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nakakita

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Posts posted by nakakita

  1. That's the only one I am aware of. It adds uncut versions of all the base gems and the gems added by the mod. The new gems are hist amber, opal, black opal, turquoise, quartz, and moonstone. She also added new crafting recipes to turn the unpolished gems into polished gems, and craft jewelry out of them.

     

    Edited to remove an extra gem. I was looking at it from the creation kit, and it has a slightly different in-game name. It's still my favorite though (Hist Amber, or Labradorite.) I also see 'black pearls' listed, but I don't remember seeing those.

  2. I'm just one of many, but I checked out your mod yesterday, and I thought it looked pretty awesome. I'm just a mod-user, not a modder though, so a lot of the stuff I'm about to say might not be helpful, or even valid. If this is the case, I encourage you to correct me though.

     

    I really like the idea behind your mod. Sadly I also just switched to RCRN, which customizes light sources as well, and since RCRN does a lot of other things I like, I didn't really want to switch to yours. If I'd still been using an ENB + Project Reality, I'd have tried yours out to replace URWL, which I also recently dropped in favor of RCRN.

     

    You have a LOT of competition, and you also have a lot of potential for mod-conflicts (as you said yourself in the description) but don't give up. Your mod also hasn't been released for too long. There's several mods I use that have been out for a while, but don't get the recognition they deserve. One of them at least is gaining in popularity finally. I'll check your mod out if I decide I don't like RCRN (again. I think I've gone to it, and then removed it at least five times at this point.)

     

    The thing that interests me most about your mod is how the light sources are turned off during the day. But 8 PM might be a tad late for them to come back on if one is using a darker-nights mod. Looking at all the popular night-change mods and having some different options depending on what mod set one uses would be one thing you could do that might make more people interested in your mod, if it isn't too much trouble. I think separating the light potion of your mod, and the walls+other things would also increase compatibility and interest, but I doubt that would be easy. If you did this I'd use the 'does not effect lighting half', but I'd also want to know how your mod works with Nernie's City and Village expansion, and other mods that change villages and cities a bit. Nernie's doesn't add walls, but there's other things.

     

    That's my thoughts anyway. I hope this helps you in some small way?

  3. The problem is roughly this: The textures for the faces and the bodies are slightly different shades. It doesn't look so obvious when you're staring at the dds files, but it becomes obvious in game. The only way I've ever managed to remedy this is by using a specific texture set, (as I couldn't get the texture blender to work for the body I was using) but lighting can skew that and make the seams appear anyway.
  4. Bandits already talk about mutinies, and vampires talk about craving blood. They just have a whole lot of other topics in addition to that. And guards generally act a bit suspicious if you're wandering around at night, and have a few phrases they'll throw at you regarding this. I'm using this mod, which is probably why that is happening more than 'arrow to the knee' lines.

     

    As for tactical stuff, have you tried this? It changes sneak mechanics quite a bit, and makes NPCs quite a bit less stupid. I don't know of anything to make NPCs react to the weather though, and standing under porches probably wouldn't help as rain clips through them.

     

    Another mod aimed at making NPCs less stupid. Around dragons anyway.

  5. Here you go. Right click to save if it tries something silly.

     

    It's the master-robe mana-regen on tavern clothing, but without any reduced spell costs. Also included are dark brotherhood robes with the master-level destruction robe-enchantment. They don't even have a regeneration bonus in vanilla, which is incredibly lame. I used the master-level, because it's hard to get that regen rate with in-game enchanting, without abusing glitches. Enjoy?

  6. It's not hard to do.. open up the CK, load the skyrim masterfile, find your wench clothing, doubleclick on it, and pick whatever enchantment strikes your fancy. I could also do the high-mana regen with no spell cost reductions enchantment.
  7. Bad news. It doesn't appear to be a replacer. It's just a craftable, but some variety is better than none?

     

    I'm not much of a modder, but I could slap the enchantment on the vanilla tavern clothing and hand you the esp if you want (which is exactly what I did for myself with the DB robes). As I'm not entirely sure if I can make it unique, it would effect everyone... but it's not like tavern people are generally great spellcasters who engage you in combat.

