Jump to content

Jueg

Members
  • Posts

    104
  • Joined

  • Last visited

Everything posted by Jueg

  1. I just recently installed ME3 back on my computer. After I had the idea to play as an engineer character. Which I thought was boring previously. And I saw this mod called Expanded Galaxy Mod. Before I started downloading mods willy nilly, what do I need to get started? I read through the descriptions as much as I could. There was mention of ModManager. But there weren't any links provided. I must say that I am new on the ME3 modding front. Any help you can provide would be much appreciated.
  2. I have been tweaking this mod to suit my tastes http://www.nexusmods.com/dragonage/mods/1159/? I use combat tweaks. And I have just learned from here http://www.nexusmods.com/dragonage/mods/3469/? that the combat tweaks "compatible" version that he has provided. This isn't so much a mod troubleshooting thing. Because seeing his mod inspired me to make my own mod solely geared towards arcane warriors. With the philosophy that Arcane Warriors weren't very "martial". To arcane warriors have always been just boring warriors with magical abilities. I want make a mod where mages who want to become genuine warriors actually have to train mundanely. By increasing their dex or con attributes and learning combat abilities. An arcane warrior shouldn't just be a mage that picked up a sword. An arcane warrior should be a force to reckon with in battle. But the way the class is designed is to be a support specialization for Blood Mage. I find this to unacceptable. I have done the rearranging of skills and adding additional requirements for abilities. (Because... IMMERSION echo echo) But none of the skills actually land >.< Right now, all I have are skills that won't be useful to anyone or anything. Also, I want to rework the sustained skills so they differ from warriors slightly. (also because frankly, I think Indomitable is kind of overpowered, just a little bit and I want Powerful Swings to be devastating as opposed to the warrior counterpart) What I have in mind is this; Impose a duration for all sustained abilities. I think 20 seconds is acceptable. and impose a small increase in fatigue after the ability expires (if it is possible because they will lack mana costs and might have massive cooldowns) If not, imposing a mana regen penalty would be acceptable, as well And all of this along with Combat Tweaks.
  3. Oh, sorry. It was Awakening in the OC messing things up. I just turned it off. Also fyi, JX - Dragon Age Extended tends to break Awakening also. Horribly. It won't let you transition between areas unless you are in the debug area. Or using the console, I guess. So fix was: disable Awakening in the OC and uninstall JX - Dragon Age Extended (for transition into awakening)
  4. Specifically, I wanna make Arcane Warrior a bit more martial. I know that there are mods that add weapon skills to Arcane Warriors but what they always end up doing is port over the weapon trees over. I want to : - rearrange the weapon trees so I am not wasting skill points for skills I don't want. But more importantly so it doesn't feel like any warrior with magical buffs. - turn the sustained abilities into activated abilities (if it is possible). As I said, I don't want the arcane warrior to feel like a normal warrior with some magical buffs. - rearrange combat training requirements. So far I haven't been able to accomplish this without some skills just having a blank. Blank as in it just says requires: (if it is possible) Tho I never checked to see if they can still be learned. If not, I want to remove them completely. - (if it is possible) add some warrior skills into the mix. I want every skill tree to feel unique. I also want to swap around the requirements of skills a little bit so they suit a mage better. Such as changing dexterity requirement of shield passives to be Constitution or dual weapon passives to be willpower (or maybe keep them as dexterity I dunno) But I know how to do those. I don't need help in that department. What I need help in is in the items I mentioned above.
  5. So I am running into an issue with a mod that I recently installed. Tho I am not sure if that is the cause. What happens is that I get origins backgrounds when I am trying to start a new character in Awakening. Instead of just Grey Warden. The mod I installed is called JX - Dragon Age Extended. I have no clue if that is one of the known issues. Also can I point out that I hate the layout of the site now? I liked how it used to be. A few years ago, when it had technical issues/troubleshooting section.
