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sithrein

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  1. View Postsithrein, on 31 January 2013 - 06:17 PM, said: ah, so im doing a replay of the whole thing, just to see how much i missed and if random choices effect that much. came across two problems i thought could be reportable. firstly after marcus dies and you kill the kahjit, walsh never enters the building. its easy to get around by doing a player.placeatme, though im unsure if the problem is on my end since i do have an overloaded script engine half the time. Did Kristy teleport to the house correctly? I haven't run into the issue, but avoid using PlaceAtMe again. This function creates a copy of Walsh and could cause problems in a future episode unless the cloned Walsh is deleted with MarkForDelete. ------------------------------------ havent used forums much, dont know how to make a quote box haha - so i copy pasted. anyway, no... only knew she was supposed to be there because she was mentioned in dialog, her presence didnt effect the play though much so i didnt mess with it. also i was unaware placeatme created a copy, iv only come across one walsh since i used it...what happened to the first one? (i dont expect you answer lol) i would assume both the copy and the original would behave the same, thus if they would normally wait at the bridge at a specific time both would be there. unless the game autopops copies related to quests at some point, still wouldnt make sense though so many characters with the same name. (guards/soldiers) ah one more spot that skse fixed was the command post of pazarath during the attack. when i opened the locked door the crazy purity guy (lol forgot his name already) verbally ordered his guards to attack me but just stood there. (having played through it already i knew he was supposed to run). had to run skse from the autosave from entering the floor. Random thing...and im not sure if its a problem, during kasia's seduction training when you walk into the bar you get an optional quest object to interrupt them. with or without skse i was unable to. *shrugs* if i shot the guy in the face with an arrow i lost 3 friendship points though lol. and final thing, though it felt it was done on purpose based on context: kasia 'agrees' to go see the sirens (just after the death of marcus) but wont actually do anything until you have her move out of jonestead. perhaps edit the dialog to show we wont go meet the sirens until she has settled in somewhere? *whew* finished the second play through things i liked! : the dream was something i totally blew threw my first time, i was playing a character that liked kasia so my answers were obvious. however the second time i was only doing the friend route so i attempted to decline and learned that the dream was soooo much more in depth than i thought, the books and reactions to your defiance were so interesting to see knowing a bit of the future. and even the following dialog had a stunningly different take, i really enjoyed replaying that. being a jerk to Freya led to some hilarious conversations, i ignored her in my first playthrough most of the time... regretfully. and whoever voiced freya did a dmn good job. though it did freak me out that her voice popped up on another character from another mod, thought freya had come to kill me for killing Misha.(callan- nightgale inn) and my most favorite character of all...Talia, getting drunk every other stop LOL. get orders to get info from the informant and guess whos already in the tavern! haha best comic relief ever. but also had the dual role of shedding a bit of light on how stressful a siren's life must be. how the side quests involving kasia actually involved you digging for them, i enjoyed the fact checking up on kasia required you to put forth effort rather it being a handout. great changes of pace between missions. things i didnt like as much: the aftermath of killing Misha was rather... lackluster. my first playthrough i specifically didnt kill her due to political reasons, having two witnesses and a direct connection to freya. not only that but even if i could cover it the obvious tension between misha and lilith was such that even if I got away it with the blame would likely fall on her instead. so i killed the prisoner and left. the second time i was simply curious so i shot her in the back of the head and she went flying off the cliff. i even told Bonnie i would take responsibility if they were to be punished. Later lilith even took the blame in front of the team. thats 3 'witnesses' against lilith and 2 against me. later the team lied and threw it off on the hero's of nirn, but what of the two scouts i left at the camp? surely they would report my murdering of misha. some assumptions could be made as to why they didnt rat me out... but it was still something that plagued me throughout the whole second playthrough after that, waiting for the repercussions. felt kinda let down nothing happened by the end. how the choices are of yet: purity serenity the observers siren those are the 4 obvious paths, however even after the heros of nirn offering you a place in their ranks your unable to accept the offer, most of the options became clear so late in ep 2 that the only REAL option thats been denied is purity. i could even think of several reasons WHY the option is barred but it still bugs me... that the option 'seems' to be there but isnt.. ya know? ehh, i prefer to be constructive so i hope the negatives didnt come across as flaming. anyway, id be glad to help with the mod making... i dont think i can though, no experience with the CK and i dont even have a 8$ micro for recording. im always good for idea spamming, but i think your mostly done with that part haha. *throws up a nice guy pose* cant wait for ep III !!!! good work!!!! <-- yes thats 4 exclamation points.
