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Posts posted by lordelliott
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The problem is, programs like xpadder can't get Skyrim to use one or both analog joysticks AND keyboard and mouse. It effectively does the same thing as the G13 software by emulating keypresses with the joysticks so that you can press up on the joystick and it sends the signal W to the game, left sends A, right sends D, and down sends S. This does not allow for smooth use of the joystick by any stretch, and instead, makes devices like the G13 a relatively useless device (specifically because the keyboard has more keys and the G13 really doesn't do anything more without the use of its analog joystick).
There are plenty of players who've mentioned they want to use one of the 360's joysticks and the mouse for motion and viewing, etc... nothing, so far, does this at all, let alone adequately.
And realistically, in the end, we still need a completely revamped keybinding system that is controlled entirely within Skyrim itself. Also, consider, this should allow control of audio WHILE in the game. It's sad how limited Bethesda decided to make the control system in Skyrim (thank you console port).
But very good point on the program itself, this will definitely help other users, but like so many other mods, it's not the end result that is needed, just a good patch to the painful wound that is the Skyrim control system.
If you do it right, you can get xpadder to provide a smooth joystick experience and also use the mouse and keyboard at the same time. I did it with Oblivion and was going to do it with Skyrim too, but Skyrim had better Xbox controller support than Oblivion did, so it didn't seem worth the trouble. You bind keyboard and mice buttons to the gamepad, but that doesn't inherently stop you from still using the keyboard and mouse at the same time.
The key is preventing Skyrim (or Oblivion) from recognizing or doing anything with a gamepad that's plugged in. If it "sees" the gamepad, it will disable the mouse and keyboard and activate it's native gamepad support. What you want, if you're using xpadder, is for the game to stay in keyboard and mouse mode. Then you can use the keyboard and mouse all you want and also pickup your gamepad at the same time because, through xpadder, the gamepad is using the keyboard and mouse. In Oblivion, I was able to completely disable it's gamepad support mostly by removing lines from the config.ini.
As I mentioned, you can get a smooth joystick experience with xpadder. You just have to pick the right options. In "Mouse Settings" for each stick, I recommend setting it to "Cursor" mode and setting the emulation speed to whatever is comfortable. For some games I do about 80, for others 150. It depends on the game. From there, you just have to adjust to the feel for each game. Anyone who has played a lot of console FPS's knows what I mean.
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Would someone please make a mod that simply removes the "(person) already caught you" message from the game entirely?
You get this message if you try to pickpocket, fail, then try to pickpocket the same person again (sometimes even those who were nearby too), and it blocks you from attempting to pickpocket.
I think this is dumb. I mean, if I'm hidden, why shouldn't I be able to try pickpocketing the same person over and over. It would be more realistic if "getting caught" simply reduced the chance of success on the next try by reducing the success percents. However, if that's too complicated, I would be happy with just having the whole getting caught thing removed period.
I tried really hard to find a mod for this, but Google just kept returning people's complaints about the system instead of a mod that fixes the problem. If this mod already exists somewhere, that would be great.
Thanks,
lordelliott
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Thank you. It is in plain site. This makes me feel stupid :facepalm:
Don't feel stupid. Nexus isn't the most well designed website. This is just another example.
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Yeah i have that already and it does help immensely with viewability on the world map, But unfortunately it doesn't help at all for adjusting position (just x & y angle). Not a big deal i guess in a grander scheme, just frustrating i can't see anything on the western border or the northern coast.
You could always turn off clouds, might look weird though. The author of the mod I linked mentioned that doing that allows you to see the border regions.
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You're really determined to get to the bottom of this! :biggrin:
It's not really code. It's just a list of variables and their hex values, and sticks them into the Skyrim app. If you look at the link again, you should see that the third column of numbers refers to the gamepad controls. It describes how to change the controls if you're left-handed.
Yes indeed I am! :)
I had an idea for a spreadsheet that will help me keep track of key bindings, so I saw this file and thought incorporating info from it would be very useful. But, I had no clue what the stuff in it meant at first, lol.
So, this is just a list used by Skyrim to assign key bindings. Hopefully this is a standardized format that works with all games, right? If so, I wonder what the name of the standard is, if there is one. If it's not standardized, it should be.
I read over that linked page again, and I think I fully understand fields 1, 2, 3, and 4. 5, 6, and 7 seem to have something to do with allowing you to bind different things in-game. Take this for example:
Forward 0x11 0xff 0xff 1 1 0 0x801
This means that Forward is bound to the "W" keyboard key and nothing on the mouse and game-pad. (found out 0xff means unbound) Also, it can be changed to in-game to any keyboard key or mouse button, but not to game-pad buttons. 0x801 is some kind of grouping tag, but I'm not sure when it would be used.
