Jump to content

Tair

Premium Member
  • Posts

    515
  • Joined

  • Last visited

Everything posted by Tair

  1. Try loading an earlier save file, or try the Skyrim 4GB launcher: http://www.skyrimnexus.com/downloads/file.php?id=1013
  2. The Aela edit was just a texture edit, AFAIK, rather than a text/string edit to a morph file.
  3. You can't install those mods in a "more organized manner." The file structure is what it is.
  4. Hi Tracy, are you playing on a PC? If so, please save your game and then try this: open the console (should be the ` or grave key by default), click on your your follower/housecarl, then type and enter: addfac 19809 1 See if his dialogue options change after that. If that doesn't work, try: setrelationshiprank 3 player.setrelationshiprank 3 Enter both commands separately and then talk to him again. You can also try removing and re-equipping the amulet of Mara after you run these commands. If that doesn't work for you and you're playing the PC version, let me know. I'll find him and see if I can find a solution.
  5. Based on my experience and testing, my theory is twofold: first, Skyrim's PC engine is generally a #^%#*@!$ mess. Second, some of the early .esp mods that are currently out can cause save file corruption which will also cause a CTD. Again, that's just based on my own experiences. That said, I ocasionally crash in that area of the map, too. The Skyrim 4GB Launcher Mod prevents me from crashing in these instances. It may be worth a shot for you too (based on endorsements, it has worked for over 1,200 other Nexus members).
  6. Believe me, quivers will be gone the day the toolkit comes out, if not possibly a bit sooner. They serve no function in terms of animation and clip like nothing else.
  7. This is fairly likely once the toolkit is out. You'll probably see an automatic crafting perk mod initially; my advice would be to wait for a bit after the toolkit comes out, and if you don't see a mod that fulfills your request within a couple of weeks, repost this request. Now isn't really the time to be making any requests, though.
  8. Honestly, I think the kids are a built-in taunting mechanism. Think about it: the say the most irritating crap ever, they look completely, irrationally stupid (per the OP), and you can't kill them or shut them up without modding, even using the console. Essentially, someone at Bethesda was tasked with the job of creating the most irritating NPCs ever. And they've probably earned a raise.
  9. There's already a mod that eliminates perk prerequisites which might hold you over until rearranging trees is more accessible.
  10. Good suggestion. Just don't assume it's something that would take just a "few minutes." I suspect that if you were knowledgeable on the subject enough to estimate the scope and time frame, you'd also be knowledgeable enough to do it yourself. Generally speaking, the best retextures (read: the ones that don't involve a quick Unsharp Mask) can actually take upwards of several hours. Just my advice : )
  11. The people who are already doing shield textures are generally doing the insides, too. Doesn't really merit a separate request, as most people interested in retexturing shields are already doing so.
  12. This is a common request. The toolkit is coming out in Jan. Wait for it.
  13. Switching sheath slots generally isn't as easy as you'd think. Once the toolkit comes out, I would expect to see more sheath mods, so hold tight. Also keep in mind that until the dust settles after the kit comes out, very few modders will actually be fulfilling requests.
  14. I know you're aware that you need to use the console to do so, but did you know the commands exist? Open the console and click your follower. Then, type showinventory. removeitem X Y where X is the reference ID and Y is the quantity, referenced from the showinventory command. If you already knew that and just wanted a mod, disregard my reply. : )
  15. Open the console and click your follower. Then, type showinventory. Personally, I like to remove all of their default gear. removeitem X Y where X is the reference ID and Y is the quantity, referenced from the showinventory command. Then, give them whatever you like. If they still refuse to equip it (shouldn't happen if you strip their base gear), then use equipitem X where X is the item's ID referenced from showinventory.
  16. Note you need to TARGET your follower by clicking on him/her with the console open beforehand. Additionally, a better solution is to manually manage their inventory. Open the console and click your follower. Then, type showinventory. Personally, I like to remove all of their default gear. removeitem X Y where X is the reference ID and Y is the quantity, referenced from the showinventory command. Then, give them whatever you like. If they still refuse to equip it (shouldn't happen if you strip their base gear), then use equipitem X where X is the item's ID referenced from showinventory.
