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ZedLeppelin

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Everything posted by ZedLeppelin

  1. Like the title says, I'm wondering if there is a way to get rid of that action blur and have clear camera killmoves? Thanks in advance for any helpful info!
  2. Ah ok, thank you for the information! It's a real shame, those were really nice looking weapons and shields (especially the bows!) and they fit really well within the lore of Skyrim. But I do understand why it was taken down. Still, I won't be uninstalling the mod anytime soon. :wink: Oh, and thanks also for the link to the Mod Detectives thread... I actually made an effort to look for it so I don't know how I missed it!
  3. I have a mod called Arcania Armory (I believe the author was Erik), which I installed maybe a year ago. Loved the mod, great bows and weapons! I recently wanted to see if any future updates or additions were planned but the mod is no longer on either Nexus or Steam. (not sure if it was ever here on Nexus, got my version via Steam) I do still have it installed (and it's still working great), so that's all good, but if this mod's weapons have been consolidated/merged into another mod, I'd really love to know it's name, please. There are some amazing bows in this mod that deserve to be in any archer-type character player's game! If this helps, I remember (off top of my head) a few of the weapons the mod had: Wolf Bow (beautiful wooden longbow with wolfs heads on each end), Oak Painted Bow (looks almost like drift wood shaped into a bow) and the only hand weapon I can recall off the top of my head was a Norse Beard Axe. I believe the mod also had a large selection of shields as well as other hand weapons and I believe a couple more bows. If any of this rings a bell with someone please let me know! Thanks in advance for any useful info rendered! PS - I'm bummed to see no Mod Detectives section here anymore. I found it useful and would have posted this question there.
  4. How? I don't see anyway to do that in the CK. At least not on the Stats tab. Can you please elaborate, or point me to a tutorial on custom classes for followers maybe? EDIT: Nevermind, I figured it out. Object Window > Character > Class, right-click one and choose new, distribute 11 points among the stats you want raised (1-3 points per stat, with higher number being higher priority to raise) and then that custom class becomes available in the Stats drop down.
  5. Simply incredible looking. I look forward to this being available to play and wish you and your team the utmost luck in seeing it through. A few quick suggestions: The "Undead Troll"... I'd recommend either changing the name to "Skeletal Troll", or adding bits of decaying flesh to various body parts/areas of the body. I know skeletons are undead, but to many "undead" conjures images of zombies. A zombie troll would be outstanding. Regardless, it's a great idea. Make sure a few of the armor mods that specialize in furs are compatible (or incorporate them in), such as: Sabre Cat Gear Einherjar Armor Vanguard Armor Warchief Armor Winter is Coming (fur cloaks) As well as the Camping Kit of the Northern Ranger. Those all seem lore friendly especially given the icy northern climate of Issgard. Just a few thoughts. Keep up the great work!
  6. Is there a way, in the CK, to dictate what stats a custom follower will raise as they level with your character, other than using the simple drop down and choosing a preset? I want to create a Light Armor wearing, 2H weapon swinging, Archery using (as backup) Stealthy type follower (read: stealthy Barbarian or 2H Ranger), but the drop-down-presets on the Stats tab in CK don't offer those combos in one option. Some are close, like "Combat Barbarian", but that does not raise Stealth. "Orc Guard 2H " comes close, but uses Hvy Armor. Any way to dictate specifically which get raised? If not... I guess I'll have to settle for something close, like Combat Barbarian and add Stealth00/20/etc... and Muffled Movement perks to counter the lack of leveling Stealth. Thx in advance for any insight.
  7. Have you gone to the Civil Unrest mod page and read through it's FAQ or Troubleshooting section (if it has one)? And have you made sure that Civil Unrest does not state that it requires Skyrim 1.5 to work? Those are my only two suggestions at this point. That and you REALLY should update your Skyrim at least to 1.5
  8. Thanks for the replies! I'm going to lean with Kryptopyr on this and assume that since NPC's that come with the game seem to have perks without having the pre-reqs, then setting up a follower (also an npc) the same way should work as well. I'm actually glad this seems to be the case, I don't want to load them up with perks, just a few specific ones to make them a tad more specialized. Thx again!
  9. Hi all, I've seen many a screenshot of many a wickedly armored character with weapons out and ready to deal death. What is the console command for that? I can only do that when weapons are sheathed... as soon as I draw a weapon, the camera becomes locked in over-the-shoulder mode. Thx in advance!
