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OakRain

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Everything posted by OakRain

  1. Quote "Is there a mod that gives Serana a horse to ride? She only seems to be half compatible with UFO" Yes ; Convenient Horses and it is completely compatible with UFO and has many user friendly features. http://skyrim.nexusmods.com/mods/14950 Now I have a question - some time ago I came across a mod that corrected the wings on the Monarch Butterfly mesh. As it stands in the vanilla game the Monarch's wings are inverted,I have tried flipping the texture by 180 degrees doesn't look right as the wings are still clearly up side down.I have tried searching the Nexus several times but to no avail. To be clear- I am only looking for this correction - I don't want extra bugs a la 101 Bugs. So,does any body know the mod I need?
  2. You may have more luck asking that question on the comment page of that particular mod.
  3. From UESP Wiki; http://www.uesp.net/wiki/Skyrim:Console "setscale <#> Scales size of player. Scales the size of a player. Starting from small 0.1, normal 1, and 10 at max size." Replace <#> with your desired value - for example; open console,type setscale 1 ,press return and close console. Default height for a Nord is 1.03 Default height for an Imperial is 1 Default height for a female Breton is .95
  4. You might give this mod form Pharago a try; Non Stop Mining and Chopping http://skyrim.nexusmods.com/mods/23770 While it would be possible to change every woodpile in the game from a static item to loose interact able items with the Creation Kit it is rather a lot of work for minimal gain.Better to use Pharago's mod - set your player character to work while you go and get a coffee or whatever.
  5. Have a look at the mounted casting mod from Sagittarius22 http://skyrim.nexusmods.com/mods/17703 It doesn't seem to allow mounted shouting but certain spells can be cast.It doesn't look to have been updated for a while and the comments section has mixed reports,your mileage may vary.
  6. Give this mod a try - it seems to offer what you are looking for. http://skyrim.nexusmods.com/mods/24426
  7. To fix Dawnguard showing in red in Bash go here; http://skyrim.nexusmods.com/mods/22277 If I were in your place I would probably look at starting a fresh install - not especially helpful I know.
  8. Are you using BOSS to sort your load order? If the list you posted represents your current load order then a few things look out of place compared to mine although I do not have anything like that many mods running.
  9. You might try installing Wrye Bash - with this it is possible to see which mods saves rely on.
  10. If I remember correctly any enchanted item given to a follower who then dies in your service will then revert to it's un enchanted form when looted from the corpse.I think this only applies to items you enchant your self. To be honest it is much easier to create new items as your skill level increases.
  11. For the majority of the DG questline you have a compulsory follower so you may want to finish the DGMQ before trying to recruit Illia.
  12. You can use the Steam Launcher to activate Dawnguard and then exit out of the launcher and start the game with your SKSE shortcut.Or you can activate Dawnguard with Nexus Mod Manager and launch SKSE from there.Both methods work just fine.
  13. No worries. I think the problem is unique to Serana - at least in my game.I do know that she has a beastly number of scripts running on her,more so than any other base game follower.Would any one be surprised if she had not been thoroughly tested as a long term follower.By long term I mean 50 or more hours of game play in real time.I know my ability to load saves with her in tow is often compromised,I often have to load a very early save then once in game load the save I want to play.Trying to load a save from the menu screen with her in tow usually results in an instant ctd.I have disabled auto saves and never use quick saves - manual saves only and if Serana is with me then I make sure that she is not interacting with any thing before making a save - this procedure seems to keep Serana related issues to a minimum. Given that I can not re recruit her after dismissing her after the DGMQ I tend to keep her as a permanent follower after DGMQ because on balance I would rather have her be around than not. Any way perhaps there will be another patch before too long.Here's hoping.
  14. I have come across this also.Once I noticed it happening I went back and loaded a number of previous saves - all had the same problem.No problem taking stuff from inventory but no way to place items directly into her inventory - other than keys.I think it first started once I had completed the DG Main Quest.I am also unable to rehire her after dismissing her once the DGMQ is finished. I don't have any mods loaded that specifically alter Serana other than UFO. I did however find that she will pick up items I drop from my inventory if I tell her to pickup items once in Command Mode (holding down E while cursor is on follower). It does get a bit tedious but at least it is still possible to take depleted enchanted weapons from her,recharge,drop on floor and get her to pick them up. As an aside it isn't through overburdening her - I generally only give her one or two weapons and a hand full of potions -no more than a dozen items in total.
