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LID919

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Everything posted by LID919

  1. I have always wished you had choice here. I think a good mod for this would give the following choice: Do the noble, Vanilla, thing where you go through the trials of Noctournal and return the key. Or When about to return the key, have the option to instead chose to kill Karliah, keep the key, and return to the guild claiming she died from other causes. Should you follow this path, you lose the nightingale equipment (I think in a similar way to how in Knights of the Nine from Elder Scrolls IV when you commited a crime, the Divine Crusader's armor would fall off). In this case, the statue of Noctournal does not appear in the Cistern, and references to the Nightingales stop. Nightingale hall is blocked off, and you just go on to a guildmaster just like Mercer Frey. I would very much like this choice as, while sometimes I do make the "noble thief" character who would return the key, other times I just make a no grey area straight up bad guy, who would quite obviously keep the key for himself.
  2. Odds are that is the issue, something was overwritten or destroyed, and now it won't work. Thanks for helping with the diagnosis, I'll be re-installing it (I hate the forced Steam integration, back in the days of Oblivion I could uninstall and re-install in a few minutes. And now?)
  3. I install mods manually. Here is the plugins.txt: And here is the BOSS log:
  4. I use the default launcher. I verified the files, it said it found some issues and fixed them, but skyrim.esm and update.esm still would not show up in the launcher. I deleted the specified file. When I reopened the Launcher, they still would not show.
  5. I just checked and you are correct that Update.esm and Skyrim.esm are not ticked, I had not noticed that. However, they are not on the list at all now, so I cannot tick them. I looked in the Skyrim/Data folder and they are still there. Could corrupt files be causing this issue? Should I just re-install Skyrim, then try re-installing the mods?
  6. I recently decided to give Requiem a try. As I was starting a new game anyway, I took the opportunity to also uninstall some mods that weren't quite doing it for me, and try out some others, like swapping UFO for AFT. Once all the ESPs were in place, I ran BOSS without getting any unusual messages, then attempted to launch the game. The Skyrim window opened, but remained on a static screen showing the Dovahkiin symbol without showing the main Skyrim menu. I checked all the mods and things looked fine to me. Could someone take a look at my loadorder list and tell me where I might be encountering issues? I am running through script extender, and Skyrim itself was working fine before I did the massive plugin restructuring. Here is my plugin list: Unofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthfires.esmUnofficial Hearthfire Patch.espDragonborn.esmFalskaar.esmWyrmstooth.espClimatesOfTamriel.esmSPIKE.esmUnofficial Dragonborn Patch.espChesko_Frostfall.espTouringCarriages.espPlayer Size Asjuster.espSkyUI.espDragonSoulConverter.espCloaks.espCloaks - Dawnguard.esphothtrooper44_ArmorCompilation.espImmersive Weapons.espRequiem.espRequiem - Resources.espRequiem - Hard Times.espRequiem - Immersive Armors.espRequiem - HearthFires.espRequiem - Frostfall.espRequiem - Falskaar.espRequiem - Dragonborn.espRequiem - Immersive Weapons.espRequiem - Wyrmstooth.espBard.espBards&Merchants.espDawnstar Sanctuary OverhaulHearthfireMultiKid.espKRZ - Better Archmage Quarters.espReforging Magnus.espResearchThief.espThe Parthunax Dilemma.espGuard Dialogue Overhaul.espThieves Guild Requirements.espShortcuts.espClimatesOfTarmiel-Dungeons-Hardcore.espClimatesOfTamriel-Interiors-Warm.espBrevi_MoonlightTales.espBloodmoonRising.espApocalypes - The Spell Package.espColorful_Magic.espUnlockSpell.espTeleport.espTeleport-DG Plugin.espTeleport-DB Plugin.espVampirelordroyal.esp3DNPC.espRealisticNeedsandDiseases.espRND_Dawnguard-Patch.espRND_HearthFires-Patch.espRND_Dragonborn-Patch.espMarriable Serana.espAmazingFollowerTweaks.espSkyrim Unbound.espTTYM - Think to Yourself Messages.espTTYM - Frostfall Module.espDynamic Timescale.espRND Requiem Food Patch.espWaterFromWellsDragonbornRND.espRND_AnimalLoot.espAtherial Crown Redone.espCollege for Non-Mages.esp
  7. I'm working on a mod that adds additional upgrades to Breezehome. I have created a new cell that I want the external breezehome door to send the player to after an upgrade is purchased. I want to set up a papyrus fragment in some dialogue to do this. How can I change what a door's target is in script?