  6. 1. Is it possible to stylize craftable and looted armor according to the race of the Inquisitor? The default appearance works well for a human, but I can't imagine the 'average' Dalish Elf would actually like to wear boots, instead of going barefoot. Or a Qunari hiding that sexy bulk in armor that is clearly meant for a human. All armor look differently on companions. Why shouldn't they look different depending on Inquisitor's race? 2. Headgear for Qunari is very limited in DAI. The 'headgear' you get are vitaar and they are essentially face paints you may never want on your character but condone it because they have some useful stats. It makes sense for looted headgear to not be wearable by a Qunari since the smith who crafted it did not do so thining "Hmm, a random oxman may wear this." Harritt should be able hook you up with something. I know DAI modding is literally at its infancy, right now but these are mods I would like to see. I find it utterly boring to stare at the same thing and I do intend to make several playthroughs. So if there are other who feel the same way.
  7. I was wondering. When HDT Physics Extension came out, xp32 went ahead and created SHPP- that is, Skyrim Hair Physics Project- but I believe that's only a fraction of what HDTPE can do. So here I propose creation of weapons that use the HDTPE. There are only a handful of weapon that can use it unless people get creative. One such weapon is http://en.wikipedia.org/wiki/Flail_%28weapon%29 in recorded history or a more creative mind can come up with something like the sword that Isabella "Ivy" Valentine uses from Soul Calibur. A mod like this would be an interesting addition to Skyrim.
  8. Didn't try Better Vampires. Belua was my Vampire overhaul mod. So I guess I 'm still a virgin when it comes to vampire. But I won't just go away without saying a few things. From what I've read in Elder Scrolls wiki, in vanilla Skyrim, if you were a Vampire, people attacked you at Stage 4 of Vampirism. Which gave you a bit of an incentive to feed. Because if you were aiming to fit in, you had to feed. In Dawnguard, I think the whole concept of being a Vampire was destroyed in that DLC. Because at Stage 4 of Vampirism no one attacked you, everything was groovy and calm, there is a Vampire in town and no one gives a s#*&#33;. In Belua, if you are Starving for Blood, you alerted everyone that you're a Vampire. And at that point you were special. Only guards respond to "your nature being revealed" but that's not necessarily a bad thing. Another thing that I like about Belua is that the concept of "Power comes at a cost," is well-realized. Before Belua, you can obtain vampiric ablities without feeding even once. With Belua, feeding is essential to obtain greater power and the more you feed to master your dark nature, the more you have to feed on the next level. So if you enjoy being a vampire only to show off your friends that you're a vampire, you'll be very satisfied with the Vanilla and Dawnguard interpretation of how vampires are like. One disagreement that I have with Vanilla, Dawnguard, Belua Vampires is that they all seem to weaken after feeding, to a lesser extent on Belua definitely, which I thought was always stupid. Not sure if BtV has this, but I love BLV too much to give upon it.
  9. Are you a Skyrim veteran? Have you ever fought a mage who didn't use healing magic or even a vampire that spammed Vampiric drain like a retard? Does this annoy you? If so, then you found yourself a haven. As you can understand, I am having collossal problems with the games' spammy mages. I must have invested 600+ hours playing Skyrim and not even once did I come across a mage or a vampire who didn't use healing spell of some form. Is there a mod that limits their use? Like bind restoration spells to usages so they'll be limited and cooldowns so keeping their distance form enemies will be a greater priority. And Vampiric Drain... oh, man! I don't think I came across a spell in any RPG that AI was so spam-happy with. If the Vampire is strong, it can drain magicka, health and stamina. And to spice it up it is at an acclerated rate. Can Vampiric Drain be limited? For example, 10 seconds of juicy restoration of stats, then five second cooldown.
