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skyrimlover1212

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Everything posted by skyrimlover1212

  1. Greetings. I've always wished that the Daedric items made a full set of armor+Ring and Amulet, so I had this idea and wanted to share in hopes that someone would be willing to make it, thus bringing my dream one step closer to reality. The idea is that the Daedric Staff known as Sanguine's Rose gets replaced by a Rose Choker that grants a Lesser power that summons a leveled Dremora [or Dremora Lord] until killed or dispelled via using the lesser power again. [or two minutes have passed.] The Model for the Choker could be the Rose on the Staff with green stem tied around the throat, or the choker from the DX Crimson Blood armorset if you can get the OK and don't want/are unable to make the rose choker . Also, Since I'm here asking anyway, Maybe make it so the Saviors Hide could be crafted into Boots or Gloves [Forsworn, Ancient Nord, Leather, Wolf, or maybe Vampire boot textures if you don't want to make something new, like wolf claw boots/gauntlets]
  2. I wanted to play skyrimSE again, (using Skse) and I keep getting the error message "The procedure entry point SteamUserStats could not be located in the Dynamic Link Libary [SkyrimSe folder path]" I've verified the game files with steam, and it says nothing is missing, and the game worked last time I tried playing (a year or two ago, but I haven't messed with the files) and I don't know how to fix it. Well, I guess I might be able to un install and reinstall, but that's a last resort. oh, and Skse64 says it can't inject the Dll, whatever that means. (I'm using skse64_1_5_80 and a june 2019 version of Sse because I don't see any reason to update my mods just because Bethesda updates the CC, which I don't use. Untill now, it was stable and useable. No idea what caused this error to suddenly happen.) Edit:Issue persists after uninstalling and reinstalling. Though. I don't get the error when using the most recent version of SSe.Exe. Unless someone has a better idea, i'm going to try using the most recent SKSE64 . Edit2: Ok, not sure why, but updating Skse64 worked. All it cost was the Unequip Quiver and Jaxonz Positioner converted mods,
  3. The idea, at it's core, is simple. This mod would allow the player to craft a new Dragon Priest Mask once they have Konahrik in their inventory. (Cause by that point you already have all the others, so needing all of them in your inventory is redundant.) This mask would have all the enchantments of every Base Game DP Mask, including Konahrik's*. (The reason Konahrik itself wouldn't have all the enchantments is for compatibility reasons.) Though for maximum equipment compatibility, I recommend making the masks Equip Slot 54, instead of 30&42 (Head and Circlet).like they normally are. Speaking of, If this does get made, I ask for the following mods to be compatible (in descending order of importance): Improved Dragon Priest Masks:https://www.nexusmods.com/skyrimspecialedition/mods/3104 Hoodless Dragon Priest Masks:https://www.nexusmods.com/skyrimspecialedition/mods/4790 Floating Dragon Priest Masks:https://www.nexusmods.com/skyrimspecialedition/mods/59822 (Could just have the floating mask be a optional download without FDPM as a Requirement?) (*Any duplicate enchantments would take the better one. For example, IDPM adds shout cooldown to the masks.so only the 30% from Konahrik would be present, not the 20% from Rahgot. Or despite both Hevnoraak and Volsung giving 20% Block, this Mask would have 20% block, not 40%.) (Optional file to Stack enchantments, for 50% shout cooldown and 40% block, Plus whatever other duplicate enchantments are present.) Also, It would be great if there's a Optional file that makes the mask look like the Dark Envoy Mask:https://www.nexusmods.com/skyrimspecialedition/mods/15664 Otherwise, it should look like the Konahrik Mask. (If a Dark Envoy Mask Alt isn't possable, then I ask that the Mask be Disenchantable, so we can place the enchantment on an Item of our choice. Though, if possible, Make the enchantment not be effected by Enchanting perks/Enchantments (Basegame or Ordinator) so the enchantment will transfer 1:1 no matter the characters Enchanting skill. (Optional File for the Dragonborn Masks, which would have the 3 Elemental Masks Fuse their enchantments and be placed on a replica of Mirrak's mask, with Mirrak's mask enchantment. This would require all 4 masks in the players inventory) (Though the player could also just use the 3 Elemental Masks without Mirrak's. This could be a Golden version of the DB Priest mask.)