  2. ah, so im doing a replay of the whole thing, just to see how much i missed and if random choices effect that much. came across two problems i thought could be reportable. firstly after marcus dies and you kill the kahjit, walsh never enters the building. its easy to get around by doing a player.placeatme, though im unsure if the problem is on my end since i do have an overloaded script engine half the time. Secondly i have the home in markarth but im not a thane (so i dont have a housecarl) but when i had kasia stay there the dialog option for housecarl showed up even though i dont have one. im currently investigating a problem iv just hit, after dinner with kasia/matari i didnt get a flag to go to the armory and start the mission to visit all the camps. furthermore the dialog options for sirens walking around speak as though iv finished the mission already (including the commander who gives it - tricia?). this didnt happen my first play through so im positive the problem is on my side, ill post what i find later. edit1: so i loaded a save from the nightmare and went through dinner again, this time i followed kasia... all the way back to markarth lol. ill load an older save and send her back to jonestead, see if its just a conflict with markarth. edit2: had to run skse through dinner to get it to trigger the next quest. also to be noted i was using: ValkyrieRace_0_0_4out_fx5 - ValkyrieRace_0_0_4out_fx5 - that conflicts with skse so i had to change race as well, so its possible the race mod was causing the problem (which i found kinda odd). the location of kasia's workplace was irrelevant(i checked markarth and riften with skse enabled/ didnt work without skse at riften). the walsh issue could be fixed with skse as well, since it happened both times (first time i was just a nord), but id have to start a new game again to check since i dont have a save that far back haha. "Required -- None -- Semi-Required These are only required for certain installations and optional features 1) Skyrim Script Extender (SKSE) Required only if the following SKSE plug-in, Silent Voice, will be used to play unvoiced NPC lines. NOTE Some users have reported fixing CTD and quest advancement issues by installing SKSE. Even if Silent Voice will not be used, installing SKSE is still highly recommended." - mod page 1/31/2013 ill keep running without skse untill i hit more problems (if any) after all, how many people play this without a crap ton of other mods on already haha. i remember reading somewhere you didnt want anything to be required with maid II deception to run it (aside from vanilla skyrim) so ill leave that topic as it is. ah i might also recommend adding the subtitles "(...)" or something similar for the assassins, had me confused until i spoke with their trainer. lol thought they were broke x_x holy editsauce... ill keep going through the quests - went through about 4 hours of trolling to get through dinner properly @_@ so now i can check the camps.
  3. Im curious on possible developments on Fort Pazarath. During the raid of fort pazarath there was a note left by one of the heros of nirn stating the state of Pazarath prior to the raid. Something along along the lines of "Absent exterior defenses, illogical gate control system, and hallways with as many death traps as an innocent temple of the divines." based on the events in the story i would assume that fort pazarath will be 'the commander's' new place of operations (the player). but how far does Pazarath play into the plotline after this? in theory (if one had the programming experience that i dont lol) one could have the players choices regarding Fort Pazarath dynamically effect multiple things in the plotline. for example one could beef up the defenses which could boost morale of one of three (possible) sides to the conflict. or you could as the commander, create secret passages that only you and those you deem loyal to know about, allowing for subtle/discrete operations outside Matari's knowledge. several 'upgrades' to the castle could be constructed publicly or secretly, such as an extension to the gate control system and traps. If made public such things could be exploited by spies (probably a % chance) or by Matari allowing you some discrete control if matari or purity decides to be rid of you. or if your character is rather insane/paranoid, you could put so many traps in the keep even your own personnel start getting injured or killed. based on the depth of the story/plotline so far and seeing hints of even minor siren characters having flowing dialog i feel Fort Pazarath has extreme potential both as a 'player home' and in possible story progression through both physical ability and political pull for any side. i felt like sharing my idea as it flowed fairly well with your current storylines tendencies of brain over brawn actions and leaving the player to deal with their own choices(good or bad).
  4. well...cuz i never see these kinda posts enough: i just took an entire day playing through Maid II deception and wholly hell was it awesome. i was initially looking for a questing mod on nexus and saw "maid" (didnt even look at the rest before i started scrolling down) then i saw how HUGE the file was... so gravitated back. after reading a bit i decided well why not? best mod i have ever downloaded for skyrim and the only mod iv felt so compelled to endorse, very well done. and just for lol's amusing encounters: without subtitles Kasia and the argonian in the very beginning have a one sided conversation with hilariously long breaks in dialog. when using mods that use extra scripting, for example Better Vampires, and Apocalypse spell package - occasionally the script 'engine' just freezes and you start piling up qued script commands. so im standing in a ravine... unable to move with me and my teammate disguised ready to infiltrate some purity forces....for about 2 hours. (i actually let it sit there while i ate dinner out) so i saved in a new spot, and loaded it. the loading screen does its thing...before another appears...and another...and another before finally the game 'loads' and im standing a bit north west of riften where my first ghostwalk spell had been cast. the top left corner of the screen starts spamming how many things iv fed on (vampire). yeah each loading screen was a teleport spell going through, apparently when you save, then load it all the 'frozen' scripts go through at the same time so i was teleporting all across skyrim. So! i finally run back and the argonian prick pops up again and smells me out and sends 30 soldiers after my tail. so i had run aaalllll the way back (fast travel disabled) just be ambushed by 30 guys. LOL When you have Warzones civil unrest installed one of the stops in the quest to visit the siren camps dumps you in the middle of a skeletal army full of necromancers. kill them all and run up the hill for a 20second conversation with a crazy blind lady and run back down only to find that the army re-spawned. (i was level 12 at the time with novice mage robes and no armor - yeah that checkpoint took me about an hour to get past) when helping Kasia train she did a huge (note probably 3x normal 2-handed weapon range) circle and did a funky dance with her one handed katana (i assume she was trying to hit me), was rather amusing. most of the above is just minor clashes with other mods, just thought id share for a good laugh.
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