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Everything posted by Alphast
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This is a wonderful idea. Seconded. For hell, I guess it would be Meridia's domain by default (she is the Daedra keeping the dead dead). Or a realm based on which crimes you committed (Vampire and Lycantrop would go to their own god respectively. If you messed with Azura, you could end up locked inside Moon and Star)...
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- death
- restoration
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I hope someone fixes that. It's super annoying.
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I wonder if anyone has the same problem that I have: Calcemo keeps sending me letters every time I acquire Dwemer arrows (instead on only the first time). I wonder if anyone has encountered that same bug and if anyone has made a mod which fixes this bug?
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OK, I have started working on this with the CK and the good news is that it seems doable. The bad news is that it will require a lot of work in Papyrus. I've installed Papyrus language editor in Notepad++ for ease of reading. These objects are actually called Bonetraps01 and 02 in the CK and apart from the object themselves have no other script that the havokNudge triggered detection event. The idea would be to add a modified version of the Tripwire script (which means as the parent TrapTriggerBase).
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- lockpicking
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That would be a MASSIVE handle.
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Neat idea, but it's going to be hard to create without breaking the balance of the game. My suggestion would be to create not alternative word walls but alternative (harder and more difficult to find) paths to get to their locations.
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It actually already exists in SE under the form of Letter of Credits (the real life antecedent of bank notes): http://www.nexusmods.com/skyrimspecialedition/mods/491/?
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I was wondering if it would be possible to replicate more or less the Fallout 4 functionality of disarming the chime alarms that are present in nearly all Skyrim dungeons. It would massively add to immersion, especially for stealth / thieves players. It would also be functional because right now, followers can trigger them even if you passed them with ease. A similar thing for pressure plates and other traps that reactivate (spike doors) would be great too. Ideally, it should be based on Lockpicking (to succeed without triggering the sound and detection of hostile or neutral NPC's) and/or Stealth (to vary the base difficulty).
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- lockpicking
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That idea would be super cool. Unlikely to be feasible though.
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I know this is not exactly what you are looking for, but have you seen this mod? http://www.nexusmods.com/skyrimspecialedition/mods/2476/?
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I'd really like that as well. Unfortunately, I think this is the kind of thing that'll necessitate SkyUI and thus SKSE... :(
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I know I'm coming late to this party, but may I suggest more artful inspiration from my favorite miniature game (and one of my top 5 favorite miniatures of all times): http://www.fantization.com/ProductImages/infinity_game/100_ariadna/IG280119_106_Aug07.jpg Or another version of the same: http://2.bp.blogspot.com/-g5salCcttXo/VN44ReF9KEI/AAAAAAAABrA/rEtAjDrKwj0/s1600/TankhunterAC.JPG
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I have played about 6 hours with the new patch and my game is pretty heavily modded. No problem to report. No CTD, no issue worth mentioning.
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* Added status menu for settlers in your settlements * Added ability to rotate an object you are holding with left/right triggers and pressing down on left thumbstick lets you switch the rotating axis * Improved "ESDF" keys remapping support while in Workshop mode Just for this I might download. And for the workbench bug fix. However, why remove the wiring copper requirement? That was a very logical thing?
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That's what I thought as well. Although, I wonder why some mods get installed without any problem and some don't. After all, they all get into the DATA folder of FONV. But what's even more bizarre is that I checked the Properties of DATA folders and found out they are all "only reading" enabled. I changed that manually to "read-write" by all users. But the weird thing there is that: 1. It didn't change anything to my problem (some mods still refuse to install with the script error above. 2. The DATA folder still is shown as "read only" after I reopen FONV folder. This is a complete mystery to me.
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Various mod problems I'm having...
Alphast replied to hipolymer's topic in Fallout New Vegas's Mod Troubleshooting
The sky problem is a known issue of the Nevada Skies mod. The author said he would try and change it at some point. But there is currently no fix for it. You have to live with it or not use Nevada Skies. -
Hello and Happy New Year everyone. I have been playing FONV modded for a while and then decided to install these two mods: Advanced Recon Thermal Nightvision (by Gopher) JIP Companions Command and Control (by jazzisparis). In both case the installation fail in NMM with the following error message: http://static2.nexusmods.com/15/images/130/3245515-1389340042.png I hope someone can provide some help on how to clear that out... Thanks.