     

    Edited, because link fail.

  8. There's a mod on steam that has modified, recolored dark brotherhood robes available for mages. There's also a lot of mods that change the mage robes to nocturnal robes, but even if those robes didn't look cold and impractical, the stiffness of the sleeves bothers me. There's another mod with the option to replace the Archmage robes with the Triss recolor of your choice.

     

    Any of these interest you? I can get links easily enough. I personally just gave the vanilla dark brotherhood robes the master-level destruction robe enchantment, and that's what I'm sticking with for now. There really isn't much.

  9. Even as scaled back as it was, I think the Civil War was better than the 'Main Quest'. One of my friends actually thought it was the main quest (and has never actually gotten farther in the actual main quest than Ustengrav...) If one of your side quests is a lot better than your main quest.. then you need to find something to make your main quest better. This goes for the cut royalty questline from Oblivion. As I have not, and cannot play through it, I cannot determine if it was better or not, but if it really was more compelling than Oblivion's main quest.. then why cut it out, instead of keeping it, and trying to make the main quest as compelling? As it stands, the Civil War is about as interesting to complete as the Arena questline in Oblivion. But if I'm not mistaken, that's another area that got seriously cut back.

     

    More drama isn't really the answer. Skyrim's opening is wonderfully dramatic. Which is exactly why I have been avoiding it, and using Alternate Starts. It is literally screaming at you, "I am so Dramatic! LOOK AT ME!" and, as a result, it looses it's impact after the 2nd or 3rd time. I wasn't too interested in Oblivion's opening either. It also, is just a tad overly dramatic (though not as bad as Skyrim's). Morrowind's opening for some reason though makes me shiver each time I see it. (As I'm indecisive about character builds, this has been frequent.) But it's really so much less dramatic than the other two. You are anticipating freedom, not death. You don't "meet" anyone important in your first few minutes. You're just thrown out into the world without much guidance. Even if you do follow your first objective, and get to it right away, they encourage you to do other things. Saving the world can wait. At least until the Hero has a bit more experience.

     

    I still feel bad about not being able to identify at all with the Stormcloaks. I'm not sure what it is, but even if I attempt to ignore the racism, I can't make myself do it. I do rather envy them though. They know their history, their culture, their ancestors... they have a homeland (well, they think it's their homeland even if it's someone else's that they conquered) that they believe is worth fighting for. I've never really achieved either of these. I know a lot about one side of my family, next to nothing about the other, and I have always felt completely disconnected from my country. Would I fight for it? ... probably not. As long as there was somewhere else to run to anyway. I guess this makes me a terrible person. :facepalm:

     

    As for other things they did right, I like that they at least tried to make the races a bit more balanced. Morrowind Nords are horribly overpowered (100% frost, and 50% shock resistance? seriously?), while in Oblivion and Morrowind, Altmer were seriously disadvantaged (25% weakness to each element in Oblivion, an additional 25% weakness to fire in Morrowind..) Sadly this makes different races feel a bit 'samey', but at least they tried. I also appreciate how they tried to make the human races look different from each other. Sadly, I still get some bretons, imperials, and nords confused. My swapping the breton female normal map out for the female nord one to get rid of the weird permanent wrinkles bretons have on their foreheads probably didn't help much here. But that's my fault not Bethesda's. In Oblivion and Morrowind I generally tell races apart by voice if their names don't give me a clue already. They had the right idea with adding more voice actors for Skyrim.. but I do wish they had kept them somewhat more race-specific. Revyn Sadri and Nazeem have nothing in common, and shouldn't sound exactly the same. (Just for fun, try marrying Sadri sometime. You will know exactly how Nazeem's wife feels after this, and probably never do it again.) There are a few exceptions.. Ralof's voice set while overused isn't present in non-nords, and Ondelomar's voiceset is only present in male Altmer for example. There should have been more of this though. And I'm still rather sad that my favorite non-unique voice sets do not have any marriageable candidates associated with them. Then again, their lines might have been as bad as Sadri's.