  17. You can increase your follower's level by opening the console, clicking on your follower, and typing setlevel X where X is the level you'd like them to be. You can also see a follower's current level by typing getlevel with them targeted.
  18. Just use the console. Open the console and click your follower. Then, type showinventory. Personally, I like to remove all of their default gear. removeitem X Y where X is the reference ID and Y is the quantity, referenced from the showinventory command. Then, give them whatever you like. If they still refuse to equip it (shouldn't happen if you strip their base gear), then use equipitem X where X is the item's ID referenced from showinventory. The follower inventory GUI is bugged, similar to the Pickpocket GUI if you have the Perfect Touch perk. If you use the above console method, you shouldn't have any problems.
  19. Use showracemenu in the console. Note that if you change your race, your stats will get jumbled. To fix this, save beforehand and then use player.setav X Y where X is the attribute name and Y is the value to restore your skills after a race change. For example, player.setav smithing 25 If you don't change your race, you're fine, in my experience. You may need to unequip and re-equip your gear afterwards, though, to refresh any stat buffs you have. Also, there are some minor cosmetic bugs with this command. Skin tone, war pant, and a few other things will reset each time you bring up the menu.
  20. The iron mace looks outstanding. There aren't enough classic Cleric/Paladin blunt weapons in the game atm. Thanks for your effort.
  21. The addfac command alone isn't even foolproof as it is. Most NPCs that aren't followers by default, in my experience, require quite a bit of rigging with other console commands and rarely work perfectly as followers in the end. In terms of fulfilling the OP (whether it be creating an ideal same race NPC to marry, or a creating a NPC follower that's actually attractive), I suspect waiting for the toolset will be the best bet.
  22. Honestly, after all this time, EverQuest's Magician class still has the model to beat for a Conjuration-based caster, and it isn't too far from what Skyrim's Conjurer aims to be. What that means for Skyrim is semipermanent pet conjurations (read: they last until they die or you summon a different pet), pet-specific heals, and pet augments (either passive perks or spell-based buffs) that bring conjured pets up to your level. Similarly, scaling ranks of conjured weapons and armor. If I were to set out to make Conjuration a more viable tree, I would aim to make conjured pets or risen skeletons long-term, viable replacements for followers or companions. Since skeleton NPCs can already use weapons, it might be cool if a Conjurer could equip his skelly pet with summoned weapons. This might provide some meaningful choice between using a skeleton versus an elemental aside from just the basic Elementalist vs. Necromancer choice. Another interesting idea (again, stolen directly from EverQuest) would be a Reclaim Energy spell—the Conjurer could activate this spell to dismiss his pet, instantly regaining the Magicka originally spent summoning it. Potentially useful for switching pets if, for example, a fire pet was useful for ranged DPS, and a frost pet was better for tanking.
  23. The UI blows. It's clunky with a mouse and downright irritating with the keyboard. What's worse is that there are no menu-to-menu swaps; e.g., to swap from Weapons to Spells, you need to entirely exit Weapons and then hit Spells. Trying to get off a Fast Heal as a sword and board warrior is nearly impossible when it actually counts—when you need it FAST. You're better off just keeping your heal equipped, which devalues shields in any situation where you'd need emergency healing. Still worse is the lack of the num row keybindings that existed in Oblivion. It makes maintaining short-duration buffs ridiculous, since the Favorites menu absolutely sucks compared to standard 1 through X key binds. It's a neat game, but I just simply can't imagine why basic keybinds weren't included. What's interesting is that if you attempt to bind something to 1 through 0 on your num row, the game will tell you that the key has been reserved.
  24. .mor files don't translate all of their information to the chargen because their file structure differs from a .mop. If you want proper integration, you need to use a .mop; without a toolset patch, the only way to generate one is by creating it by hand in pyGFF. The design metaphors and methods for editing the .mop are similar in pyGFF compared to using the toolset, minus the morph preview. I'm not sure if any of us are still expecting a toolset patch at this point, so your best bet may be to park yourself at the BE mirror and work on it by hand, doing a F9 save reload each time you update your .mop file.
  25. Neither are PC games and they're also a bit old school, but Final Fantasy Tactics and Etrian Odyssey III are both great RPGs where customization is the primary gameplay mechanic.
×
×
  • Create New...