  10. I was wondering if there are any mods that allows marriage, or rather a romantic companionship, in an "unorthodox" manner? Like kidnapping a young girl from a village for ransom (or so she an serve as your blood source if you're a vampire), and Stockholm sydrome kicks in as you take care of her/him, make sure she/he survives until ransom is paid (or until she/he bleeds so much during one of your feedings that she/he dies). Or upon realizing the parents of the girl/boy you love does not want to make their little daughter/son your wife/husband because, I don't know, because you're adventurous and can't provide for her/him so, blinded by love and youth, you elope and vow to never grow apart till either one of you dies. I am asking because my lovely goddess character is Belua Vampire and shrines just do nasty things to her. I know that being in even remote vicinity of those shrines is pretty much a death sentence. And I am also wondering if anyone else thought to make an alternate marriage that doesn't necessarily involve any god or any "favor quest" completions (as I call them) to marry someone but proves to be so much more interesting. Because, any level of viable romance aside, I thought that the greatest flaws in marriage was the lack of something interesting. NOTE: It would be collosal if you or your love interest had someone who loved you or her/him respectively and constantly tried to seperate the both of you. It could be their parents (not yours' though) or another love interest of yours or your lover's. And being a werewolf, vampire, or any kind of interaction with a Daedric Prince and perhaps connections to the Dark Brotherhood, Thieves Guild or even other non-faction related crimes should add to this factor. Naturally the more you do, the more lovers you should be able to attract. NOTE2: One can never know who may be or may not be interested in her/him. The decision you make in various quests should have an impact on this. Some people may be interested in the rebellious personified, like a badass woman/man who openly defies daedric princes or maybe a woman/man who regret the crimes he has committed and willing to rectify them, be it serving his time or paying his bounty for the more civil and good personified people. The point is you never know who that is round the corner who is stalking you. Is it an assassin looking for her/his chance or a moon-stricken peasant who had been dying for the chance to get away from the farm? It can even be an assassin who was impressed by your actions so much that she/he forsakes her/his contract to serve you and can even grow to love given time. Either way, you should examine your food and drink closely just in case. NOTE - NOTE2: I don't mean there should be a chance of death from poisoned food, drink or even genitals, if you know the relationship heads toward that direction.
  11. I have a few questions about Vertex in ECE (Enhanced Character Edit). What is Vertex? What does it do? How can I use it? I tried using it but I could hardly make any sense of it. Not that I invested a lot of time trying to figure it out. So being lazy :P I thought I should ask here. People who help are appreciated. People who troll... not so much.
  12. So as you can plainly undestand from the title I am getting CTD every time I happen to be in Soltheim during the day. Anybody know why that happens? Has anyone else ever been a... "victim" of this? EDIT: To clarify, when I say "victim", I mean "Did it happen to you?"
  13. So this might be one of the most awkward posts I've ever submitted. But this time I am not the cause. So here's the problem, a few times in the last few I've been getting these "saved CTDs" after I downloaded and installed HDT Physics Extension. By saved CTDs I mean when I least expect it, Skyrim crashes and when I start it up, I see that the last save is right on the spot where it crashed. I appears that Skyrim saves the moment before it crashes. Which is considerate, I guess. But why does it happen? My character is no longer wearing the Ponytail, by XP32, ever since I found out it was incompatible with BS - Dynamic Vampires. In case you're wondering, the problem is whenever I use Sumo Mortalis, the "physics-y" part of the hair get attached to this very exact spot in the air. It's frustrating to turn the game on and off just to get the "physics-y" hair. I think it's an SKSE issue, though I am no authority on it or modding really.
  14. Does anyone know where can get a mod-user-friendly UI that can combine some of the plugins for Skyrim? I know that for Dragon Age there's a UI that helps you with that chargenload nonsense, so I was hoping there would be one for Skyrim that isn't necessarily restricted to just character hair or cosmetics and stuff but more of an .esp merger that'll help you ease up on your load space so you can download a few more mods to increase the level of your "enjoyment" (not sure that's a word). Because I'm using a lot of NPC appearence altering mods, some of them are already packed into a single file like http://www.nexusmods.com/skyrim/mods/40038/? or http://www.nexusmods.com/skyrim/mods/45578/? which doesn't contains a single .esp for every NPC but just one .esp for a bunch of NPCs. Any help or guidance in this matter, regardless of magnitude, is appreciated.
  15. Same here. Though additionally I experience teleport mechanic acting up if I've been playing for long enough. What version are you using? I am using 1.4 Beta 3. 'Cause if you are that's probably because it's the beta, and not the finished version, you are more than likely to run into a few bugs. SIDE NOTE: Are your unofficial patches up-to-date? If so, they should be loaded right after the respective master that they govern. Here's a link: http://skyrim.nexusmods.com/mods/19//?