I'm going to screw around with this line see what happens. Pray for my PC. :P
Edit: Well that was interesting, some stuff worked and some didn't. Who knows why. But I was able to remap Forward to the X button (0x4000) and turn off binding in-game for the keyboard and mouse. I attribute other changes that failed to stuff maybe being hard coded into skyrim or I mods I have interfering. Since I read that this file changes the default bindings, some stuff could override it after game load.
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Does anyone know of a mod/tweak that expands the physical boundaries of the map screen?
All searches for map tweaks on google have led me to that 'street view' tweak, or variations on that (which I admit, do help). What I'm looking for is expanded range in moving the perspective of the map screen.
To illustrate what i mean, try looking straight down with markarth or any far western or northern location centered on the map screen.
I have not tested this, and when I tried this mod I couldn't get it to work right (didn't try hard though), but maybe you'll have more luck. It claims to allow you to rotate the camera more with this tweak:
Adding these will allow: Pitch = Up/Down(Y), Yaw = Left/Right(X) rotation;
fMapWorldMaxPitch=400.0000
fMapWorldYawRange=400.0000
Link to mod page:
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You should put that code inside a spoiler tag.
I'm not sure what 0xff means in this case, possibly 'key not defined'. Anyway, here's a link to a Steam topic that should help you understand this code. My link
Thanks, that link was helpful. Still looking for equivalent game-pad and mouse hex scan codes. I might be able to figure it out by reading the file more. Also want to know what kind of programing code this is. Does it fall under C++, or what?
Posted a cleaned code version. Check the first post.
Edit: I can just extrapolate the codes for mouse and game-pad from the file now, I think.
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Hi,
I need a mod that will keep me from leveling out enchanting and smithing too fast. Many people have complained that these skills go up too fast, thus causing all sorts of unbalancing effects.
I'm not sure how the distribution should go but maybe something like this:
Allow the skills to go up to 20 at level one;
Keep that cap to like level 10;
From there increase the cap linearly so that by lvl 50 it could be maxed.
So by that math, the cap would go up by half a skill point each lvl.
(50levels - 10levels) / 80skill points = 0.5
I think that would be good. Then you could enjoy the last 30 levels (the cap being 80 or 81) with your uber gear when you'll actually need it anyway.
Thank you.
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I heard there was a mod to fix the ridiculous amount of clipping that goes on with hair going through all the hats/helmets and making them look retarded, but I cant find it.
Any tips?
Or is this mod not one that actually exists.
Thanks.
Don't remember seeing that. But this (or similar enhancement mods) might help:
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Thanks. Is that table all inclusive or are there other keyboard scan codes? What about the mouse and gamepad? And what does 0xff mean? That's not in the table. Still have many questions about the file. I'm going to add the rest of the code.
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Just wondering if there's a been a mod that allows preset armor switching yet? Pressing 1 on the numpad for all your conjuration gear, 2 for destruction gear etc.
Haven't been able to find it listed or by searching this thread here, thanks.
Yes there is, but it's a WIP.
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Hey,
I'm trying to understand the code within a controlmap.txt file. I tried Google, but I couldn't find any kind of coding guide. I'm not a programer, but I did learn enough basic html to make a web page back in the 90's (Manually in Notepad, I mean. No FrontPage crap.) :D Anyway, so programing code isn't totally foreign to me, but this stuff just makes hardly any sense.