  4. I'm planning a Playthrough as a Dwarven Cyborg * and figured, as a Cyborg, I should be Naturally Resistant to Fire and Frost, but Weak to Shock. I think I could mimic this effect by using Classic Classes and Birthsigns** and choosing the Birth sign that gives Weakness to magic, and Equipping an Enchanted item with Fire and Frost Resistance (or just one if I choose Nord or Dunmer), but I figured I'd ask for a Race mod- that gives a racial Weakness to Shock and Resistance to Fire and Frost, and a Bonus to Heavy Armor, Destruction (Sparks), Smithing, and 2 of the following (Creators choice) Enchanting, Illusion (Calm), One Handed. (With compatibility with Starting Spell Choice*** if Racial spells are included.) -just in-case anyone wanted to make it. The idea is, There would be two versions of the race. One is "Cyborg-Elf", who uses the Elvan Racemenu options, and "Cyborg-Human" for Human Racemenu Options. (Maybe also Orc, Khajiit and Argonian versions, for if anyone wants to use those for the head.) Though, Honestly, the looks doesn't matter as much as the Stats, so as long as a single "Cyborg" or "Automaton" race is created, I'll be happy. After all, it will all be covered by the DMA armor pieces. Don't like the head? Replace it! Anyway, If this mod is made: Great, Thanks! If not, Oh-Well, I have a backup that might work. *https://www.nexusmods.com/skyrimspecialedition/mods/24634 *https://www.nexusmods.com/skyrimspecialedition/mods/11316 ***https://www.nexusmods.com/skyrimspecialedition/mods/1997
  5. I Like Halted Stream Camp, and wish it were a Playerhome. Maybe even a settlement, like the Windstad Mine mod? Like, once you clear it, maybe you could buy the land from the Steward for, IDK, 5000 gold? maybe 2500?, with the money sink being making it habitable. The mine itself, wouldn't need any changes, aside from removing the mammoth an making bandits not respawn, and making the Containers Safe Storage. (Well, a Enchanting Table and Alchemy lab would be nice, and some Armor and Weapon stands) Aside from the mine, there could be a decent sized house, such as the ones in Hearthfire, though with much more armor and weapon stands. Maybe some Hireable NPCs, like a Blacksmith and some mine workers to automatically generate Iron Ore every few days?
  6. So, I Absolutely Adore the mod GIST(Genuinely Intelligent Soul Trap)* but I also love the mod "Named Souls in Gems"**. Would it be possible to make them compatible with each other? (Also, while looking up the mods to post the links, I found this newer mod*** that also makes named soul gems, but a lot closer to what i actually want from the feature (as in, it only effecting the Black souls, cause i don't need several soul gems listed as "Soul of Wolf") so that should also get a patch for GIST. Though prioritize that patch over the older mod.) *https://www.nexusmods.com/skyrimspecialedition/mods/15755 **https://www.nexusmods.com/skyrimspecialedition/mods/8945 ***https://www.nexusmods.com/skyrimspecialedition/mods/31373
  7. I don't know why a mod like this hasn't been made for SSE already, but It would be great if a mod that mutes reanimated corpses, so your undead minion isn't constantly groaning or Moaning "Release me", or saying "Must Kill" during combat. (Ok, so I know this mod* Exists, but during my testing, my Reanimated Dead still groaned, which is no good. I want my undead minions to be Silent. If I wanted a noisey follower, I'd get a Living NPC instead of a Raised Zombie.) (*https://www.nexusmods.com/skyrimspecialedition/mods/76125?tab=posts&BH=1) (there's also this mod, but it's not for SSE:https://www.nexusmods.com/skyrim/mods/1580/) (Though it does still work) Edit: Ok, so I might be wrong, but from the test I just did, it seems that, when used together, these mods give me what I want. I've only tested it with 2 bandits standing around for a few minutes, but not once have i heard "Release me" and the Groans are silent. EDIT3: AGH!!! Nevermind! A Male Khajiit bandit I reanimated just said it! Curses!! Edit 2: Zombies still say "You must die" and "Must Kill" while in combat. So that will need to be removed.
