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CyrusAmell

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  1. 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.
  2. 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!
  3. 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!
  4. Well, the directions were clear and easier to follow than I thought. Thanks for the tip MrBlack :D
  5. 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.
  6. 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?
  7. 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.
  8. This does seem a bit of an oversight on the developer's part. The only way to have avoided this was to complete everything you needed to do with Kells before meeting Dima.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. Then you'll agree that the Minutemen are the best faction to stick close to until such time as you make your final decision on the matter, don't you think? Frankly I tried jumping ship from the Brotherhood to another certain faction after getting their help but the game enforced my connection and kinda messed things up in my opinion (immersion wise). All players will need to briefly meet with the Railroad but the Brotherhood of Steel can be safely ignored. Well, my definition of "safely" anyways. Which is why the player should stick with the Minutemen initially so they can then decide where he or she stands on the whole synth issue later. So do not join the Brotherhood of Steel unless you are committed to their cause, or what you consider the outcome of said cause. Also do not join the Railroad initially unless you are committed to helping synths. There is an interesting quest with a certain faction that is unattainable which I quite liked because it allowed me to jettison a certain asshole into the Wasteland. Basically the game will get very confusing from here on out. Trust me...
  15. A little Bit of Spoilers Below but not much at all really: I would advise against closely working with the Brotherhood if you have any interest in changing faction allegiances later. Especially if you later ask the Brotherhood for help in trying to get into the Institute (I won't say how) it will directly hijack your interaction with a certain important npc which will break immersion for you in some ways. Also, you will be unable to perform a certain questline if you do any work for the Railroad at all, although this might not matter if you were just planning on working with the Railroad. If you are asking what faction to work with for the sake of benefits, I would advise against working with the Brotherhood unless you intend to stick it out with them. And considering you will encounter synths who are friendly to you that is indeed a hard proposition to consider. Frankly it is less work for you and more fun later if you keep the Brotherhood at a distance so that any conflict you get into with them will simply be you shooting armor-clad clods as opposed to you shooting people you know by name. The Brotherhood does not provide you the player with any useful benefits you could not scrounge yourself from the Wasteland. The only thing noteworthy about the Brotherhood is their accessible network of Vertibirds which makes Survival mode easier to navigate. To this I advise turning off Survival Mode because it is dumb as hell. My advice is to work with the Railroad but turn to the Minutemen for help when you need it while staying away from the Brotherhood beyond the small quest where you meet Danse. There are also more benefits for working with the Railroad, including better armor and better repeatable quests for exp. Lastly, I advise you not to worry about a peaceful ending with the Brotherhood - they made their choice long ago and you must now make yours. Peace is possible with the Brotherhood if you go Minutemen but it is only a temporary thing according to the Meta. The Minutemen ending to the game is almost identical to the Railroad ending (if you stay friendly to the synths), with the added bonus that you the player get all the glory as General of the Minutemen because your blue flag will be hoisted over Diamond City. As for your specific question Moksha, I would advise not going with the Brotherhood and following the Freedom Trail. If you need help finding the end of the Trail then just wiki where to go. I think you are just supposed to follow the red bricks from the starting point, and pay some attention to the letters on the plates as they will come in handy later: http://download.gamezone.com/uploads/image/data/1194649/12227105_10104639606034162_5477261599548589745_n.jpg
  16. I figured I'd necro this thread since I thought people would want to know what their possible female spouses thought of their desired home in the Special Edition. What really bothers me is that they lumped Aela the Huntress with the "Arrogant" answer which complains nonstop unless you are in your home in Solitude. For instance, there is no reason why a woman raised in a hunting cabin who is also a werewolf would ever complain thusly about living in a Hearthfire House when asked how are the kids: "Fine, when we're not fending off attacks by wolves. Or bears. Or giant spiders. Honestly, what were you thinking, sending us out here?" For such a prominent character you would think they'd at least take a moment to plug in a single new voiced sentence for the game from her voice actress. As I think I found earlier, I believe only women were given such a response - though I could be wrong.