Here's the top of the file (Edit - Whole fill code included):
// 1st field: User event name. DO NOT ALTER! This field is used to ID events in the code // 2nd: Keyboard key ID that will proc this event. A value of 0xff means the event is unmapped for this device. // 3rd: Mouse button ID that will proc this event. // 4th: Gamepad button ID that will proc this event. // 5th: If set to 1, this event can be remapped to a keyboard key // 6th: If set to 1, this event can be remapped to a mouse button // 7th: If set to 1, this event can be remapped to a gamepad button // 8th (Optional): User event binary flag. Used to group together related user events, like "Movement" or // "Menu", so they can be toggled on and off together // // Blank lines signify the start of a new input context. // See ControlMap.h for more details on input contexts. // // Main Gameplay Forward 0x11 0xff 0xff 1 1 0 0x801 Back 0x1f 0xff 0xff 1 1 0 0x801 Strafe Left 0x1e 0xff 0xff 1 1 0 0x801 Strafe Right 0x20 0xff 0xff 1 1 0 0x801 Move 0xff 0xff 0x000b 0 0 0 0x801 Look 0xff 0xa 0x000c 0 0 0 0x2 Left Attack/Block 0xff 0x1 0x0009 1 1 1 0x841 Right Attack/Block 0xff 0x0 0x000a 1 1 1 0x841 Activate 0x12 0xff 0x1000 1 1 1 0x804 Ready Weapon 0x13 0xff 0x4000 1 1 1 0x840 Tween Menu 0x0f 0xff 0x2000 1 1 1 0x908 Toggle POV 0x21 0xff 0x0080 1 1 1 0x820 Zoom Out 0xff 0x9 0xff 0 0 0 0x220 Zoom In 0xff 0x8 0xff 0 0 0 0x220 Jump 0x39 0xff 0x8000 1 1 1 0xC01 Sprint 0x38 0xff 0x0100 1 1 1 0x801 Shout 0x2c 0xff 0x0200 1 1 1 0x840 Sneak 0x1d 0xff 0x0040 1 1 1 0x881 Run 0x2a 0xff 0xff 1 1 0 0x801 Toggle Always Run 0x3a 0xff 0xff 1 1 0 0x801 Auto-Move 0x2e 0xff 0xff 1 1 0 0x801 Favorites 0x10 0xff 0x0001,0x0002 1 1 0 0x908 Hotkey1 0x02,0x4f 0xff 0x0004 0 0 0 Hotkey2 0x03,0x50 0xff 0x0008 0 0 0 Hotkey3 0x04,0x51 0xff 0xff 1 0 0 Hotkey4 0x05,0x4b 0xff 0xff 1 0 0 Hotkey5 0x06,0x4c 0xff 0xff 1 0 0 Hotkey6 0x07,0x4d 0xff 0xff 1 0 0 Hotkey7 0x08,0x47 0xff 0xff 1 0 0 Hotkey8 0x09,0x48 0xff 0xff 1 0 0 Quicksave 0x3f 0xff 0xff 1 0 0 Quickload 0x43 0xff 0xff 1 0 0 Wait 0x14 0xff 0x0020 1 1 1 0x808 Journal 0x24 0xff 0x0010 1 1 1 0x808 Pause 0x1 0xff 0xff 1 1 0 0x8 Screenshot 0xb7 0xff 0xff 0 0 0 Multi-Screenshot 0x1d+0xb7,0x9d+0xb7 0xff 0xff 0 0 0 Console 0x29,0x94 0xff 0xff 0 0 0 0x10 CameraPath 0x58 0xff 0xff 0 0 0 Quick Inventory 0x17 0xff 0xff 1 1 0 0x908 Quick Magic 0x19 0xff 0xff 1 1 0 0x908 Quick Stats 0x35 0xff 0xff 1 1 0 0x908 Quick Map 0x32 0xff 0xff 1 1 0 0x908 // Menu Mode Accept !0,Activate 0xff 0x1000 0 0 0 0x8 Cancel 0x0f 0xff 0x2000 0 0 0 0x8 Up !0,Forward 0xff 0x0001 0 0 0 0x8 Down !0,Back 0xff 0x0002 0 0 0 0x8 Left !0,Strafe Left 0xff 0x0004 0 0 0 0x8 Right !0,Strafe Right 0xff 0x0008 