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Huh, I did not imagine for a moment this kind of mod actually existed. It is a bit more than I wanted however, at least from a lore-based point of view. It was never my intent to port the mod without the author's consent, I just wanted to ask if I could use it for SE myself by just plopping it into Vortex. Since it only seems to alter scripts then, as you surmised, it likely will. With that said, I would need to research how such a mod is "rinsed" in the CK. I've yet to do such a thing.
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Hello everyone, another beautiful day on the Nexus. With that said, I want to all say that there is a notable difference between Skyrim Legendary Edition and Skyrim Special Edition when it comes to the availability of mods. Said difference being that although most of the major mods made the jump from Legendary to Special thanks to their awesome creators, a number of smaller mods were left unforgotten. One of these mods was by MrStoob and was called "Lucia and Sofie Sleep Well" which received a respectable 76 endorsements and over 1000 downloads. Link here: https://www.nexusmod...86395?tab=posts The mod basically gives Lucia and Sofie better places to sleep than on the streets of their respective cities. As the mod author notes, they have it worse starting out than the other Non-Honorhall Orphans (at least by comparison). I would imagine that, for most who don't use multiple adoption mods, that this is the reason they would adopt these two children first and foremost. As a Dragonborn, I have only ever adopted these two myself. This mod appeals caught my eye because I wanted to make another Dragonborn that didn't adopt kids. Or if I did end up adopting kids, it would be after a long period of time. So a mod that alleviates the condition of Sofie and Lucia would be a good alteration to the world-state for such a run. I messaged the mod creator on both the mod page and by forum mail and received no response. So I was hoping to ask 3 things of anyone available: 1. Can I port this mod to Skyrim SE without any modifications? I know this is the case for some mods but I was hoping to run this by anyone more experienced before trying it out myself (I am a bit of a noob in this regard). 2. If it can't be ported, is there anyone who would like to try setting it up on the SE Nexus or something similar to it for the convenience of others? 3. Beyond simply the script, would a version that adds a small mat where the girls sleep be possible? This would be an alteration to the setting and may cause conflicts with some city and shop mods but most players might be able to use it. If anyone can get back to me on this matter I would be grateful. I posted a similar request on the Skyrim LE Nexus Forum in case anyone on that end would be able to help. Thanks for your time, and good luck saving Skyrim with your Dragonborn!
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Hello everyone, another beautiful day on the Nexus. With that said, I want to all say that there is a notable difference between Skyrim Legendary Edition and Skyrim Special Edition when it comes to the availability of mods. Said difference being that although most of the major mods made the jump from Legendary to Special thanks to their awesome creators, a number of smaller mods were left unforgotten. One of these mods was by MrStoob and was called "Lucia and Sofie Sleep Well" which received a respectable 76 endorsements and over 1000 downloads. Link here: https://www.nexusmods.com/skyrim/mods/86395?tab=posts The mod basically gives Lucia and Sofie better places to sleep than on the streets of their respective cities. As the mod author notes, they have it worse starting out than the other Non-Honorhall Orphans (at least by comparison). I would imagine that, for most who don't use multiple adoption mods, that this is the reason they would adopt these two children first and foremost. As a Dragonborn, I have only ever adopted these two myself. This mod appeals caught my eye because I wanted to make another Dragonborn that didn't adopt kids. Or if I did end up adopting kids, it would be after a long period of time. So a mod that alleviates the condition of Sofie and Lucia would be a good alteration to the world-state for such a run. I messaged the mod creator on both the mod page and by forum mail and received no response. So I was hoping to ask 3 things of anyone available: 1. Can I port this mod to Skyrim SE without any modifications? I know this is the case for some mods but I was hoping to run this by anyone more experienced before trying it out myself (I am a bit of a noob in this regard). 2. If it can't be ported, is there anyone who would like to try setting it up on the SE Nexus or something similar to it for the convenience of others? 3. Beyond simply the script, would a version that adds a small mat where the girls sleep be possible? This would be an alteration to the setting and may cause conflicts with some city and shop mods but most players might be able to use it. If anyone can get back to me on this matter I would be grateful. Thanks for your time, and good luck saving Skyrim with your Dragonborn!