  8. I am working on a mod that adds additional upgrades for Breezehome. However, I cannot seem to find the Whiterun steward's dialogue about buying breezehome and upgrades for it. Does anyone know where the dialogue for purchasing and upgrading breezehome is located?
  9. Skyrim Redone's improved magic system might just have what you need in it. I almost always play mage and the Skyrim Redone mod allows for many many different mage builds, instead of always being an all-in-one mage. With illusion spells such as scapegoat and phantom image, illusionists become a serious force to be reckoned with. With the necomancy overhaul, your necromancer can build armies of skeletons to do their bidding. And of course, the new destruction perk tree will let you specialize in an element, and unlock incredible power in that element, at the cost of giving up the other two. More Light Spells - Having just candlelight and magelight kind of sucks, I still could barely see in the darkest dungeons. This mod adds more and more powerful light spells to rectify this issue. Unlock Spell Modified - Before I got this mod, it really bugged me that my highly respectable mage would ahve to take up something like lockpicking just to get ahead in life. No more. This mod works very well to add unlock spells back to elder scrolls (why Bethesda removed them after Oblivion, I'll never understand). You said no weapons, but does that extend to staves? Another mod I would recommend is Staves of Skyrim. Staves of Skyrim adds many different defensive staves to the game, with the ability to empower them yourself into magical staves. You can create your own staff of fireball, ice storm, chain lighting, etc, and recharge it with a spell in the field. An excellent mod that I use every time I play mage. And finally, another staff and some shameless self promotion: Reforging Magnus - This mod changes the Staff of Magnus from that thing you hang on your wall at the end of the College of Winterhold questline, to an incredibly powerful and useful item, and it does so in an immersive manor and still maintains balance. I use this mod on my mage character, and the staff is my primary means of combat. Don't get me wrong, the staff can't do it alone. I said this mod was balanced, and it is. I still rely on my own skills with spells to protect me and deal additional damage. I use paralyze to freeze my oponents before draining them, my mage armors and wards to defend, fireball to do more damage to dragons and groups, and spells like phantom image (Skyrim Redone Spell) to make getaways and distract opponents. Overall, these mods together make playing a mage much more fun.
  10. Here are some of my recommendations: Skyrim Redone - An absolute must-have. Pretty much, this is how skyrim should have been. Character Creation Overhaul - Makes the character creation more similar to previous Elder Scrolls titles, in chosing a class, major skills, etc. Makes things more interesting in my opinion, as it becomes harder for my mage to just decide "I want to use an axe and heavy armor" and go to town. Helps with the immersion and role playing in my opinion. Alternate Start - Live Another Life - Gives you options when you start the game on how you want your character to start. Instead of being caught crossing the border illegally every time, you might start out as an outlaw in the woods, or a new member of a guild, or shipwrecked on a northern coast. A nice feature is race specific starts, such as Kajiit Caravan guard, or Thalmor agent, or Forsworn native. Falskaar - Adds a massive new land to explore, useful if you have already done pretty much everything vanilla. These if you are a fan of in depth immersion (I am): Imp's More Complex Needs - Eating, Drinking, Sleeping, done very in depth, all the way to nutrition. Although if that level of depth is too much, there is a basic mode. I like needs mods because now there is actually a point to staying at an inn, and there is a point to the piles and piles of food around the world besides just looking pretty on a table. Chesko's Frostfall - Hypothermia, Camping, Wilderness Survival. An excellent mod which adds a new demension to gameplay. Can't stay outside too long, or you will freeze to death. Skyrim is a cold place after all. Very well done, with many features that can be customized. Takes in to account the location, how wet you are, the weather, and even what you are wearing. If you want more danger in your travels: Deadly Dragons - So I was just strolling down the road, when, suddenly, DRAGON! I love the "assault" feature of this mod. Customizable timer, with randomization option, for dragon attacks. In addition, configurable to make dragons significantly stronger, and adds many different exotic varieties to the game. And finally, shameless self promotion: Reforging Magnus - Change the Staff of Magnus from that thing you use for a questline then subsequently hang on your wall, to a weapon that is truly useful and fun to use, through an immersive process (You aren't getting that upgraded staff for free). Equip the vanilla staff for the first time after you get it, and you will be told how to unlock its true potential. A very nice mod if you are planning on playing a mage. P.S. Welcome to the master race. Modding, the best way to make your console gamer friends jealous.