  8. So, I'm sure that at some point, everyone has played the quest "Season Unending" at least once. You Gather the Leaders of the warring factions, sit them down at a table, and...The best you can do is a temporary ceasefire? WHAT?! You're the Gods Blessed DRAGONBORN! You Have a Dossier that states the Thalmor Consider Ulfric and the entire war An Asset! Countless able bodied soldiers are wasting their lives fighting each other over the White Gold Concordat, which Is a Worthless piece of Parchment once the Thalmor are GONE! So, Let's Change that. This mod would allow you to Peacefully End the Civil War right then and there. So, How's it work? Well: If you tell the Thalmor B*ch to F*k off, you can present the Thalmor Dossier on Ulfric, and with 50 or more Speech ( Requirement lowered with Persuasion Perks) convince them to end the stupid civil war so we can focus on the True Enemies: The Thalmor! Give a Speech about how no matter who wins the Civil War, the True Winners are the Thalmor, cause instead of building up forces to Kick their Elvan Asses, or at least have some forces to Defend the Empire WHEN they attack again, the War Has wasted the lives of countless soldiers, who could have instead Joined us in Eliminating the Thalmor. Because Think About it! With the Thalmor Gone, The White Gold Concordat is just a worthless piece of Parchment!! No Thalmor, No Talos Ban! So Cease your Domestic Squabble and Focus on the REAL ENEMY!! Because Whether you do or not, I’m Going to Destroy them. So, WHO’s WITH ME!? (Example speech) Also, This should be compatible with the following mods, cause they share a theme: Civil War Neutrality:https://www.nexusmods.com/skyrimspecialedition/mods/21176 The Second Great War:https://www.nexusmods.com/skyrimspecialedition/mods/17204 Ordinator:https://www.nexusmods.com/skyrimspecialedition/mods/1137?tab=description (Because It changes the Speech Perks, so a optional patch should be made) Become High King of Skyrim (Both Versions) (An Optional File for if you want to use "I'm the High King/Queen" as a way to get them to join forces.)
  9. In the Ordinator mod, there's a Perk Called "Game of Fate" which turns 5 random Locked Chests into "Containers of Fate" which house a "Dragon of Fate" which give 15000 gold and a Perk Point when Found. Now, My Mod request is a Second perk, unlocked at level 90, 95, or 100 of Lockpicking (makers choice) which adds a Quest called "Find your Fate", which adds a quest Marker to any undiscovered Container of Fate.
  10. This Mod* lets you Copy/Paste into the Console, so I know it's possible. *https://www.nexusmods.com/skyrimspecialedition/mods/30928?tab=posts
  11. Just to confirm, do those "======" denote a separate script? Like, Add the first section, click OK, then add a second script for the next section? or should everything under "ScriptName EZKeyTest Extends Form" be copy/pasted into a single script?
  12. Thank you! That worked perfectly!!! I can't trade from merchants while they're muted, but I wasn't planning on doing that anyway,lol. You should upload it to the nexus so others can use it! (Also, Maybe either move the note or place a copy in the Collage of Winterhold's Library?, Cause The CoW is a more logical location for a Spell granting note, imo.) Edit: This mod doesn't effect undead, like my Zombie Khajiit. I can still hear their moans and "Release me". (used "Reanimate Corpse spell) Luckily, these mods exist: https://www.nexusmods.com/skyrimspecialedition/mods/76125 https://www.nexusmods.com/skyrim/mods/1580?tab=posts
  13. "If you mute a current follower, they will no longer bug you with "I'm right behind you", but neither will they have trade items or dismiss options until you unmute them. " That's disappointing, I was hoping to still be able to trade with them while muted*, cause hearing their voice while interacting with them is the main issue. (*Maybe by somehow making it so they still talk, but the sound of their voice doesn't reach the Player character?) Thanks though, i'll check it out momentarily.