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Huzzah! :D
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Well, the directions were clear and easier to follow than I thought. Thanks for the tip MrBlack :D
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Damn, didn't notice until too late :sad: Since I am about as mod savvy as I am knowledgeable about train engines, I suppose I shall just bide my time with other games. While I am aware of the process of re-creating an earlier version of the game, I am unsure if it I could pull it off without hurting my current completed character - an Breton Warlord who became a Stormcloak. Unfortunate, since I was working on a new character, a Nord Archmage, that I planned to ally with the Imperial Legion before taking a turn for the Gothic as a new Lord of the Volkihar Vampire Clan. Hopefully SSE is updated before the Beyond Skyrim team plans to release Expedition to Atmora, which may be sometime next year if they get the quests implemented and voice actors recruited.
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SSE Hearthfire Tweak: A Mod to disable Lucia and Sofie
CyrusAmell replied to CyrusAmell's topic in Skyrim's Mod Ideas
Okay, so if I wanted to insert a condition into the ai package of Sofie and Lucia to not appear until after the Civil War then how would I go about that? -
SSE Hearthfire Tweak: A Mod to disable Lucia and Sofie
CyrusAmell posted a topic in Skyrim's Mod Ideas
Edited Note: Or alternately, make it so they don't appear until after the Civil War. Pretty much what the title says. Now, you might be wondering why I would want such a thing or why I wouldn’t just walk up to the girls and type “disable,” but bear with me. There are two reasons I wanted a mod like this: 1) These two make it hard to want to live the bachelor life for long. Of all the children to adopt, Lucia and Sofie are the worst off. They are two young girls who are left homeless and on the street, in cities that can come under attack during the Civil War. Naturally, I always adopt them for those reasons on every save I had in Oldrim where I did adopt on a character. I even have to structure my playthroughs so as to ensure they are adopted before Civil War events happen. The other children in the game, by comparison, are better off – if they are not in the orphanage with Constance (because I murdered Grelod the Kind) then they are boys who are not on the street (Blaise & Alesan). None of the other children, save perhaps Blaise, are in the way of the fighting. 2) I may want to adopt different children. True I could get a mod to adopt numerous children so I can still accommodate Lucia and Sofie, but I think a mod such as the one I proposed would be easier. This means I can adopt kids from the Honorhall Orphanage, or I can adopt newly added children from mods that make elven or orcish kids – all without leaving Lucia or Sofie out in the cold. In short... So what I am asking for is just a mod that disables Lucia and Sofie from the game with a story description of how they were already adopted into new families. Alternatively, I would like advice on how to go about making such a mod. Is there a way to disable npc using the Creation Kit? Or, if this is not recommended, perhaps a way to make it so that Sofie and Lucia don't appear until after a set time? Say, after the Civil War? That might be more useful. Or if you really wanted to go all out, then you could make a mod that moves the girls into the houses of current families. Say, Sofie is adopted and moves in with the Shatter-Shield Family in Windhelm and Lucia is adopted in Whiterun by Adrianne Avenicci and her husband Ulfberth War-Bear. If this request seems equal parts naïve, selfish and lazy then well... yah, but this is a game – no need to make me feel bad about it. -
I concur that this seems the prudent course. Don't get me wrong, I'm not saying that you shouldn't ally with the Raiders in a play-through - it's just that I don't see the point. The complaint has been made before (perhaps a hundred times) that this was awkwardly forced into the main game. During the main quest it makes no sense because you need the help of 3 otherwise anti-raider factions to mosey along into the Institute. Frankly, I can only see an Institute character possibly justifying such a decision as a continuation of standard Institute policy to the surface (keep it messed up). More than that though, the Raiders themselves offer nothing over your other available factions. Gage himself basically says as much when he calls the Brotherhood of Steel "basically raiders." This leads to the realization that the Brotherhood of Steel East Coast Chapter is everything a Raider Warband could ever aspire to become over a long period of time: a well-armed, well-respected and well-structured military force that can impose its will upon normal Wastelanders. A