  17. I believe that the Traders should have been a fourth alternative faction, because the park does become a bit empty once you kill of all of the raiders. I also found the raider's use of bodies to decorate the place disgusting and highly unhealthy, more so than usual. I mean, walk into the town bar and there are guts on the floor, heads hanging from hooks and impaled corpses in the kitchen. How the hell is anything coming out of there remotely safe to eat? How do they stand the smell considering they have been there for a year!? That said, it was disappointing that the side-quests for the raider factions were just from the primary bosses considering they had fully voiced lieutenants (except for the Pack) who seemed ready-made for such matters. As for the Radiant Side Quests, I was not at all happy they we were being sent outside Nuka-Cola World to complete them just starting out. Would it have been so hard to keep the Radiant Quests inside Nuka-Cola World so we could actually get to know the landscape while earning caps for the new guns and ammo? Then again, the Radiant Quest system seemed to be breaking down towards the end especially when vanilla quest givers kept sending you to Far Harbor when there should have been no lore reason for such. All in all, I don't believe the devs met the requirements to make Nuka-Cola World a must have DLC. There should have been more dialogue and a better tuned side-quest system to go along with the DLC at a minimum. More sidequests could have helped, including working alongside the DJ Red-Eye and the Raider Lieutenants. But a solid good option, not only to help the Traders but also find a smart way to dispose of the raiders by turning them against each or using the denizens of the park such as the robots and ghouls, should have been in the DLC. That we just have to mindlessly kill nearly 30-40 raiders on our own while trying to avoid hitting the Traders caught in the cross-fire seems like lazy implementation. Hell, I noticed some of the traders pulling out pipe weapons during the fight - why couldn't we have armed them before hand so they could help liberate themselves if they were willing to shoot?
  18. While the player may be able to build a wonderful Vault, the path-finding for the AI is as s*** as ever and, unless great pains are taken, will likely be unable to reach needed points for the new quests to progress. As a PC player, I only needed to click on the NPC through console to grab the code and then input "moveto player" when I was near the needed objective. For console players, however, this fault would be a downright negation of the DLC's value. I actually reloaded a prior save after I had completed the DLC the first time and built the Vault a second time using everything I learned. What I also found out was that all that talk about having the needed resources at the job site was bull, because I went through about 5k units of steel without coming close to replenishing that number in the surrounding workshops. Rubber is also an important building component and I went through most of my stockpile of the stuff.
  19. I have to agree that, while I have probably spent enough time playing Fallout 4 to justify buying it at full price along with the season pass I am not at all eager to repeat such an investment in the foreseeable future. Maybe I will, but only if I get a better income. Minus the stagnant rpg mechanic, I got mostly what I expected. But I will wait for the reviews of the next Elder Scrolls game, definitely. I will say this though. If the workshop mode returns as shoddy as it was in Fallout 4 and all over the map then I am not touching the game. Period. I don't care how good the story is I will not once more run myself ragged erecting and protecting numerous shanty towns just so even more gormless npc can stand around doing jack diddly than at the start of the game. As for the Witcher games, you will absolutely want to skip playing the first one (pick up a full play-through save on the Nexus for porting) and breeze through the second one on normal mode (still kinda tough). The second one can be picked up for $5 and it's a good game. The third one, however, is a great game and if you have the time and inclination I suggest picking it up later this year for the inevitable Black Friday specials on Steam.