  14. I saw on the wiki that the unofficial Skyrim patch lets him go free eventually, but is that also true in Special edition? And if so, how long does he stay in jail?
  15. I love the Quality of life changes the mod "Thieves Guild for Good Guys" adds, such as the ability to alter how many radiant quests you need to do, go on multiple at once, and to focus said quests on a single city, However, I dislike that to have all those, I either need at least two other mods (linked below) (Which don't include the "Focus Heists" option) or Use TG4GG, which adds so much other stuff, and is buggy AF. So, Can someone please make a mod that gives us these QoL changes without all the buggy quests attached? Maybe as an add on for Thieves Guild Requirements, (linked below) https://www.nexusmods.com/skyrimspecialedition/mods/33256 https://www.nexusmods.com/skyrimspecialedition/mods/14883
  16. The mod has two spells. Mute, and Unmute. Mute, when cast on a NPC, makes it so the player can't hear their voice anymore. I assume this would be eaiser than making a spell that removes all their voice lines, but i'm not a modder, so idk. Unmute would, as the name suggests, allow the NPC that was previously muted to have their voice heard again. Why should this mod exist? Simple: A Player might really like the stats of a Follower, but wish they'd shut up, and don't want to mess anything up in the CK, or maybe they just want to tell Nazeem or Himskir to STFU and have it actualy do something. Or, maybe a player wants to RP a EVIL character who Tears the vocal cords out of their minions so they can never argue. Point is, there are many reasons a mod that provides a blanket ability to mute any NPC is better than several spesific mods to make spesific NPC's silent.
  17. I Love the mod (Linked below*) but I'm disappointed that it doesn't provide a Immersive way to obtain the armor, instead relying on console or the Additemmenu Mod. (or the Simple Item Spawner Mod if you've "upgraded" to AE) And since I didn't see any mods that already did this, and have no way of making it myself, I Figured I'd make this post, and share my ideas. Idea 1: A Crafting Book is added to a Dwarven Ruin (Maybe in Blackreach?), which unlocks the crafting recipes. Classic, but boring, IMO. (This Book would most likely be located somewhere in the City with the Big Glowing Orb above it, maybe at the top of the Tower?) Idea 2: In Classic Skyrim, There was a Mod called "Dwarven Bikini Armor" (Linked below**). This mod Added a Small Dungeon near Markarth that had Dwarven Cyborgs, which were very tough in early levels. So, maybe add a new (small) Dwarven Ruin (Preferably somewhere less silly/ farther away from civilization, such as blackreach) with Dwarven Cyborgs in it, who are guarding a "Robotisizer", which acts as a Forge for the DMA items. Idea 3:A Fusion of the above, Just Port the Ruins from DBA and add the Dwarven Automaton Manual into it. Idea 4: An Alternative Start, Live Another Life Addon that lets you start as A Cyborg, Maybe with Variants depending on if you're a Ancient Cyborg made by the Dwarves, or a more recent Adventurer captured while exploring and Converted/Robotized. (And maybe a Addon for Death Alternative, Captured, if you lose to a cyborg, you can be captured, and either wake up Converted, or be captured and converted if you can't escape within a spesific time frame, like a hour?) (Edit: I has come to my attention that DA-Captured is no longer available, for some reason. This is annoying and Disappointing. Though it seems that the 3 DA mods have been fused into one?*** I Haven't gotten it yet, so IDK, and I'm to scared of messing something up to install it.) Also, Maybe make it so the Falmer Slaves are replaced with Dwarven Cyborgs, as an Immersive way to tell/Remind the Player that the Item to Create the DMA Items are there) So, To flesh out (Or craft cause cyborgs) the idea, I'll be sharing my Purest Vision of the mod. While i'll be satisfied with a mod that simply makes the DMA items craft-able, preferably with a Crafting book or Special Forge that can be found in a Dwarven Ruin; this idea becoming a mod would make me Happy.