  10. I'm creating a brother/sister follower duo and I'd like to add some perks to each one, and I think I have the gist of how to do so in the CK. If I'm not mistaken, you drag the perk(s) you want from the Perk section under the Actor heading in the Objects window, into the "Perks" window of the "SpellList" tab of your follower. Now, assuming that I'm correct in the above method of adding perks to a custom follower in the CK... do the requirements of the specific perks come into play? And if so, will the perk kick in and begin to work as the follower levels up and conditions are met? For instance, if I give the follower the "Light Foot" perk, which requires having 40 in Sneak and also having "Muffled Movement" perk, will the character have Light Foot active if the player character hires/recruits the follower at a low level of say, 10? (which is too low to have had Sneak raise to 40) Or will the follower only gain the Light Foot advantages (not setting off pressure plates) unless I also assign him/her the pre-req: Muffled Movement, and the follower has reached 40 in Sneak? Essentially I need to know if giving a follower a given perk bypasses the usual pre-reqs (the same way one can use the console to give their character Dragonbone smithing perk without having 100 in Smithing) or do the perks pre-reqs come into play? And if those pre-reqs DO come into play, will the player unlock the perks as they level their stats and the pre-reqs are met? Sorry if this is wordier than needed, I'm just trying to make sure I'm being clear as to the nature of my question. Thanks in advance!
  11. Is there a tutorial around that details how to assign Perks when creating followers in the CK? All the "How to Create a Follower" tutorials seem to gloss over that. Thx in advance!
  12. I tried setrelationshiprank player 4 on her with no change. Also tried disabling UFO and still no change, tried the setrelationshiprank player 4 one her again with UFO off and still no change. I'm hesitant to drop UFO for EFF since I've had no other issues with it, and this might not be related to it anyhow. I may just create a totally new character based on Annekke, name her Annikka and make sure she has no relationship ties to any other NPCs. Thanks again for the repeated help!
  13. I'm looking for a well made, concise tutorial on building a very basic outdoor-style (no loading to enter/exit) player abode (something very much like the Alchemist's Shack) that includes details on navmeshing and how to place it in your desired area/location. Thx in advance!
  14. I tried everything you suggested, but Annekke's still doesn't have the appropriate dialog option when my character has his Amulet of Mara equipped. I even tried deleting Verner from from Annekke's Relationship tab, which went fine with no ill in-game effects, but still no option to marry her. I checked Verner and when I removed him from Annekk's Relationship tab, she was automatically removed from his. I tried again the "resurrect" trick on both, but still no effect. I even removed Annekke's daughter from her Relationship tab and no effect except now Verner is an unmarried dad, hehe. I'm ready to give up on the idea of marrying her to my character, which is a shame, as she was his first follower and they've pretty much done all the content together once they met. I don't RP their relationship much, I mostly wanted to be able to make her live at my player's house (via Spouses Can Live Everywhere mod) so when I tried other followers she wouldn't go back to Dark Water Crossing to live with Verner again. I know that UFO allows me more than one follower, but I find dungeon diving with more than one to be clunky sometimes. Thanks again for your help, jet4571
  15. I will try this, thank you! Hmmm... sorry I'm obviously new at using the CK... when I use the CK to change Verner's Relationship status, will I in effect be creating a Verner mod as well? I guess I can play with it and see. Thanks again for the reply!
  16. Is there anything one can do in the CK to make Annekke Crag-Jumper marriageable? I have UFO mod installed, which says it allows marrying all followers, but it doesn't work with Annekke. This is likely due to her already being married to Vernar. I tried using the CK to change the aspect of her Relationship to Vernar, by making him a Sibling instead of being a Spouse, but it had no effect. My initial inclination is to just delete Vernar from her Relationship tab altogether, but the warning message that 'once it's done, it can't be undone', has me worried. I don't want to break Annekke as a follower. Actually, the Annekke I'm using in game is a mod I made which changes her appearance, so if I did delete Vernar from her Relationship tab, and it did break her, would that only break her in the mod? If so, I could just delete that mod and remake it again. Anyhow, any help would be greatly appreciated!
  17. Not yet. Will be easy when the toolset is released. However, what you want sounds a little off. You want a carriage that is basically a fast travel system but you don't want to use the fast travel system? Doesn't make sense to me. Actually, I think I noticed one mod of that kind, just can't remember the name, keep searching .. To Pipo2404: I think this is exactly what you are looking for! Better Fast Travel - Carriages and Ships Hope that helps!
  18. I desperately need a mod that enables one to assign two weapons to one key via the Quick Menu! I play a dual wielding thief/assassin and I want to carry 3 sets (2 per set) of daggers (to deal with enemies with different resistances) but it is virtually impossible to get the vanilla quick menu and hot key system to work even remotely reliably. Half the time the Quick menu loses the key assignment, and the other half the time it only remembers one of the two daggers assigned. Or when switching between two sets, it's mix them up and I get one of each. Even swtching between bow and dual weapons can be frustrating. And that's with two identical daggers! Never mind being able to assign two different daggers (or a dagger and a sword) to a single key. Was dual wielding really such an after thought to Bethesda? I've searched high and low, but maybe I'm just going about it wrong. But if there is a mod that addresses this I will be ecstatic! Thanks for your time!
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