  20. It's fine, I agree that the next Elder Scrolls game should put far less of a focus on settlements which is why I advocated fewer such locations. What I was hoping for was an expanded Hearthfire system where you as the player had control over a walled settlement that could serve as the players' home. Unlike in Fallout 4 I do not want such a location to be handed out like candy but rather presented to the player as both a reward and a responsibility that they could deny without feeling at a loss. Whereas in Fallout 4 you could help out a group of farmers and, oh boy, you are now responsible for everything from defense to food. There was no "Sir/Ma'am, would like control over the settlement?" just "You can now use the Settlement Workshop." The system became ridiculously ponderous because of this. Coincidentally, this also goes for the faction system where I want to be able to decline being made leader of the FIghter's Guild if I don't want to deal with the responsibility (but that's a rant for another time). A well to do player should not have anymore than 3 such locations at any one time due to faction conflicts and a normal player should be comfortable with one. We could utilize the steward system from Hearthfire to appoint companion characters to look out for the place while we were gone. The peasents could in turn make themselves useful gathering crops and maintaining the location as the player's subjects. Just enough of a system to feel like a lord, not enough work for it to be a bore. I think the Witcher games from CD Red Projekt understood the value of saying no. In Witcher 1, the player character Geralt of Rivia could not say "no" to bedding many women to complete some quests, or at one point just hand out a chicken sandwich. But in Witcher 2 onward, Geralt could decline such a daliance and go on his way. Similarily, I want to be able to say no in an Elder Scrolls game to such responsibilities as land ownership and guild leadership. Fallout 4 suffered from a lack of interesting locations because it seems half the map was given over to making arable locations for player settlements. I could certainly have done without so many settlements and would have liked more interesting vanilla towns.
  21. I can only assume that many on this forum have played Fallout 4 or are at-least familiar with Bethesda’s latest “innovation” within the game known as the Workshop Mode. For those unfamiliar, players where given the liberty to develop their own settlements and hangouts within a set area. The only restraints were their imagination and a ridiculously low “build limit” that constrained how much of anything the player could build (easily circumvented however). There were 25+ such areas across the map that the player could utilize for such projects and, while this sounds cool, the system had a great many drawbacks. Negatives: With that tirade out of the way I have a few suggestions for when Bethesda inevitably tries to put such a feature in the new Elder Scrolls game. My primary theory is that it would be best if Bethesda combined what worked in Elder Scrolls V Skyrim – Hearthfire with the innovations seen in the Fallout 4 Workshop Mode. In Hearthfire, your player manors were developed in set locations with additional features added to the households and their surroundings. While the player could not decide where such buildings were placed they could decide what buildings were placed. Additionally, there should be fewer such locations and they should be granted to the player by a higher figure such as Jarls in Skyrim rather than by the inhabitants of these towns (fiefdoms if you would). Guilds might also serve such a purpose. Such landed privilege should also be somewhat difficult to acquire, ensuring that by the time the player acquires the fiefdom that he or she will have enough standing and coin to begin work on new projects. The reason I advocate such is because the freedom and quantity of the Fallout 4 Workshop worked against the fun and quality of the system. As the player, I enjoyed being in charge of towns. As the player, I did not enjoy building these settlements by the dozens and wall by wall while trying to work around incontinent Settler AI, miniscule build limits and running myself ragged trying to scrounge up the needed resources. Basically, you were everyone’s *censored* rather than their boss. Lastly, inhabitants should be given greater variety and should play a greater role in the construction of the settlement. The player should start off with five peasants who can be put to work making upgrades while the player is away. This would go on until the player has invested enough time, money and manpower to have a walled settlement with guard towers and a castle or fortified manor in the center. This would all be based on a grid layout with set locations for certain buildings that the player can personally choose and where new ones can simply be swapped in to replace old structures. Architectural flavors, such as style and stonework, should also be given as options for new buildings. Recruitment of settlement npcs should also be streamlined and more varied. In short, it should be a system that avoids getting the player bogged down in the nitty gritty while allowing the player to feel as though he or she is putting their mark on the world. What does everyone else think? What would you like to see in an Elder Scrolls VI Workshop?
  22. The only reason I am playing right now is to gather resources. The Vault-tec Workshop is around and the corner and I would like to make sure my Vault is kitted out with all of the essentials early on. Additionally, if Far Harbor is any indication, then Nuka-Cola World will probably have a few plots of land to develop. My normal approach to building a settlement is to quickly establish a main building that will contain 2-3 shops and 20 beds with the first floor being dedicated to a bar and resting area while the second and third floors are packed with beds. After that I just put some crops around the building and defense turret towers before leaving to wait for new settlers to arrive. Frankly, I always hated this part of the settlement system because I should not have to wait hours for enough settlers to wander into my settlement to maintain the stores and crops. That said, this little formula always hits a snag when I find myself out of resources before I can put the final finishing touches on the whole thing. Hence, the need to gather while I wait.
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