  16. Recently, I have discovered an interesting fact about dragons. Using the mods Balanced and SkyRe and being an electromancer, dragons seem to use Shouts as magic. Let me be more clear. As in unable to Shout when their magicka is completely drained. And due to this small nook, dragon fights have become something of a sandbox (unless I'm drained of magicka, lol). I REALLY would like it to change! Because, as Arngeir says when asked, the ability to shout is to dragons as natural as breathing. So why exactly must it cost magicka, when dragons Shout, and not at all, when the Dragonborn Shouts? Also, a thing about Alduin, once you're reach a certain level Revered and Legendary Dragon start to appear. Dragons who can use Drain Vitality. Alduin is the eldest Dragon. As he says during Alduin's Bane, he is "Al-du-in! The first-born of Akatosh!" So why can he not use Drain Vitality? I can understand why it may not have been included after Dawnguard was released. But on my last playthrough, I fought Alduin at over lvl 70 and it felt like a regular dragon battle. NOTE: When I say not being able to shout, I really mean Frost and Fire Breath. Drain Vitality Shout works, regardless of whether magicka is depleted.
  17. Since I'm a complete noob on the subject of graphical optimization, I wanted to know the best graphical optimization for my games that provides the perfect balance between performance and quality. Here's my system: GPU: Nvidia GeForce 310M CPU: Intel(H) Core i5 CPU M 430 @ 2.27GHz Memory: 7.86 GB Resolution: 1280x800, 59 Hz Driver Version: 327.23 Operating System: Windows 7 Home Premium (64-Bit) And here's my (noobcraft) graphical optimization in the NVIDIA Control Panel: Ambient Occlusion: Off Anistropic Filtering: App-Controlled Antialiasing - FXAA: Off Antialiasing - Gamma Correction: On Antialiasing - Mode: Override app setting Antialiasing - Setting: 2x Antialiasing - Transparency: Multisample Max pre-rendered frames: 4 Multi-display/mixed-GPU correction: Multi display performance Power management: Prefer Max Performance Texture Filtering - Anistropic Sample: On Texture Filtering - Negative LOD bias: Allow Texture Filtering - Quality: High Performance Texture Filtering - Trilinear Opt: On Threaded Opt: Auto Triple Buffer: On Vertical Sync: Adaptive I would also welcome any thoughts on how to optimize Skyrim in a balanced manner.
  18. Before you even utter a single word, I know there is a troubleshooting online site regarding Frostfall but for some unthinkable reason it DOES NOT open. So I decided to post to find a solution. You see after I installed Frostfall it keeps showing the message 'Processing speed is too slow for Frostfall to run correctly. Until fixed, exposure meter won't decrease.' Why does this even happen? I have a reasonably fast computer. Unless there is a whole mess of graphical input, fps is about 20 frames per second (You must understand that I am not very well acquainted with fps, sorry if it is a bit off). Just in case it is related to system inadequacy, I'll also relay my system properties. Processor: Intel Core i5 CPU M430 @ 2.27GHz RAM: 8.00 GB (7.86 usable) System: Windows 7 Home Premium (64-bit) Graphic Card: Nvidia GeForce 310M (driver recently updated 327.23) I am also running 164 plugins on Skyrim and several other non-plugin retex mods. So, what's the problem?
  19. Has anyone else in the Nexus ever heard someone or some thing screaming ''Vengeance!!'' in the evening or night in Whiterun? The voice reminds one of an undead, whose jaw is barely holding together, yelling. I started noticing it after I downloaded (and installed, obviously) Black Sacrament Chapter I - Arise. And I am asking in case any user, or non-user, of the aforementioned mod has spotted the same or a similar occurence in their playthrough.
