Jump to content

Bart1965

Members
  • Posts

    31
  • Joined

  • Last visited

Nexus Mods Profile

About Bart1965

Bart1965's Achievements

Explorer

Explorer (4/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. "Order my items" seems to work as advertised, and is a neat mod. However, it only allows you to order ingredients, not completed potions. The developer seems interested in requests so I've asked him to add potions to his mod; we'll see! In the meantime, the field is still open for a Potions-to-Order mod!
  2. Looks good, I'll give it a try. Thanks for the tip! I still think a more Alchemy-specialized mod, requiring the player to fetch some of the ingredients, would be a nice add.
  3. Seems like a skilled alchemist should be able to make potions to order. If I feel I need a few Elixirs of Resistance, for example, for my battle with a certain scaly nemesis; I should be able to go to someone who's already in the potion trade and place an order. If she doesn't have all the ingredients she needs in stock, she could tell me what she needs and I could go get 'em.
  4. Update to relate the workaround I've used, in lieu of a lightweight mod that I like that allows the recruiting of more Blades: I forge the blade armor and katana and swear followers into the Order myself. Delphine's going to say I can't? I'm the Dragonborn, and the Blades were dragon hunters and bodyguards to the dragon-blood, right? Esbern still sends his little squad when we go dragon hunting, and I can bring my own Blade followers or have them wait with the horses. AFT provides me the option of Dismissing my Blades temporarily in Sky Haven so they stick around there until I come to get them. Or I have them hang out at Jorrvaskr, my usual base of operations, until we need to ride out in force. The Thalmor are in for a big surprise.
  5. The only one I found is a full makeover of the Blades with new quests and etc. Maybe it's great but it requires starting over with a new game. Is there anything simpler that can be installed into an existing game and allows more blades to be recruited? Or to replace existing recruits? Thanks for any pointers.
  6. Good idea. Not sure about the rate but they basically are mercenaries.
  7. A search shows something similar has been requested a couple of times and it seems like a simple thing for someone who knows the Creation Kit, so just maybe.... [POSSIBLE SPOILERS FOLLOW] I recently finished the Companions' quest line and would like to use Kodlak's old room as a player home. Seems like a very immersive course, no? I was disappointed that while Kodlak's old bed becomes available to the player when s/he becomes Harbinger, it is not player-owned so no chance for well-rested bonuses. And (almost) all the storage still respawns, and etc. My newly-annointed-Harbinger character has a spartan warrior's style and a lore friendly attitude. I don't want to rebuild Jorrvaskr or fill it with mannequins, just tune up Kodlak's old room a bit and make it a true, basic player home. A search of the Nexus turned up "Jorrvaskr - Harbingers Room Improvement" which looks pretty close to my ideal but does not make the bed player owned, as well as, according to comments, being flawed and abandoned. Elements I'd like to see in such a mod: 1) Player owned bed. 2) all safe storage, including the display cases. 3) 1 or 2 weapon racks. 4) maybe a mannequin for armor. 5) Optional - follower accomodations, either in the Harbinger's room or make one or two of the other bunks in Jorrvaskr follower-useable. 6) Optional - a display space for the reforged Wuuthrad. I would probably just remake the old plaque upstairs that was used to hold the shards into a plaque for the reforged item. A safe rack or two up in the public area of Jorrvaskr would also be nice, to display trophies from crushed enemies. 7) Very optional but potentially cool - a small quest to do after becoming Harbinger to turn the room into a player home, maybe something like retrieving some rare plant and burning it in the room in a smoking ritual to gently and respectfully release the spirits of old Harbingers. Any suggestions, or takers to create such a mod? Would anybody else like to see such a thing?
  8. OK, no apparent similarities there. FWIW I tried just about everything listed at the top of this thread and nothing worked. I wound up going back and replaying from my last fog-free save. Good luck with your own issue!
  9. @wakdsadjskl: That looks just like my problem. Where were you in game when you picked it up? I was in Blackreach. Have your installed any new mods lately? I installed Enhanced Mighty Dragons and Morrowloot shortly before the mist appeared.
  10. Does anybody recognize this effect, and know the spell/shader/effect ID? I've tried all the likely-looking fixes on the first several pages of this thread, including the wisp script fix, with no luck. Out of the examples here it looks to me most like the Frost Spriggan Matron Ability, if maybe a little bluer, from Skyrim Immersive Creatures/Skyrim Monster Mod.....but I've never installed either of those. I picked this up in Blackreach when I went through a doorway from the Hall of Debate into the Blackreach exterior. There is no encounter or trap related to appearance of the effect, that I notice. I don't pick up any new Active Effects in my Magic menu when I go through the door, either. I have replayed the save several times and the swirling, rising, particle-rich mist appears each time I go through that one door right after loading. However, if i first exit the Hall of Debate by a different door, then immediately re-enter and exit again through the door that causes the problem, the mist does *not* appear. Thanks for all the time and effort that has already gone into helping people via this thread! Mod List:
  11. Thanks for the reply, don't know how I missed those options. I agree, though, none of the existing mods are quite "right." The one that looks best seems to go over the top and have a known issue with breaking quests.
  12. I completed Rebuild the Blades a while back and visit Delphine, Esbern, and my old companions at times, and their headquarters still looks like a ruin. You'd think Delphine might break the trainees in by having them sweep the place out and doing some wax on /wax off on the floors. Get the lights back on. Maybe hang some tapestries. Going a little further, SHT might be upgraded to a fully featured player abode . Anything like this already out there?