0 0 0 0x8 Left Stick 0xff 0xff 0x000b 0 0 0 0x8 Console 0x29 0xff 0xff 0 0 0 0x10 // Console PickPrevious 0xff 0x8 0x0002 0 0 0 0x10 PickNext 0xff 0x9 0x0001 0 0 0 0x10 Up 0xc8 0xff 0xff 0 0 0 0x10 Down 0xd0 0xff 0xff 0 0 0 0x10 PageUp 0xc9 0xff 0xff 0 0 0 0x10 PageDown 0xd1 0xff 0xff 0 0 0 0x10 Console 0x29 0xff 0xff 0 0 0 0x10 NextFocus 0x0f 0xff 0x0200 0 0 0 0x10 PreviousFocus 0x2a+0x0f,0x36+0x0f 0xff 0x0100 0 0 0 0x10 // Item Menus LeftEquip 0xff !0,Left Attack/Block !0,Left Attack/Block 0 0 0 0x8 RightEquip 0xff !0,Right Attack/Block !0,Right Attack/Block 0 0 0 0x8 Item Zoom 0x2e 0xff 0x0080 0 0 0 0x8 Rotate 0xff 0xff 0x000c 0 0 0 0x8 XButton !0,Ready Weapon 0xff 0x4000 0 0 0 0x8 YButton !0,Toggle POV 0xff 0x8000 0 0 0 0x8 Cursor 0xff 0xa 0xff 0 0 0 0x8 // Inventory ChargeItem 0x14 0xff !0,Shout 0 0 0 0x8 // Debug Text PrevPage 0xc8 0xff 0xff 0 0 0 0x10 NextPage 0xd0 0xff 0xff 0 0 0 0x10 PrevSubPage 0xc9 0xff 0xff 0 0 0 0x10 NextSubPage 0xd1 0xff 0xff 0 0 0 0x10 // Favorites menu Up 0x11 0xff 0x0001 0 0 0 0x8 Down 0x1f 0xff 0x0002 0 0 0 0x8 Accept 0x12 0xff 0x1000 0 0 0 0x8 Cancel 0x10,0x0f 0xff 0x2000 0 0 0 0x8 Left Stick 0xff 0xff 0x000b 0 0 0 0x8 Cursor 0xff 0xa 0xff 0 0 0 0x8 // Map Menu Cancel 0x0f 0xff 0x2000 0 0 0 0x8 Look 0xff 0xff 0x000c 0 0 0 0x8 Zoom In 0xff 0x8 0x000a 0 0 0 0x8 Zoom Out 0xff 0x9 0x0009 0 0 0 0x8 MapLookMode 0xff 0x1 0xff 0 0 0 0x8 Click 0xff 0xff 0x1000 0 0 0 0x8 PlacePlayerMarker 0x19 0xff 0xff 0 0 0 0x8 Cursor 0xff 0xa 0x000b 0 0 0 0x8 PlayerPosition 0x12 0xff 0x8000 0 0 0 0x8 LocalMap 0x26 0xff 0x4000 0 0 0 0x8 LocalMapMoveMode 0xff 0x0 0xff 0 0 0 0x8 Up 0x11 0xff 0xff 0 0 0 0x8 Down 0x1f 0xff 0xff 0 0 0 0x8 Left 0x1e 0xff 0xff 0 0 0 0x8 Right 0x20 0xff 0xff 0 0 0 0x8 // Stats Rotate 0xff 0xff 0x000b 0 0 0 0x8 // Cursor Cursor 0xff 0xa 0x000c 0 0 0 0x10 Click 0xff 0x0 0x1000 0 0 0 0x10 // Book PrevPage 0xcb,0x1e 0x0,0x9 0x0004 0 0 0 0x8 NextPage 0xcd,0x20 0x1,0x8 0x0008 0 0 0 0x8 Cancel 0x0f 0xff 0x2000 0 0 0 0x8 // Debug overlay Console 0x29 0xff 0xff 0 0 0 0x10 NextFocus 0x0f 0xff 0x0200 0 0 0 0x10 PreviousFocus 0x2a+0x0f,0x36+0x0f 0xff 0x0100 0 0 0 0x10 Up 0xc8 0xff 0x0001 0 0 0 0x10 Down 0xd0 0xff 0x0002 0 0 0 0x10 Left 0xcb 0xff 0x0004 0 0 0 0x10 Right 0xcd 0xff 0x0008 0 0 0 0x10 PageUp 0xc9 0xff 0xff 0 0 0 0x10 PageDown 0xd1 0xff 0xff 0 0 0 0x10 ToggleMinimize 0x3f 0xff 0x0020 0 0 0 0x10 ToggleMove 0x3e 0xff 0x0080 0 0 0 0x10 Close 0x40 0xff 0xff 0 0 0 0x10 F1 0x3b 0xff 0xff 0 0 0 0x10 F2 0x3c 0xff 0xff 0 0 0 0x10 F3 0x3d 0xff 0xff 0 0 0 0x10 F7 0x41 0xff 0xff 0 0 0 0x10 F8 0x42 0xff 0xff 0 0 0 0x10 F9 0x43 0xff 0xff 0 0 0 0x10 F10 0x44 0xff 0xff 0 0 0 0x10 F11 0x57 0xff 0xff 0 0 0 0x10 F12 