Brotherhood of Steel Paladin (or Sentinel) has a far better chance at maintaining a fulfilling life than a Raider Overboss ever could. Compared to that, lording over a group of treacherous, amoral thugs seems like a major downgrade. Plus, at the end of the game the Brotherhood of Steel have an upgraded Liberty Prime. Short of launching a hundred (thousand?) Fatmans at its kneecap I don't think there is anything these guys could do to even dent the damn thing. Elder Maxson could thus crush you and your raider gang very easily in the lore if you decide to play overboss on the side. The Minutemen may not outgun the Nuka-World Raiders, but a successful Minuteman General can still expect more loyalty from his or her volunteer soldiers and look forward to a better life expectancy than a Raider Overboss. What I am trying to say is that even if I am an "evil" character, I still don't see the point of being with these Raiders. I can be a ruthless BoS player and still sleep better at night with a giant robot to look out for me. Or I can be a ruthless Institute leader that can try to use the Minutemen to his own purposes. This sucks, because I really liked the character building that went into the Animal Pack and Operators as well as their leaders. The Raider Bosses should have been new companions alongside Porter Gage, this would have been good with Mags Black who really sold the "sexy evil package" whenever she spoke.
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As the title says, there is a body outside Sanctuary Hills (a Raider?) with a dead dog nearby that probably killed him before dying itself. I believe the body spawns across the bridge with a tire iron, but I was thinking of trying to make it so he spawns with a Combat Rifle or Hunting Rifle that is chambered to use .38 rounds. This weapon mod upgrade is pretty useless by the time you get the needed Gun Nut 3 Perk as a crafting prerequisite at level 25, but I imagine it would make the early levels when you have only .38 rounds at times a much more enjoyable affair. It would certainly make playing a Rifleman Character less onerous without proving too much of an advantage right out the gate. That said, I never quite know what I am doing in the editors and I so I was wondering if anyone could create such an addition in their spare time. It would make returning to the game much easier for longtime players who have taken a break without breaking immersion or being an outright cheat.
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The East Coast Chapter of the Brotherhood of Steel takes the hard view that technological progress or "pushing the envelope" can itself threaten mankind's future. Brotherhood High Command under Arthur Maxson believed that the Institute, and any chance of recreating third generation synths, needed to be wiped from the face of the Earth. To that end they viewed anything coming out of the Institute as almost heretical and in need of destruction, no matter how mundane. Perhaps the Brotherhood under Elder Lyon's would have taken to appropriating the Institute, but the Brotherhood under Maxson certainly felt content with their current technological assets. Also, there was no way to ensure that the Institute would remain secured for long. For all we know, the Institute had an army of gen 1-2 synths in storage they could have rolled out to crush the invaders with sheer weight of numbers. Getting in and getting out after setting off a big explosion was the only way to ensure victory at minimal cost in the lives to the Brotherhood. Perhaps with more complete intelligence a different decision may have been made, but the Brotherhood was never going to get this before the big battle came. When dealing with the Institute, or any other unknown threat, it is better to take no chances than to risk taking unnecessary losses. With that in mind, we all know the devs just gave up in the end and decided to make the ending for 3 factions the same (with slightly different dialogue) so they would only really have to worry about two endings.
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how i learned to stop worrying and love the automatron
CyrusAmell replied to Moraelin's topic in Fallout 4's Discussion
My biggest problem with the robots is that they seem to negatively affect the happiness of your settlements. It's this whole thing, I can't quite explain it off the top of my head. I have yet to find a mod that eliminates this oddity, or else I would use robots to supplement my settlement defenses gladly. -
It makes sense, but you will need to sacrifice in-game access to ballistic weave for that one certain quest I spoke of. Which is garbage, but can thankfully be fixed with mods. Because if you are going to join a certain faction you will need a certain quest to send a certain a**hole into the Wasteland and to an almost certain well deserved death.