  11. You could always just open up the Creation Kit, find Brelyna, and remove the offending spells from her known spells list. It would only take a few minutes at most. Probably no modders will do it for you as it is a very specific request, but you should be able to do it really easy.
  12. Deadly Dragons has a quite a few very nice looking dragon models, you might want to check out that mod.
  13. After reopening this today, I decided on a different method to solve the problem. I added a script to the staff itself so that when it was equipped for the first time, the player would "notice" the recipe inscribed on the staff, and "write it down". It worked like a charm, and the finished mod is now on the nexus here: http://www.nexusmods.com/skyrim/mods/49045/? Thank you for putting up with my questions this whole time as I explored the scripting system.
  14. I can't attach .esp files as attachments to posts, but I put it in Google Drive at this link: EDIT: Link Closed I edited the script a bit, trying to change things around to get it working, but couldn't get it to work. The quest name is MagnusReforgeQST, and the item is MagnusRecipe01 (I hope to do this with recipe 02 as well once this is sorted)
  15. I set up the quest, added the script (it compiled fine) and tried it out in game. It didnt work, so I checked the quests with the console command "sqt". I didn't see it on that list, so I looked up the quest via the "help" command (it was there, so the data is in place) and tried both, "setstage" and "startquest" to no avail. Any idea what I am doing wrong? Thanks for all the help.
  16. I've been trying to do as you said, but I've been having trouble (sorry, I've not done scripting in Skyrim before, and it is very different from Oblivion scripting). I made the quest, added the reference to the player, but got stuck on writing the papyrus script. Every time I've gotten various errors. I tried looking into papyrus documentation, but still couldn't figure out how to proceed. Would you mind showing me an example of how this sort of script should look? Thanks.
  17. I've recently started doing a little bit of modding for my own personal use, but decided I wanted to share one mod I have created here on the nexus, after some polishing. I have been making a "Staff of Magnus improved" mod, but with a difference. I am trying to set things up so that when the player receives the staff, it is the Vanilla staff of Magnus, but an atronarch forge recipe is added to the player's inventory when they first pick it up, and later (after following that recipe) when an improved staff of Magnus is added to the player's inventory, to add another note with a new recipe. How might I go about writing the script to do this? To recap, the script needs to add an item to the player's inventory when a different item is added to the inventory for the first time.
  18. The reason I did not go and ask at Basic Primary Needs is because Oblivion is now an old game, and I had assumed most of the modders will have moved on to other projects by now. I thought that a more general thread might still have some people browsing it though. I will post there anyway and see what happens.
  19. When I stated "Hiring" and army, what I had in mind was using the taxpayer septims (the player's income you describe) to hire, train, and outfit the guards of the city (there is no man, mer, or beastfolk who will do something for free). That way, different characters could handle things differently. For example, my Necromancer could keep all the tax money for himself, and just use undead armies to defend. My merchant character would do no fighting himself, so would use a large amount of tax money on armies. And my warrior, mage, and archer characters could hire smaller armies and do some fighting themselves. I do like the idea of gaining the trust of the citizens though.