0x58 0xff 0xff 0 0 0 0x10 LTrigger 0xff 0xff 0x0009 0 0 0 0x10 RTrigger 0xff 0xff 0x000a 0 0 0 0x10 Backspace 0x0e 0xff 0xff 0 0 0 0x10 Enter 0x1c 0xff 0xff 0 0 0 0x10 B 0xff 0xff 0x2000 0 0 0 0x10 Y 0xff 0xff 0x8000 0 0 0 0x10 X 0xff 0xff 0x4000 0 0 0 0x10 // Journal Zoom In 0xff 0x8 0xff 0 0 0 0x8 Zoom Out 0xff 0x9 0xff 0 0 0 0x8 XButton 0x2d,0x32 0xff 0x4000 0 0 0 0x8 YButton 0x14 0xff 0x8000 0 0 0 0x8 TabSwitch 0xff 0xff 0x0009,0x000a 0 0 0 0x8 // TFC mode CameraZUp 0xff 0x8 0x000a 0 0 0 CameraZDown 0xff 0x9 0x0009 0 0 0 WorldZUp 0xff 0x0 0x0200 0 0 0 WorldZDown 0xff 0x1 0x0100 0 0 0 LockToZPlane 0xff 0xff 0x4000 0 0 0 // Debug Map Menu-like mode (but not the actual map menu) Look 0xff 0xff 0x000c 0 0 0 0x8 Zoom In 0xff 0x8 0x000a 0 0 0 0x8 Zoom Out 0xff 0x9 0x0009 0 0 0 0x8 Move 0xff 0xa 0x000b 0 0 0 0x8 // Lockpicking RotatePick 0xff 0xa 0x000b 0 0 0 0x8 RotateLock 0x1e, 0x20 0xff 0x000c 0 0 0 0x8 DebugMode 0x35 0xff 0x4000 0 0 0 0x8 Cancel 0x0f 0xff 0x2000 0 0 0 0x8 // Favor Cancel 0x0f 0xff 0x2000 0 0 0 0x108
Code cleaned up version:
// 1st field: User event name. DO NOT ALTER! This field is used to ID events in the code // 2nd: Keyboard key ID that will proc this event. A value of 0xff means the event is unmapped for this device. // 3rd: Mouse button ID that will proc this event. // 4th: Gamepad button ID that will proc this event. // 5th: If set to 1, this event can be remapped to a keyboard key // 6th: If set to 1, this event can be remapped to a mouse button // 7th: If set to 1, this event can be remapped to a gamepad button // 8th (Optional): User event binary flag. Used to group together related user events, like "Movement" or // "Menu", so they can be toggled on and off together // // Blank lines signify the start of a new input context. // See ControlMap.h for more details on input contexts. // // Main Gameplay Forward 0x11 0xff 0xff 1 1 0 0x801 Back 0x1f 0xff 0xff 1 1 0 0x801 Strafe Left 0x1e 0xff 0xff 1 1 0 0x801 Strafe Right 0x20 0xff 0xff 1 1 0 0x801 Move 0xff 0xff 0x000b 0 0 0 0x801 Look 0xff 0xa 0x000c 0 0 0 0x2 Left Attack/Block 0xff 0x1 0x0009 1 1 1 0x841 Right Attack/Block 0xff 0x0 0x000a 1 1 1 0x841 Activate 0x12 0xff 0x1000 1 1 1 0x804 Ready Weapon 0x13 0xff 0x4000 1 1 1 0x840 Tween Menu 0x0f 0xff 0x2000 1 1 1 0x908 Toggle POV 0x21 0xff 0x0080 1 1 1 0x820 Zoom Out 0xff 0x9 0xff 0 0 0 0x220 Zoom In 0xff 0x8 0xff 0 0 0 0x220 Jump 0x39 0xff 0x8000 1 1 1 0xC01 Sprint 0x38 0xff 0x0100 1 1 1 0x801 Shout 0x2c 0xff 0x0200 1 1 1 0x840 Sneak 0x1d 0xff 0x0040 1 1 1 0x881 Run 0x2a 0xff 0xff 1 1 0 0x801 Toggle Always Run 0x3a 0xff 0xff 1 1 0 0x801 Auto-Move 0x2e 0xff 0xff 1 1 0 0x801 Favorites 0x10 0xff 0x0001,0x0002 1 1 