  15. Not sure what to suggest at this point. Remapping keys seems to be confusing the CFM set up. I have not remapped any keys and all is working as advertised. F - favorite a highlighted menu item Q - opens/closes favorites menu Tab - backs out of menus,actions,conversations etc See if you can get it working with default keys ? As for creating equip sets - yes you need the desired item set equipped (including shout or power) prior to setting it as a set in the CFM menu. To be honest I have never created more than 8 equip set so I haven't needed to use 0 or 9 yet. Just a thought - you do have SKSE installed and up to date?From what I remember SKSE is needed in order to use the equipset feature.
  16. From the Categorized Favorites Read Me; With the Favorites menu open; "- Ctrl + delete: Delete the selected equipset. - Ctrl + f: Create an equipset from the currently equipped items. Equip sets Equipsets can be created in-game by equipping the equipment you want in the equipset, then pressing ctrl+f. You'll be prommpted to enter an equipset name, a hotkey, any unequip options (see below), and a dropdown of the selected equipment (informational only). Equipsets are saved to "favoritesmenu_eqiupsets.cfg". Equipsets can be deleted in game by selecting the list you want to delete and then pressing ctrl+delete. When you select an equip set, its items will get equipped. Any items that are already equipped will not be unequipped, unless they're being "overriden". That is, if I have Steel Armor, a Shield, and a Sword equipped, and I select an equip set that has Flames and Frostbite, the Steel Armor will still be equipped. If all the items of an equip set are equipped in the correct places, then it will be displayed with an equipped icon. Equip sets can also have hotkeys. They can be assigned ctrl+0 through ctrl+9. The modifier key to use can be configured in the config file (eg, alt+1, shift+1). Hotkeys can be disabled if they interfere with another mod. The favorites menu must be open for these hotkeys to work. " ================================================ These instructions work fine in my game (haven't gone up to patch 1.6 yet) - I think ctrl is the default sneak key any way and I have had no problems using ctrl + hotkey so long as the fav menu is up - much quicker than slogging through the inventory(even if it is SkyUI)
  17. Not sure about spawning oil patches with arrows but it is fairly straightforward to add the rune explosion effect to arrows.I first learned how to do this by looking at how William Sea has set up the craftable explosive arrows in his incredible Levelers Tower mod. Using copies of the fire,frost and shock rune explosions it is possible to create fire,frost and shock arrows that explode on impact - lots of fun,if not a little overpowered! For explosive arrows you will need to set up new projectile objects and explosion objects for each arrow type and make sure they are correctly linked to the new arrows.The arrows explode when they come into contact with seemingly any collision surface be it NPC,creature,dragon,landscape,rocks,buildings,trees,etc(but only once shot from a bow). When editing the projectile objects you will see an option to enable explosion ,once enabled choose an explosion from the list. When editing the explosion objects it is possible to change the .nif file used so it may be possible to try adding an oil puddle nif and seeing what happens in game. Projectiles and Explosions are listed under Special Effects. A few things I learned while testing the arrows that I made for my own amusement; When editing the projectile form it is possible to allow the new arrows to be collected from the ground after being shot - while this sounds quite handy it also means that NPC archers will also use them if they have been struck with them,and when the arrows are grossly overpowered then this can be very bad news indeed - or a greater challenge! There are a few fun choices to make with the explosion form too.I am mainly talking about the explosive knockdown options here; Always - knockdowns for every one - including PC if too close to point of impact. NPCs Only - self explanatory. By Formula - not sure but PC seems safe from knockdown,NPCs not so safe. Never - no knockdowns for any one. I found that a straight copy of the standard fire rune explosion to have rather too large a radius which if left unaltered can lead to some extreme ragdoll physics behavior - slain NPCs flying around and around high in the air and such. None of the above has required any additional scripting.All testing carried out with copies of Daedric arrows.I did try using a copy of the bound arrow projectile but couldn't get them to explode . Anyway not sure if any of the above will help.Good luck.
  18. Duplicated cells will always default to zero lighting.Fear not it is very easy to fix. What you need to do is load your mod in the Construction Set. Find your duplicated cell in the Cell View Window and right click on it - select 'edit'. This will bring up the cell window where you can find the lighting tab,click on the lighting tab. In the Ambient window set R G B values to your liking _ setting each one to 75 is a reasonable starting point.Or copy the lighting settings from the mod you are copying. Click the apply button,close the window,save the mod,exit and test in game.
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