  20. So, I recently reinstalled Oblivion,and have been trying to crack open Basic Primary Needs and modify the vampirism. In Basic needs, some extra features for vampires are added, such as the ability to have canteens full of blood. The problem is that, while the Blood Canteens fulfill Basic Needs' blood meter, they do not change your vampirism stage. When I drink a canteen as a stage 2 or above vampire, I do not revert back to stage 1, I stay my current stage. I wanted to make a mod that would add an effect to the canteens such that I would revert to level 1 when I drank. I tried this script: Begin ScriptEffectBegin player.HasVampireFed = 1 End But it did not work. I confirmed that the script was being called, but it did not revert my vampirism. Can anyone help me out with this?
  21. So, when I've played Skyrim, I've often run into this situation: Alright, I am an all powerful necromancer with legions of undead at my disposal, I have the power to destroy the world if I really wanted to, but what can I do with it? I can, randomly slaughter non-essential NPCs I find, but, what's the point? There is none. I am all powerful, but that power is useless. I propose a solution to this issue. I am thinking of a mod that would allow me to lead an assault on a city, attack the ruling body, and take over. Perhaps then I would have to continue to defend my property after seizing control, whether by hiring armies, making armies as a necromancer, or just using my raw power to destroy any who oppose me. I would think it could work like this. Use the scripts from things such as the battle of whiterun/solitude/windhelm for the attack/defense situations, and set it up so that if you can fight your way to the palace and force the Jarl to surrender, you gain control of the city. Once in control, the city could fall under attack periodically by others attempting to liberate it from your rule, and you would be forced to either defend the city yourself, or hire armies to defend your city. I think this would be a very fun mod, anyone up for trying to craft it?
  22. I recently got nostalgic and reinstalled Oblivion on my Windows 8.1 machine, so here is my guide to installing Oblivion's many wonderful mods: First, highly recommend that rather than installing oblivion in its default directory (C:\Program Files\Bethesda Softworks\Oblivion) You install it somewhere else, such as my location, (C:\games\Oblivion). As for the mods, here is my methodology. Before installing any oblivion mods, I usually save my Oblivion data folder in a zip file, just in case I ever need to revert to completely vanilla settings. (Do this by navigating to your oblivion folder, right clicking the data folder and selecting, "send to compressed (zipped) folder"). Next, I create a folder named, "Chocolate". In the chocolate folder, I copy the Oblivion Script Extender, then create a folder named, "Data". In the "Data" folder of the "Chocolate" folder, I copy the files for all the mods I plan on using. I do not use managers to install/remove mods automatically, I prefer working with the files manually. For example, to install Glenvar Castle (which I highly recommend by the way), I copy, Glenvar Castle.esp, Textures, Meshes, and Sounds from the Glenvar Castle download I downloaded from the Nexus, into the Data folder in the Chocolate folder. I then add more mods, such as the Glenvar Castle Voice Addon, by copying it to that same folder. I add others like Basic Primary Needs by copying, Basic Primary Needs.esp, Basic Primary Needs,bsa, Basic Primary Needs.ini, Basic Primary Needs for objects.ini, basic primary needs for vampires.ini, and basic primary needs for werewolves.ini, from the download folder I got from the Nexus, to the Data folder in the Chocolate Folder. Once all the mods I plan on using are in the Chocolate folder, along with the script extender, I copy the contents of the Chocolate folder, directly to the Oblivion folder. Doing so merges the Chocolate Data with the Oblivion Data folders, installing all the mods at once. I then launch the Oblivion Launcher, turn on the mods in the "Data Files" option, then exit the launcher. Next, I run BOSS (which I highly recommend) which automatically sorts my Oblivion mods into the proper order so that none conflict. Once all this is done, I launch Oblivion via the Script Extender launcher, and go have fun. That is my method for installing Oblivion mods.
  23. After doing the dawnguard, college of winterhold, and main quests, I found myself with an extra elder scroll. I talked to our favorite librarian, and he bought it, starting it would be a valuable asset to the college. It was then never seen again. I would like to see a small mod that, when the scroll is sold, sees it placed in something like a locked display case in the arcanium. Just to show it still exists, and wasn't just shoved into a bookcase. Found out that this does happen eventually, I just wasn't patient enough. If a mod could delete this thread, that would be swell.
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