0 0x908 Hotkey1 0x02,0x4f 0xff 0x0004 0 0 0 Hotkey2 0x03,0x50 0xff 0x0008 0 0 0 Hotkey3 0x04,0x51 0xff 0xff 1 0 0 Hotkey4 0x05,0x4b 0xff 0xff 1 0 0 Hotkey5 0x06,0x4c 0xff 0xff 1 0 0 Hotkey6 0x07,0x4d 0xff 0xff 1 0 0 Hotkey7 0x08,0x47 0xff 0xff 1 0 0 Hotkey8 0x09,0x48 0xff 0xff 1 0 0 Quicksave 0x3f 0xff 0xff 1 0 0 Quickload 0x43 0xff 0xff 1 0 0 Wait 0x14 0xff 0x0020 1 1 1 0x808 Journal 0x24 0xff 0x0010 1 1 1 0x808 Pause 0x1 0xff 0xff 1 1 0 0x8 Screenshot 0xb7 0xff 0xff 0 0 0 Multi-Screenshot 0x1d+0xb7,0x9d+0xb7 0xff 0xff 0 0 0 Console 0x29,0x94 0xff 0xff 0 0 0 0x10 CameraPath 0x58 0xff 0xff 0 0 0 Quick Inventory 0x17 0xff 0xff 1 1 0 0x908 Quick Magic 0x19 0xff 0xff 1 1 0 0x908 Quick Stats 0x35 0xff 0xff 1 1 0 0x908 Quick Map 0x32 0xff 0xff 1 1 0 0x908 // Menu Mode Accept !0,Activate 0xff 0x1000 0 0 0 0x8 Cancel 0x0f 0xff 0x2000 0 0 0 0x8 Up !0,Forward 0xff 0x0001 0 0 0 0x8 Down !0,Back 0xff 0x0002 0 0 0 0x8 Left !0,Strafe Left 0xff 0x0004 0 0 0 0x8 Right !0,Strafe Right 0xff 0x0008 0 0 0 0x8 Left Stick 0xff 0xff 0x000b 0 0 0 0x8 Console 0x29 0xff 0xff 0 0 0 0x10 // Console PickPrevious 0xff 0x8 0x0002 0 0 0 0x10 PickNext 0xff 0x9 0x0001 0 0 0 0x10 Up 0xc8 0xff 0xff 0 0 0 0x10 Down 0xd0 0xff 0xff 0 0 0 0x10 PageUp 0xc9 0xff 0xff 0 0 0 0x10 PageDown 0xd1 0xff 0xff 0 0 0 0x10 Console 0x29 0xff 0xff 0 0 0 0x10 NextFocus 0x0f 0xff 0x0200 0 0 0 0x10 PreviousFocus 0x2a+0x0f,0x36+0x0f 0xff 0x0100 0 0 0 0x10 // Item Menus LeftEquip 0xff !0,Left Attack/Block !0,Left Attack/Block 0 0 0 0x8 RightEquip 0xff !0,Right Attack/Block !0,Right Attack/Block 0 0 0 0x8 Item Zoom 0x2e 0xff 0x0080 0 0 0 0x8 Rotate 0xff 0xff 0x000c 0 0 0 0x8 XButton !0,Ready Weapon 0xff 0x4000 0 0 0 0x8 YButton !0,Toggle POV 0xff 0x8000 0 0 0 0x8 Cursor 0xff 0xa 0xff 0 0 0 0x8 // Inventory ChargeItem 0x14 0xff !0,Shout 0 0 0 0x8 // Debug Text PrevPage 0xc8 0xff 0xff 0 0 0 0x10 NextPage 0xd0 0xff 0xff 0 0 0 0x10 PrevSubPage 0xc9 0xff 0xff 0 0 0 0x10 NextSubPage 0xd1 0xff 0xff 0 0 0 0x10 // Favorites menu Up 0x11 0xff 0x0001 0 0 0 0x8 Down 0x1f 0xff 0x0002 0 0 0 0x8 Accept 0x12 0xff 0x1000 0 0 0 0x8 Cancel 0x10,0x0f 0xff 0x2000 0 0 0 0x8 Left Stick 0xff 0xff 0x000b 0 0 0 0x8 Cursor 0xff 0xa 0xff 0 0 0 0x8 // Map Menu Cancel 0x0f 0xff 0x2000 0 0 0 0x8 Look 0xff 0xff 0x000c 0 0 0 0x8 Zoom In 0xff 0x8 0x000a 0 0 0 0x8 Zoom Out 0xff 0x9 0x0009 0 0 0 0x8 MapLookMode 0xff 0x1 0xff 0 0 0 0x8 Click 0xff 0xff 0x1000 0 0 0 0x8 PlacePlayerMarker 0x19 0xff 0xff 0 0 0 0x8 Cursor 0xff 0xa 0x000b 0 0 0 0x8 PlayerPosition 0x12 0xff 0x8000 0 0 0 0x8 LocalMap 0x26 0xff 0x4000 0 0 0 0x8 LocalMapMoveMode 0xff 0x0 0xff 0 0 0 0x8 Up 0x11 0xff 0xff 0 0 0 0x8 Down 0x1f 0xff 0xff 0 0 0 0x8 Left 0x1e 0xff 