  10. *shrug* I didn't bother to google that one. It just looks like either could be true to someone who only was looking at in-game sources. I only started playing Morrowind when it was on sale before Hearthfire was released anyway.

     

    @Lachdonin, thank you for those clarifications.

  11. But the books don't make sense at all unless the tower is working? Or, if the tower would have been able to sever the connection between Umbriel and Clavicus without supposedly working, then how could it even be fully deactivated if it has that much power?

     

    But prophecies are generally .. vague, and easily interpreted in too many ways anyway. What you see as a singular event does not really look like it needs to be one to me, just that they both happened, and triggered something else.

     

    Speaking of strange interpretations of prophecy... When I was looking at one of the Nerevarine prophecies.. it actually looks like it might be saying that the Nerevarine is dragonborn, rather than that someone Dragonborn sends out the Nerevarine. Could this be in any way confirmed? Not really without an amulet of kings to wear or a dragon to kill. And you're likely to attack me for even mentioning that one. But it could, potentially be the case.

  12. Interesting. I'd never heard anything relating to the Mythic Dawn manipulating the empire before. Well, here is the quote from Lord of Souls talking about White-Gold tower. I'm omitting some of it (lines about what the characters are doing specifically), but not any of the actual information.

     

    It's the tower, it's the key. I didn't get it until Colin remembered one of the symbols meant 'echo'. The White-Gold tower is an echo of the ur-tower, the first object of our reality the gods created. It's one of the axes of creation.

     

    Umbriel thinks it can emancipate him from Clavicus Vile, making him free of the prince forever. Possibly it would if I gave him the chance.

     

    That's it. The previous echo reference is this.

     

    It's not a drawing, or at least not a blueprint for a device. It's more like a map. This for instance - I've seen this before where it represented a soul gem - or at least the idea of something that can trap a soul. And here this represents something that flows only in one direction like a river.

     

    Then it is a plan of sorts?

     

    Right. It could be a device, or a spell, or a series of spells involving - well, at least two arcane objects. this one and that one.

     

    If that's the case, then this one might represent Umbriel. You see? The word 'Umbriel' is in the passage next to it.

     

    Possibly, but if so, what is this one?

     

    You know, if you turn it this way, it looks familiar to me -- I've seen it before, or something really close. Nit in Hierem's chambers, but when I was studying to enter the Penitus Oculatus.

     

    That's a very different context.

     

    I know. It was used by necromancers, back before the Mages' Guild schismed. It was used to designate ghosts, but the meaning was more complicated. I think it could mean 'shadow' or even 'echo.'

     

    I don't see how it can mean that here, not knowing any more than we do.

  13. Then that goes back to, who exactly is re-activating this tower, if it's supposedly dead? They need it to be fully functional when Umbriel arrives or the entire journey is pointless.

     

    And at this time, the blades are defunct, the Thalmor is being blamed for this (even though it's even more silly to blame the Thalmor for this than it is to blame them for dragons), and actually his second was very knowledgeable in the arcane, and was interested in obscure Aylied magic. But he still doesn't seem to be re-creating anything.

     

    edit: Perhaps I needed to clarify that it was silly to blame the Thalmor for Umbriel? Not for other things?

  14. There doesn't seem to be any hint of, "We'll need to reactivate it first," or, "If we do this, this and this, it'll totally work" though. It's just, "We're going here to fix this little problem, now it would be nice if people would cooperate so we don't kill all of you, but we don't really care if we do." Considering all the detail it goes into describing how Umbriel actually works... I'm pretty sure that if the "evil mastermind" needed to re-create things to get the tower to work properly, it would have been mentioned.

     

    The Emperor's second would be more likely to be the one doing re-activations than Lord Umbriel, but they don't talk about him doing anything like that either. He's just manipulating people, making deals with Umbriel, and hoping to gain a lot of power out of this deal.I also seem to remember he was more interested in information Lord Umbriel could give him, and power that could be gained from that rather than power the Tower could give him.

     

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