(Maybe the book can be found in sinderion's field laboratory?) So, This mod adds a new dungeon, or alters an existing dungeon, somewhere in Blackreach, preferably somewhere near The City (With the sun orb) This dungeon would have Cyborgs filling it, and attack the player on sight, while guarding a "Cyborg Converter" or "Roboticizer", which lets you turn Dwarven Metal Ingots into the DMA items. And, if you have Alt Start-LAL installed, you can Spawn as a Cyborg in this dungeon, Either as a Recent Convert, or a Reawakened Ancient. And if you have the (Sadly removed. but relocated?*** idk) Death Alternative-Captured installed, if you get defeated by a Cyborg, you get put into a Holding cell for an In game Hour, and if you don't escape before then, you're knocked out, and reawaken to find your head has been replaced with:Head preservation neck frame, and either a Head preservation dome, Head unit Brain Capsule, or Head Unit Crystal Frame and Head insert Black Soulgem. If one of the Head Units are chosen, the Face Type Null, would also be equipped.) It will be up to the player to decide if they want the rest of their body upgraded or not, but the Head has to have some form of alteration to be considered a Cyborg. The Cyborgs will then become Neutral (As long as the Neck Frame is Equipped?), and the player is free to continue their game, however they decide to RP this. (Of course, you can just remove the pieces and return to being a non cyborg if you want to, but that wouldn't be very fun, imo.) (Also, Maybe Another Alt Start where you've been captured, and need to escape or be converted, as with DA-LAL addon, also removed/relocated***. This could replace the "New Convert" Alt Start, leaving the one where you're already a Cyborg be exclusive to the "Ancient Reawakened" Start. Also, I think Ancient Cyborgs should have basic DMA Arms, legs, pelvis and Torso, cause it's unlikely the flesh survived all these years.) Edit: So, Apparently there's a mod that adds A Creatable follower, a new dungeon where you can Create said follower, and Enemy Cyborgs to the Game, that uses DMA as a Base. So, Logically, the most efficient idea is to use That Mod**** as a base and create this mod as a Addon for That mod, with the Crafting device being in the new dungeon (Assuming DMA crafting isn't already a feature with that mod? I haven't played it yet.) (Also maybe make it so enemy cyborgs have the DMA items in their inventory, so we can just loot them for spare parts instead of crafting them ourself? Though That might cause some issues, such as their Robot parts being replaced with flesh and bone. Maybe only have the non Torso/pelvis pieces loot-able, and the limb/head pieces replaced with the respective NULL items?) *https://www.nexusmods.com/skyrimspecialedition/mods/24634?tab=posts **https://www.nexusmods.com/skyrim/mods/76214 ***https://www.nexusmods.com/skyrimspecialedition/mods/34979?tab=files ****https://www.nexusmods.com/skyrimspecialedition/mods/24636
  18. I Love the mod Take Notes- Journal of the Dragonborn (https://www.nexusmods.com/skyrimspecialedition/mods/13570?tab=posts) But one thing I dislike is the inability to Copy/Paste Text with it. So if it's not too much trouble, could someone make a add on that allows text to be pasted into the Journal?
  19. Thank you for your assistance. However, Despite my best efforts following your much clearer instructions, The Mod did not work.
  20. Hi, I'm inexperianced with modding, and I'd appreciate help/advice with my current project. I Love the Dark Envoy Armor Mod, And I love the Dwemer Modular Automation Mod. However, The Dark Envoy Mask uses the same equipment slot as the DMA Pelvis items (Slot 49 according to the CK). Therefore, to minimize potential conflicts, my plan is to swap the Dark Envoy Mask's equipment slot (49) with the Dark Envoy's Arm Armor Equipment Slot (47) (Because I like useing that mask with my Cyborgs). I Swapped their Slot numbers (Arm armor is now 49, and Mask is 47) and when I went in game, the Arm armor item was unequipped when I equipped the pelvis (yeah!) but the mask was also removed (Boo) To be clear, The Mask Item was still equipped, but the mask visual vanished from my characters face. And unequipping the mask item also caused the mask visual to vanish, so I think that's still working properly. But what went wrong with the Arm Armor? Why did it make the mask visual vanish?