  20. *mumbles to himself* Stupid Proccer, not patching and only preventing me from playing Skyrim. *reminded of his hatred, shouts in anger* YOU ?!#$%=? Proccer! *realizes he is being watched, feeling ashamed* How long have you been standing there? Oh, right! I was posting a new topic and well, I guess I got carried away a little. Sorry, you had to see or read that! See what I did there? Huh? Huh? *cricket sound* What, nothing!? Wow, rough crowd. Anyway, back to the matter at hand. I suppose, by now, you know the problem that I'm having but ,just in case you are suffering from a case of rare amnesia, let me remind you: The ReProccer that I have downloaded and installed does not patch weapons files. Whenever I try, it gives me " error exporting custom patch." I have recently inquired that I actually need a very specific file made by the authors balbor and steelboy thingy. But ,yet another victim of the cruelty of fate, I cannot download the xml file I need to make the patch. And they haven't put up any mirrors, either. So, unless there is another option, I decided to put them manually. That is why I started this topic, to see if I have any alternatives. If you have any thoughts regarding how to help me get Proccer patching or if you can haul over the files contents so I can put them manually, it would be much appreciated. NOTE: Regarding it preventing my playing Skyrim, I can go as long as I like without a CTD as I don't make any ATs (area transitions) within the first 10-30 minutes.
  21. You've ever been by how 'legendary skill mechanic' works? How it reverts your skills to starting point and makes you do everything all over again? Do you find it irritating? Then, without further ado (by 'ado' I mean guessing how you feel about the mechanic), I submit my mod request: REVOLUTIONARY LEGENDARY SKILLS This is a mod request that tweaks legendary skills. When I had made Smithing legendary, I was considerably upset to see the skill couldn't raised any higher once advanced to 100. 'Course I didn't think it was a problem then, because I really hadn't set my bar that high. But now with my new character, I wanted see more of what Skyrim had to offer. After completion of innumerable quests, (which are - discovery of Eye of Magnus, recovery of Staff of Magnus and putting Ancano's head on an ice spike - digging the Thieves Guild from the grave and making career as a master thief - becoming The Listener and assassination of a Mede Emperor - liberation of Skyrim - joining the Companions and granting Kodlak his last wish - meeting a sexy vampire, being converted into one and helping her kill her daddy - traveling to Skuldafn and then onto Sovngarde to put Alduin to his place - traveling to Solstheim, slaying dozens of cultist's, having a few tentacle scenes with Hermaeus Mora and killing Miraak)... ... my character's become lvl 86 with several skills ready to be made legendary and the fact is (wait for it)... I DON'T WANNA MAKE 'EM LEGENDARY. Because when I do they will revert to their starting points and I will be forced to start without even having invested in any points in to them. You might ask how I managed to get to lvl 86 without having made a single skill legendary? Well, I did make a few of them legendary but strictly and only offensive skills. Which are Two-handed, One-handed, Archery, Destruction (and Enchanting and Smithing because I needed to re-invest the points I invested into them.) Then why do I even want it changed you ask? Because there are skills that just aren't worthy of time or even consideration to be made legendary. Such as Lockpicking (Unbreakable), Pickpocket (Perfect Touch), Sneak (Light foot or feet or Assassination), Alteration (Atronach), Conjuration (Twin Souls), Illusion (Master of the Mind), Restoration (Avoid Death). Would you really be that much willing to give up on these irreplacable and invaluable perks? Skills you worked so hard to achieve? I would honestly like an option that allows me to still advance in skills that had already hit 100. I don't suggest complete and utter annihilation of the already existent mechanic, mind you. Because, as the saying goes, some stand around and look pretty while some work their asses off. In my opinion its valuable to have a few skills to invest in so when they become 100, their points can distributed across other skills making the character tougher or more crafty, on the whole. Playing to strengths, you know. To sum up, I would really (really!) love it if a mod was made that allowed the player to decide if I want to go higher or restart with that skill that has become 100. Functionality: It is literally obsolete for any one individual who doesn't mind playing the same game for more than three months. *eye twitches* NOTE: ''Not that I have been playing for three months!'' he says. ''It's only been two months,'' he mutters rapidly.