  13. A couple more suggestions for immersion mods. (And btw I'm not trying to take over your project and have no expectations you'll include any of my suggestions. I enjoy typing about this stuff, and figure it doesn't hurt your guide to bump the thread either.) Conditional Combat Music prevents or delays the default combat music, so the start of music doesn't warn you about that sabre cat stalking up silently behind you... Simple and immersive. If you want to add some physical attractiveness to the game without getting deep into the replacer options....a couple of mods named Badass Women and Badass Men make 15-20 of the key NPCs a lot better looking and are standalone, with all required resources included. The screenshots on the mods' Nexus page also use UNP and some other beauty mods but I'm using them with XCE, Realistic Hair and vanilla bodies and they still look great. Another NPC beautification mod I highly recommend is Delphine Makeover by Hoax. The vanilla Delphine is so weird looking she reminded me of one of the "grey" aliens of sci-fi fame. This mod offers two basic options....for an immersion install I suggest the D2 Hardcore version which makes her age appropriate to the character. Really well done and worth including, imo, since players spend a lot of time face-to-face with Delphine in the main quest. Cheers,
  14. Another update, since you don't seem to mind the feedback.... I have to withdraw or temper my enthusiasm for the Auto Save and Time as I've deactivated it. It never gave me any actual trouble but when I checked the current timescale via the console it did not always seem to be working quite as I'd configured it, so rather than worry about it anymore I removed it. No problems before or since. I am just using the default timescale of 20 now, and it actually works fairly well. Much lower than that and Skyrim just seems too small...at single-digit timescales the trip between two cities is just a short morning stroll, no need to camp at all. I still like the Encumbering Loot mod. Sure, I'd leave Frostfall in there as it was fun to try. My brief experience with it drove home just how cold it is in Skyrim, and continues to inform my own casual "self immersion." I still have it installed and I think the tent I use is actually from Frostfall; I just set the mod to inactive via MCM. In the Character Customization department I like the look and simiplicity of the approach taken in STEP, which is basically XCE + Realistic Hair , Cover Khajits and maybe one or two other mods. XCE makes faces look a lot better with a one-step install (OK two steps with the Dragonborn add-on). Cheers,
  15. Thanks for the comments, and glad to hear you will continue to update your guide! -RCRN looks and sounds very impressive but the installation is too off-putting for me. Especially since the CoT/ELFX combo I've worked out looks so *awesome*, for virtually no ---FPS loss: -CoT for outdoors only. No Dungeons or etc. -Use the CoT Nights level 3 plugin for night brightness.* -ELFX base. -ELFXEnhancer to darken ambient lighting and etc. -Bump up brightness a little using Imaginator (ELFX is a little too dark everywhere outside of dungeons) -Set shadow quality as high as your PC can stand. Not sure what the problem was with Skyrealism Time and Travel but I tested and fast traveled from Riverwood to Whiterun in a few seconds. Reverting to Vanilla fast travel it took about the same as walking at timescale 20. Maybe this mod addressed a "bug" that has since been fixed by Bethesda or the USKP or ??? Regarding the dynamic timescale mod....I tweaked the hunger/thirst/fatigue burn rates in RN&D and am pretty happy with it. At least, with my play style. The high timescale, which only comes into play when moving long distances outdoors, does make the province of Skyrim seem much larger! It has thrown off the fast travel factor again though; I don't fast travel much either so i think I can live with that. Kuertee, the author of both this mod and Encumbering Loot is an experienced modder who wrote several well-regarded mods for Oblivion and favors lightweight, no frills, highly compatible mods; I am trusting him not to do anything that will corrupt saves or etc but I guess time will tell. Regarding Combat mods.... if you like Duel it is such a simple install, seamless integration and such an improvement that I would include it. It does improve enemy AI - a pack of wolves will break up, circle around, and attack from all angles; and an archer will stow his bow and draw his sword when you close rather than continuing to try and shoot you at point blank range, just for examples - but I have only compared it to Vanilla and not other Enemy AI mods. Stealth Skills Rebalanced looks good and i considered it. I went with Path of Shadows instead, I think because I wanted the blackjack and other stealth add-ons that it offers. Kind of regretting that choice now as I'm realizing PoS is no longer supported and people are reporting bugs with some modules, but it affects so many things I'm afraid to uninstall it. Probably when I'm done with my current warrior character and start again with a thief or mage I'll replace PoS with SSR. And btw I put the decimal in the wrong place in my post on healrate. Default is 0.7 and I am playing right now at 0.2. Though I may have to rethink that as the console change only affects player healrate, not enemies, and Duel's improvements to enemy AI cause them to run off and hide to heal up, then come back and attack again while I am still at low health. Not exactly fair! Following up on the * in my comments above on CoT/RCRN......I think the big light mods in general are much too dark outdoors. In real life I camp and stargaze and spend lots of nights outdoors, and when my eyes are dark adapted I can see pretty well by starlight, let alone bright moonlight. And the sky above Tamriel is graced by not one but two moons, both of which are larger and therefore should be brighter than Earth's Moon. So nights in Skyrim should be quite a bit brighter even than here in California. I find CoT's Level 3 night brightness a good compromise between moodiness and visibility, though if anything even brighter nights might be more lore-friendly. Cheers,
×
×
  • Create New...