0xff 0 0 0 0x8 Right 0x20 0xff 0xff 0 0 0 0x8 // Stats Rotate 0xff 0xff 0x000b 0 0 0 0x8 // Cursor Cursor 0xff 0xa 0x000c 0 0 0 0x10 Click 0xff 0x0 0x1000 0 0 0 0x10 // Book PrevPage 0xcb,0x1e 0x0,0x9 0x0004 0 0 0 0x8 NextPage 0xcd,0x20 0x1,0x8 0x0008 0 0 0 0x8 Cancel 0x0f 0xff 0x2000 0 0 0 0x8 // Debug overlay Console 0x29 0xff 0xff 0 0 0 0x10 NextFocus 0x0f 0xff 0x0200 0 0 0 0x10 PreviousFocus 0x2a+0x0f,0x36+0x0f 0xff 0x0100 0 0 0 0x10 Up 0xc8 0xff 0x0001 0 0 0 0x10 Down 0xd0 0xff 0x0002 0 0 0 0x10 Left 0xcb 0xff 0x0004 0 0 0 0x10 Right 0xcd 0xff 0x0008 0 0 0 0x10 PageUp 0xc9 0xff 0xff 0 0 0 0x10 PageDown 0xd1 0xff 0xff 0 0 0 0x10 ToggleMinimize 0x3f 0xff 0x0020 0 0 0 0x10 ToggleMove 0x3e 0xff 0x0080 0 0 0 0x10 Close 0x40 0xff 0xff 0 0 0 0x10 F1 0x3b 0xff 0xff 0 0 0 0x10 F2 0x3c 0xff 0xff 0 0 0 0x10 F3 0x3d 0xff 0xff 0 0 0 0x10 F7 0x41 0xff 0xff 0 0 0 0x10 F8 0x42 0xff 0xff 0 0 0 0x10 F9 0x43 0xff 0xff 0 0 0 0x10 F10 0x44 0xff 0xff 0 0 0 0x10 F11 0x57 0xff 0xff 0 0 0 0x10 F12 0x58 0xff 0xff 0 0 0 0x10 LTrigger 0xff 0xff 0x0009 0 0 0 0x10 RTrigger 0xff 0xff 0x000a 0 0 0 0x10 Backspace 0x0e 0xff 0xff 0 0 0 0x10 Enter 0x1c 0xff 0xff 0 0 0 0x10 B 0xff 0xff 0x2000 0 0 0 0x10 Y 0xff 0xff 0x8000 0 0 0 0x10 X 0xff 0xff 0x4000 0 0 0 0x10 // Journal Zoom In 0xff 0x8 0xff 0 0 0 0x8 Zoom Out 0xff 0x9 0xff 0 0 0 0x8 XButton 0x2d,0x32 0xff 0x4000 0 0 0 0x8 YButton 0x14 0xff 0x8000 0 0 0 0x8 TabSwitch 0xff 0xff 0x0009,0x000a 0 0 0 0x8 // TFC mode CameraZUp 0xff 0x8 0x000a 0 0 0 CameraZDown 0xff 0x9 0x0009 0 0 0 WorldZUp 0xff 0x0 0x0200 0 0 0 WorldZDown 0xff 0x1 0x0100 0 0 0 LockToZPlane 0xff 0xff 0x4000 0 0 0 // Debug Map Menu-like mode (but not the actual map menu) Look 0xff 0xff 0x000c 0 0 0 0x8 Zoom In 0xff 0x8 0x000a 0 0 0 0x8 Zoom Out 0xff 0x9 0x0009 0 0 0 0x8 Move 0xff 0xa 0x000b 0 0 0 0x8 // Lockpicking RotatePick 0xff 0xa 0x000b 0 0 0 0x8 RotateLock 0x1e, 0x20 0xff 0x000c 0 0 0 0x8 DebugMode 0x35 0xff 0x4000 0 0 0 0x8 Cancel 0x0f 0xff 0x2000 0 0 0 0x8 // Favor Cancel 0x0f 0xff 0x2000 0 0 0 0x108
So I think 0x11 refers to a keyboard key, but I'm not really sure about the rest. I don't get the field explanations and can't really tell where the fields are in this mess. What kind of code is this anyway? Please help. Thank you.
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Hi, I know I saw this mod, but I can't remember the name to find it with. The mod add to difficulty levels above master. I can't remember what they were called either. :( lol One started with a "D", and the other might have been "insane" or something to that effect. I browse all the mods added to nexus each day, so i know I saw this somewhere. Hopefully it's still up.