  22. Have you ever wanted to get your Dragonborn as drunk the day he or she met Sam Guevenne and spread all little debauchery or occasional self-indulgence with some skooma? The truth is we know nothing of the Dragonborn since before she (or he) was caught or even why she (or he) was caught in the first place. This mod calculates the possibility that the Dragonborn was, in fact, a merry reveler or a skooma addict. Of course this mod is not merely meant to be determine what was. Being an alcoholic or a skooma addict provides combat bonuses that heighten with spontaneous consumption of the related substance and yet too much of it having dire consequences. Fear not, you can quit whenever you desire though there is nothing saying it won't be trying. SKOOMA ADDICTION: Increases magical and athletic prowess. Has a major toll on magic, and specifically, fire resistance. Currently six stages are known. Consumption of a single skooma increases allows jumping between stages. Stage 1: Stable. +10 bonus to Magicka and Stamina. +20% bonus to stamina and magicka regen. -20% magic and fire resistance. Rare shivers. Duration: 1 month Stage 2: Fairly Stable. +15 bonus to Magicka and Stamina. +30% bonus to stamina and magicka regen. -40% magic and fire resistance. No shivers. Duration: 2 weeks Stage 3: Somewhat Distorted. +40 bonus to Magicka and Stamina. +50% bonus to stamina and magicka regen. +10% attack speed. -50% magic and fire resistance. No shivers. May experience psychedelia on occasion. Duration: 1 week and a half Stage 4: Increasingly Distorted. +60 bonus to Magicka and Stamina. +80% bonus to stamina an magicka regen. +25% attack speed. -75% magic and fire resistance. More frequent psychedelic episodes. May experience temporary blackouts. Duration: 24 hours Stage 5: Chronic Madness. +100 bonus to Magicka and Stamina. +150% bonus to stamina and magicka regen. +50% attack speed. -125% magic and fire resistance. A small chance of instant 250 points of health recovery whenever in critical. Even more frequent psychedelic episodes. Longer blackouts and immunity during which state. Duration: 300 seconds Stage 6: Death. Skooma Overdose. CURE: There are no medical cures to skooma addiction. Those that are addicted either give it up or be skooma addicts till the end of thier days. Most commit suicide before even starting to grow old. To say that recovery is trying is an understatement but not as difficult as one might think. Divided into two stages. Usually takes three months for full recovery. Recovery Stage 1: -20 Magicka and stamina. -10% Magicka and Stamina regen. +10% magic and fire resistance. Shivers more frequent. Duration: 3 weeks Recovery Stage 2: -40 Magicka and stamina. -25% Magicka and Stamina regen. Magic and fire penalties removed. Shivers even more frequent. Duration: 1 month and 1 week Advice: No adventuring until full recovery. Do NOT assume that recovery is without its benefits. FULL RECOVERY: Having conquered your skooma addiction, you find your focus is heightened. Tapped In: You are better connected with your inner-self. -10% chance for shouts triggering a cooldown. Unrelenting Force, Strom Call, Fire and Frost Breath +20% more powerful. Bonus lost if a skooma addict again. ALCOHOLISM: Increases universal durability and mobility in combat. Trouble trying to concentrate. Unlike skooma addiction, no erratic changes. Benefits and penalties increase at the same rate. Bonuses may be applied five times. 2 drinks per stage. May faint after the twenty bottles in 24 hours. Benefits: Indifferent - +25 armor and +12,5 magic resistance (+5 armor, +2,5 MR per stage) Undaunted - +10% chance to ignore stagger (+2% per stage) Dumb Luck - +2% to avoid taking physical damage (+1% per stage) If you drank more wine,... - shaking hands (doesn't worsen) You'd whine less - Stamina regen penalty doesn't apply Who took my pants - Lasts for 24 hours CURE: As opposed to skooma addiction, Alcoholism goes on as long as the individual keeps taking alcohol. If a week has passed without a even sip alcohol containing beverage, the individual is cured. No negative effect or trial of any sort whatsoever. Being cured of alcoholism, grants Undaunted only more powerful. Full Recovery: No longer an alcoholic, you no longer make scenes. You don't start a bar fight, kick down the doors of temples and accuse priests of being boot-lickers. Seriously, where's the fun in that? Undaunted: +25% chance to ignore stagger. Becoming a skooma addict or alcoholic: Consume 5 skooma or 20 drinks in an hour. And... Congrats, you're addicted. DISCLAIMER: This mod is not meant to encourage people to becoming drug addicts or alcoholics. It's mere pursuit of perfection. Trying to improve realism.
