [20] "Summon Ice Wall" ( http://skyrim.nexusmods.com/mods/13130 ) [21] "Summon Ball Lightning" ( http://skyrim.nexusmods.com/mods/13971 ) [22] "Sinister Summoner" ( http://skyrim.nexusmods.com/mods/15811 ) [23] "ApachiiSkyHair" ( http://skyrim.nexusmods.com/mods/10168 ) [24] "Warzones: Civil Unrest (version 5)" ( http://skyrim.nexusmods.com/mods/9494 ) [25] "Immersive Armor" ( http://skyrim.nexusmods.com/mods/19733 ) [26] "ACE combat skills" ( http://skyrim.nexusmods.com/mods/10037 ) [27] "Automatic Variants" ( http://skyrim.nexusmods.com/mods/21377 ) [28] "Mighty Magick Skyrim" @ MMSk ( http://skyrim.nexusmods.com/mods/13166 ) [29] "Dawnspire" ( http://skyrim.nexusmods.com/mods/20751 ) [30] "Choice is Yours" ( http://skyrim.nexusmods.com/mods/26359 ) [31] "ASIS" ( http://skyrim.nexusmods.com/mods/18436 ) - In my previous playthrough I had only 1-7, and "Coloured Map Markers" (which is now outdated, replaced by #8 here). I doubt mods #9-#16, or the standalone spells #17-#23 are the culprit, as they add/change very specific small things. So I'm left with the larger mods. Immersive armor (#25) seems fine btw, the Imperial Captain was wearing nice shiny new stuff, ditto several other soldiers in Helgen. Automatic Variants (#27) is basically a texture mod, but I've only loaded it with the 3 optional downloads, plus one of StarX's AV packages (specifically, the Draugr skins). Those are all monster stuff so I doubt it's this mod causing problems. Meh, I suppose I can drop #30 and see what happens, although tweaking quest-related triggers in NPC dialogue doesn't sound like it could be the problem. I'm not sure about #29, I suppose I could try removing it and see whether I can get the bug to happen again. Should be easy enough to test, just start yet another new game.
  6. Was wondering whether instead of the deathblow animation we could substitute in short cutscenes? A closeup of the character's face or something. Just a whacky idea I had. I'm having some trouble with deathblows in some new dungeon mods while using the Chantry Monk Unarmed Martial Arts mod. I'm not sure how it works but it appears that deathblows in the Chantry Monk mod were set to trigger more often on yellow named (or higher ranked) enemies. The problem is the deathblow animation would often reloop multiple times. This means your monk would be stuck in an uncontrollable unbreakable animation for the entire duration. And while your monk is uselessly teabagging a corpse, the remaining enemies are screwing the rest of your party over. I thought a quick 360 degree pan around the character frozen dealing the killing blow would be sufficient replacement.
  7. Yeah, I'd love to export the hair models you can design with Artificial Girl 3. The character generator there has quite a few more options which I'd like to get into DA.
  8. Just one thing though, I'd prefer not to recommend people use WinRAR. For one, the free version is a trial - yes, you can go past the date, but that's not exactly legit and some people don't like that. I'd recommend using something like IZArc instead ( http://www.izarc.org/ ). It handles .rar, .7z, .zip, ... actually it handles pretty much any archive format. Plus it is true freeware so you can use it with a clear conscience.
  9. I'm pretty sure there's a mod which lets you rotate between 4 quickslot bars. Only one is displayed at a time though, to change to another you click on the previous/next buttons.
  10. Yeah, that gets old real fast. I beg to differ. I practically grew up with AD&D 2nd Ed - thing is, I found myself criticizing non-AD&D games (often for little reason other than their background didn't "conform" with AD&D lore) until I realised I had turned into a boring narrow-minded rules lawyer min-maxing kind of player who only cared about cold hard stats. How can I enjoy a good story if I'm unable to look beyond my prejudices? Plus, it's not like the game's elves are radically different from what arbitrary standard Tolkien seemed to have set. It'd get boring fast if all games used the same tired elvish stereotype. Having cleared all 6 possible Origin Stories, I too run some mods now. However, like you guys, I mostly run bugfix mods and some class mods; the only "aesthetic" type mods I have are Morrigan's Restoration Patch and the more hairstyles/colours thing (because the default face generator is so lacking in variety). I added the new dungeons though, as those actually add good content. I don't care about crap like better textures, nicer bodies, or other meaningless eyecandy.
  11. Hey guys, Remember the quest Sign of Safe Passage which plays out in the West Brecilian Forest, and how it checks for the warden equipped with a bow in the active weapon slots? Would it be possible to mod the check so that it looks at all party companions as well, and flags success whenever anyone is equipped with a bow, not just the Warden? It's not a big hassle for most people - there's a low dex requirement bow somewhere in one of the nearby Dalish camp containers iirc - but in mods which use hidden equipment slots (I'm playing the Chantry Monk Specialization - Martial Arts Unarmed Combat mod) regardless whether you have a bow equipped the quest still won't trigger. Doesn't sound like it would be a particularly hard edit, but I have zero DA:O modding experience - is doing this possible? Or, alternately, would it be possible to mod the check so it doesn't care WHICH slot the bow is equipped in on the warden? (To test this, try equipping the bow in the second weapon slot - currently the quest doesn't trigger even on that.) I don't know why the hell the check is so damn stringent. Heck, if someone can point me out to the script that does this I can probably figure it out: "is bow equipped on anyone" rather than "is bow equipped on warden's active weapon slot", even that would do. Thanks.
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