Thank you to those who try to find it.
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ShadeMe made just this very thing for SKSE over at the Bethesda forums:
http://forums.bethsoft.com/index.php?/topic/1300172-rel-smart-souls/
Only problem is that it only works with 1.1, and I'm at 1.3 now. I'm stuck waiting for ShadeMe to update it so it is compatible. But it worked great when I was at 1.1.
Thanks for the link buddy! Kudos! :woot:
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I'm tired of dragon battles that go something like this:
1. Even if I somehow manage to get an arrow to hit it while flying, the dragon flies all over the place roaring, but never attacks anything, then flies away. o_O
2. Dragon attacks EVERYTHING else but me, even Mud Crabs. wtf?!
3. Powerful dragons (this happened to me with an ancient dragon) are chickens. I take about half of their health in down, and then they fly away.
The first two often result in me chasing the dragon all over the place for 30mins before it FINALLY takes an interest in me or something nearby, giving me a chance to actually attack it.
I'd like a mod that makes dragons focus attacks on you (especially after you do quests that advance the dragon plot line, if that's possible), that way I can get a decent chance at attacking them, and I would also enjoy the extra challenge on being relentlessly hunted. :D But make sure not to give them psychic powers. I don't want to be invisible / successfully sneak hiding and have the dragons attack me.
Also, I don't think powerful dragons should run away. That's just lame.
Could someone please make this?
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That is a GREAT idea. I would download a mod like that in a second!
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Yeah, I thought the same thing. They should be able to ride with you or ride their own horse (or both). The Followers need a lot of work.
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Bethsoft is well-known for railroading players due to poor writing; if anything, I'd say Bethsoft does not understand the concept of "freedom" as it pertains to RPGs, and thus railroads players into decisions that their character might normally never make.
I agree with that completely. Their are plenty of other examples I could mention (if I remembered any, *derp*), but I found this one particularly glaring.
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- but be honest to yourself are you really going to turn down two awesome and deadly weapons merly to save some fool's life and accept a few hundred gold and a pat on the head? :tongue:
Actually, yes. lol
I don't want the mace no matter how deadly because it's so evil. I have other deadly weapons anyway. Besides gold and a pat on the head, maybe he could show me where boethiah's shrine is and put in a good word for me since he's one of their priests. :wink:
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***Spoiler Alert***
The quest "The House of Horrors" in Markath is, imo, broken. Even though at the beginning of it you can basically spit in molag bal's face and tell him you don't want to help him (which seems like a dumb thing for a mortal to do to me), once you go to free the priest, your only dialog options are to lie, pay, or intimidate him to molag's altar (where you are then forced to kill him) or you can leave him tied up and have the quest stuck in your quest list for the duration.
The way this should have played is like so:
1. What you say to molag bal when you get stuck in his altar cage should NOT affect whether you're on his side or not. As it stands in game, you can tell him you never wanted to help him or ask "You want revenge on Boethiah?". My first choice was to ask the question and hopefully not piss off the Daedric prince that has me trapped, but apparently that dialog option instantly makes you his minion. >_> This should not be so.
2. At the end of the quest, when the priest is trapped in the altar cage, you should be able to just stand back and allow him to preform his ritual. The priest says, "I've won this battle before", which indicates that his ritual should work. You should be able to leave after and get a reward of some kind from the priest.
I don't know if the quest is really supposed to be like this and some bug is messing it up, but if it the programers really somehow forgot to write in a "good guy option", I need a mod to fix this. Please, can anyone fix this?
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There is this one
I saw that one, and it's what reminded me to check Samutz's for an update. The one you linked simply lacks the quality of Samutz's. Samutz's involves gathering feathers, turning them into fletchings, in addition to the metal and wood components. Basically it had that feather crafting component which I love.
I also like Samutz's mod more. Gives me a reason to hunt hawks, which is fun if you know where to look. (Probably need a mod that adds more hawks to different places, maybe some snow hawks and such.) Anyway, I hadn't installed it yet, and it just took me a few hours of searching to find it again. x.x Thought nexus was broken for a bit, lol. I hope he adds it back to nexus so I can endorse it. Also wanted to use NMM with it, but oh well. Maybe I still can, idk. Not very experienced with it.
Repeatable Pickpocketing
in Mod Ideas
Posted
Wow, I just found this again, 7 years later, because this is still the top google result. I forgot all about my post and tried to find a mod again. Nothing! Maybe I'll just make one myself, if I can figure out how.