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HyperManFZ

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  1. I will make sure tomorrow with a never-had-mods-installed save, however the bug does still occur on a save that has never had any mod installed except for CC's Survival Mode (and that isn't just a clean SAVE, it is a clean GAME - no mod had ever touched it (except Survival Mode)). And I have had this bug since before Survival Mode was even a thing. In fact, I think I may have had this bug since SE was first released (granted I think my first game in SE was modded, but that is why I mentioned the completely clean + Survivial Mode save that also has the bug). But yeah, I will certainly check tomorrow. Just wanted to clarify some things.
  2. Update: I was mistaken about which shout images are affected. The effected images are: the red magic one (like dismay), the white magic one (like whirlwind sprint), and Frost Breath. It may also affect shouts that I do not have yet. And I know it can't be a mod causing it because the bug is present if I have no mods installed as well as in my sister's game where she uses no mods other than the new CC Survival Mode and never has had any other mods installed - completely vanilla (until the recent addition of Survival Mode). Anybody ever have this bug or know what I'm talking about?
  3. I just discovered that it was not just near lakeview, that just happened to be where I discovered it. Your comment did make me think though, and I discovered that Serana (who was my follower at the time) had picked a fight with an entire stormcloak camp, but not with me. And they kept beating Serana into bleedout, and since she was my follower that meant I too was in combat even though I was way too far away from them for them to come after me, for my spouse and steward to go after them, or for them to appear as red dots on my compass. I teleported Serana to me and just waited for her to exit combat mode to fix my problem. Thanks. Problem resolved.
  4. I realize this wouldn't be a permanent fix because future mod will require the newest version of skyrim, but I do have a backup of the Skyrim.exe from before the creation club update. Do you think that will fix my problem? Also, does anyone know how to mod sleeping requirements? Is that even possible?
  5. Whenever I go near or in lakeview manor the game says I am in combat even though no enemies are around. It only sometimes plays the battle music, it prevents me from doing crafting stuff/sleeping/waiting, and NPCs such as my spouse and steward enter combat mode and raise their fists, running around searching for an enemy that isn't there. There is no red dot on my compass in any direction. I have tried no-clipping around in search of this enemy, and killed all animals in a wide area around lakeview. I tried reloading, restarting the game (quitting to desktop), and used the console command "killallactors". I even tried killing myself and reloading (to before I killed myself) as was suggested in a different forum on the web. No luck with any of these methods, game still thinks I am in combat. Although if I kill myself, then resurrect myself with the console the game no longer thinks I am in combat, however the known bug occurs when you use the resurrect console command on yourself, so this isn't really a solution.
  6. cdcooley - I want the weight changes (arrows and lockpicks) but I do not want the sleep requirement for leveling up, so if that wasn't also hard coded in I would certainly do that. I may end up doing that anyway and have to look for another way around the sleep requirement. So thanks for the info, whatever I end up doing your suggestion with surely help me. giano8 - Sure thing, I'll keep you posted. I know this Creation Club update is annoying so I'd be glad to help out another player going through the same thing.
  7. Well that sucks... I need to know more about how the Creation Club content works so that I can enable Survival Mode and mod away all the features of it that I don't like. All that work just to add weight to lockpicks. :down: But thanks!
  8. So I modded lockpicks to weigh 0.1 (up from 0) and it worked fine (really simple) until the Creation Club update where lockpicks are now reverted back to the un-modded weight of 0. Anybody know what is going on? I suspect Survival Mode is screwing with the weight value (even though I have survival mode disabled). The Update.esm file changes lockpicks to weigh 0.1, the weight value for lockpicks in survival mode, but when survival mode in disabled lockpick have their vanilla value of 0. The .esl file for survival mode does NOT edit the lockpick item at all, so I'm thinking disabling survival mode also disables new features that are in Update.esm. Maybe if survival mode is disabled a script runs to change the weight of lockpicks to 0 (instead of the new default of 0.1) and this script overrides all other edited entries? I'm only guessing it works this way because I'm out of ideas as to why editing the lockpick entry no longer has any effect in-game apparently. Plus a complicated buggy backwards implementation seems like the way Bethesda likes to do things. Any ideas on how I can fix this? I know this seems like such a small thing, but I want to figure this out before more poorly implemented CC mods mess with my game in bigger ways.
  9. I'm having a problem with the inventory images for some shout in the magic menu. All shouts that use the white-magic-shout-blast (i.e. whirlwind sprint), the red-magic-shout-blast (i.e. aura whisper), and the slow-ethereal image for the Slow Time shout do not appear correctly. They are meant to appear as flowing magic blasts, but only show up as a faded cloud of color with occasional specs of light flickering in that "cloud" (the "cloud" of color is the color that the shout should be, so whirlwind sprint appears white, aura whisper is red, etc.). I opened all my installed mods in SSEEdit and nothing is editing the MAGINV files, they are all unchanged from the base game. I even used the MAGINV files for some spells I made for a mod and those images were bugged in the same way. Anyone else ever experience this or know a fix to get my old magic inventory images back?
  10. Thanks IsharaMeradin and cdcooley. I was hoping I wouldn't have to do something like that, but it's good to know that the function I want is not available so I don't waste anymore time trying to find such a function. I'll probably end up doing exactly as you suggested.
  11. 1. Is there any way to check if a skill is legendary in the creation kit? 2. Is there any way to automatically give the player a certain perk if a condition is met? (rather than just making the perk available if that condition is met) My aim is to add a new perk (that I created, I have no trouble creating a new perk, just applying it) to the player when they make a skill ledendary. I have considered a concept where a hidden perk that does nothing is auto-added to the player when a skill reaches level 100, then a second non-hidden perk (the actual function bearing perk) is auto-added if the player's skill is exactly equal to 15 AND they possess the first, hidden perk. This would indicate that a skill was previously lv 100 and was then reset back to 15 (effectively indicating that the skill was made legendary). I suppose then that I only need an answer to my second question about auto-adding a perk, but an answer to my first question would be nice too. btw, I am using SE. Not sure that matters though, unless the solution I'm looking for requires SKSE.
  12. I am trying to do this, but I haven't figured out how yet.
  13. -6 hour cooldown on racial greater powers. -Once per day, get a special effect when health falls below X% (same as the Avoid Death perk in the restoration tree, except the effect isn't healing and you have the "perk" automatically as a racial "perk") -for example, on dunmer when they fall below 50% health they auto-summon a spectral dunmer to fight for them for 60 seconds. I have the effects for each race worked out already, so if you can help with this let me know and I'll send the details.
  14. -As the dragonborn, you should be able to shout regardless of cooldown status. -However, the magnitude of the shout would be affected by the percentage you are cooled down. The longer your remaining cooldown the lower the magnitude of the shout. -(Max Cooldown Time - Remaining Cooldown Time)/Max Cooldown Time = Shout Magnitude Multiplier -Max Shout Magnitude x Shout Magnitude Multiplier = Actual Shout Magnitude
  15. -It should cost money per day to feed your family, pay for home services (hearthfire), and pay your hearthfire servants (if you have any). -The income from the store that your spouse sets up is lessened and deposited everyday in the "safe" container of your choosing. -The upkeep of your home will be paid from that "safe" container that you chose. If the container runs low on funds a courier will deliver a message to you that your home is in need of funds, give the courier money to bring back to your home. -If you send the courier away without any money there will be consequences. -Remove "Homecooked Meal" -Ask spouse to set table for breakfast/lunch/dinner. Save current items on the table as templates that simply get switched out to at breakfast/lunch/dinner as long as spouse is home at the time of the switch ​Where might I start to make such a mod?
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