  23. Have you ever found it frustrating that guards can recognize you regardless of whether you're wearing a headwear the fully or partially covers your face? This is a mod request that improves realism in Skyrim for people who favor the life of a criminal. Donning a full or partial headwear such as a mask or full helmet, or as I'd like to call it donning the hood, to pass out as an ordinary citizen or a traveller that's passing through. You see, when I play a game, almost literally, limitless as Skyrim, I'd like to experience everything there is to experience in the game. I have to admit that making a career as an assassin or a master thief is just too exciting to give up on. There is a certain attraction in taking a life or robbing people blind. The only drawback is the consequences you are to suffer. Be it having to pay a bounty, doing your time in jail, or carving your way to freedom in blood. I would love it if there were to be a mod that allowed the Dragonborn to conceal these darker, unlawful characteristics by,,, DONNING THE HOOD. LOGIC BEHIND THIS: To get an actual identification of someone, the guards need to see a likeness of the character the commited the crime. How are they to arrest a criminal if the likeness of the criminal and the suspect are inconsistent? HOW IT WOULD WORK (for modders): Even though throughly impressive in terms of graphical (figuritive speech), everything in the game is a collection of IDs for innumerable things, isn't it? And basing it on this, in order for engine to realize the Dragonborn has indeed commited a crime, it must run a calculation whether the ID of the criminal is a match to that of the Dragonborn. If a mechanic were to be introduced to alter that ID when putting on a headwear or taking it off... I think you'll understand it better if I showed you. ID a a.a a.b Crime 1 0 1 Commited Bounty 1000 - 250 a refers to the Dragonborn without any headwear, and the other two with some sort of headwear that covers face. 1 refers to ''a crime has been committed'' and 0 for no criminal record. As you can see, a and a.b has committed a crime or crimes their likeness has been passed out throughout the hold for the guard to be on the lookout for these characters, whereas a.a has no record of criminal activity and can freely enter the holds where a and a.b is wanted when, in truth all three of these characters are the Dragonborn. Not only that, because the bounty for the crimes vary depending on the ID if the Dragonborn shows up as a.b where both a and a.b has committed a crime, he or she will only pay the bounty for that of a.b. Do note that this is merely a theory of how it should work. That means it's possible if the engine or SkyUI supports it. DISCLAIMER: For excessively accusatory, judgmental and prejudiced people out there, the intent of this mod is not to encourage a criminal life style. A small modification to game mechanics that improves realism for those who do prefer it.
  24. I have run into a bit of a snag playing Dragonborn DLC. You see, I had started a quest called Reluctant Steward, as you'll understand from the title, and started my investigation regarding the disappearence of whats-her-name. I inquired that she had left for Raven Rock to buy supplies. Possessing a bit of knowledge of what happens when someone goes missing, I searched everywhere for WHN (whats-her-name), instead of looking for her in Raven Rock, and couldn't find her. Interested why I couldn't find her, I looked up how the quest progresses in the net. Turns out asking about her reveals her location on the map, which did NOT happen,and she ends up dead, as suspected, killed by Ash Spawns. I remember that I fought a bunch of Ash Spawns after I took up the quest, three Immolators to be specific, but before I learn that she is indeed dead. I went back to the spot where I fought them, but there is no corpse. And so I came here. At first, I wasn't so sure if posting under Spoilers would be appropriate, but since I had to reveal some things about what happens in the quest, it felt right. Back to the matter at hand, how do I complete this quest so Neloth will allow me to read the Black book his possession? I have already completed Dragonborn Questline and I am absolutely sure that whats-her-name survived the Lurker. I thank all attempts at trying to help beforehand. NOTE: I use UDBP (Unofficial Dragonborn Patch). And I didn't really read the changes log. Is there a chance, however small, the it is caused by the UDBP? NOTE2: I have them working in the correct order. Since there are a select few third-party master, I can't put it above them. Possibly a problem?
×
×
  • Create New...