  21. ....You just sent me a link to the mod i'm asking for a add on for. I Already know of this mod.. It (From my experience) does not do what I want. It only prevents skills from giving exp, and instead gives exp from questing and killing. Great, but I made this mod request because I want to be able to use the experience Gained from killing or questing to directly level up my skills, which this mod doesn't do. Hence my mod request.
  22. Hi, I'm inexperianced with modding, and I just wanted to confirm something before I spend my time on it. I Love the Dark Envoy Armor Mod, And I love the Dwemer Modular Automation Mod. However, The Dark Envoy Mask uses the same equipment slot as the DMA Pelvis items. Therefore, to minimize potential conflicts, my plan is to swap the Dark Envoy Mask's equipment slot with the Dark Envoy's Arm Armor Equipment Slot (Because I like useing that mask with my Cyborgs). But before I do, I want to confirm that that won't cause the mask to appear on the Arms or the Arm armor to clip through the head. (These would be slots 47 and 49) Edit: This topic has been moved to:https://forums.nexusmods.com/index.php?/topic/12749967-help-with-swapping-the-equipment-slot-of-armor/
  23. So, i'm trying to get a mod that will make SSE recognize that I've rebound the A button to RCtrl (so I can use it to write the letter A in text boxes, such as the Character namer or Enchanting Table), and someone said in that mods request form (*https://forums.nexusmods.com/index.php?/topic/12743148-rebind-a-key-to-right-ctrl/) Quote: I haven't tried this. But it might be possible to fake an A key in game with SKSE's input functions. Create a start game enabled quest Add the following script to said quest (End quote) And when I asked for more information (not having any experience in the field of making a mod or coding in general, replied, Quote: "All you need is the Creation Kit with the scripts.zip / rar file extracted at location and SKSE installed with its PSC files moved from "Data > Scripts > Source" to "Data > Source > Scripts". SKSE may need to be re-installed manually as some installation instructions for it do not have one include the PSC files as they are not needed for the game. So, I've Moved the SKSE.PSC file, downloaded the Creation Kit, and followed the tutorial to the end of the first chapter (useing TGM, TWF, and cocRiverwood) but I'm very confused on what I'm supposed to do. How do I create a "start game enabled quest"? How do I use that code that was provided? I'll be detailing what I've done, so anyone more experienced can check my work to see where I messed up. Helpful Advice is welcome and appreciated. 1:Created Test.esp, Made it Active File. (with Skyrim and Update as Masters, as shown in the tutorial)2: Went to the Quests section of the Object window, went to "Generic", and Right clicked in a empty section and pressed "New".3: A Window popped up. I wrote "RCT1" as the ID, and "RCtrlToAQuestScript Extends Quest" as the Quest Name. It is a Misc quest, with "None" listed as the event.4: I Have discovered a "Scripts" tab. Investigating.4.5: When pressing the "Add" button, several error messages popped up. Clicked "skip all".5: Pasted in the provided Script (Starting with "Int myKey", with "RCtrlToAQuestScript" as the name, and "Quest" as the Extends.6: I Pressed "OK" and the CK crashed. Reactivating...7: As expected, my progress wasn't saved. Redoing steps 2 onward.8: Seems the Script saved. It was re-added. (Renamed quest as "R2A")9: Quote: Form Editor ID Error: Forms ID is not Unique! Previous form is type Quest. (Unquote) (Clicked ok)10: Renamed ID to "RCtrl2A". Pressed Ok. CK Crashed. Again.11: Repeating..... Crashed again. WHY!? 12:Read wiki further, found advice:https://www.creationkit.com/index.php?title=Scripts_Tab13: Repeating, while following advice...Quest does not appear under Misc or Generic, but does under the full quest list. It has a ? icon, and for some reason, lists the "Start Game Enabled" as N, despite having check marks next to it.14: Pressed OK after adding Scripts. Didn't crash this time (yeah!).15: Saved. Testing Now....Did not work. My RCtrl Key remains Useless in skyrim, and continue to lack a way to type the letter A into Text Boxes.
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