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Everything posted by Velyanthe
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I'd love this mod too. I get instant panic attacks on seeing spiders irl--giant fantasy spiders can be worse. I had to quit playing DA:O because the replacement mods missed some of the spider types. I'm trying to hold off on playing DA:I until a spider mod is made and I'm glad to see other people looking for one too. (And glad to see mods have been coming out!)
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I've tried the one that replaces spiders with lizards, and the one that replaces them with bears. They work fine on Giant Spiders, but not Poisonous Spiders (like in the ruins in the Dalish area). Unfortunately, this makes the game unplayable for me--I have a pretty severe phobia. Three questions: 1. Is there another mod out there to fix this? 2. If not, would anyone be willing to make one? (Or expand upon the lizard or bear mod?) 3. If not, how would I mod the game to replace spiders with literally anything else? (Or how would I expand on one of the above mods?) The sounds they make are awful, but the visuals are worse. I can handle the sounds to an extent but absolutely not the visuals. Please help. (Note: I've seen other conversations similar to this where people reply with "just get over it, face your fears". Any such "advice" will be ignored. I'm not going to put myself through multiple panic attacks a day just because some ignorant person online told me to.)
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Ring of water walking: http://steamcommunity.com/sharedfiles/filedetails/?id=75671244 Spell: http://steamcommunity.com/sharedfiles/filedetails/?id=74628178&searchtext=waterwalking
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I edited a few monetary values, and suddenly I have archive errors. When I go to upload to the Workshop, it tells me that I have two files to archive: BSShader_DefNormalMap and Meshes\Actors\FrostAtronach\shield.nif. As it turns out I had actually altered the gold value of ArmorAtronachFrostShield, which used that .nif file (for the male version), but even replacing that use of the file with the feminine one (regular steel shield) still had it show up. I haven't the slightest clue why BSShader_DefNormalMap would show up. Anyway, when I click on "Pack files", TESArchive pops up and I get a separate message saying "Archive process failed". Trying to "Save" the TESArchive results in a runtime error, no reference number given, from the application requesting Runtime to terminate it in an unusual way. At that point TESArchive fades and a window pops up saying that the application has failed and Windows is trying to find an issue. As a result, I cannot update my mod on the Workshop. Can anyone help? It seems like a pretty rare issue from a Google search, but there's no suggestions except to create the archive before doing so through the CK, which results in the same Runtime error. Is it just a CK fault?
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Is there any way to edit the Quest Type? As in, not changing what type a quest is, but actually changing the details of what the type is? I'm trying to create new types that function just like the Miscellaneous type (as in, in-game, you can click on the misc tab and have a list of quests), but I cannot figure out how to edit it. Even if I cannot add any, I would like to edit the currently existing ones. Is it even possible? Also, is it possible to add multiple quests to one type at one time based on a shared target/questgiver location, etc.?
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[WIP] Call of Hircine: Bloodmoon Rising
Velyanthe replied to TheElderInfinity's topic in Skyrim's Skyrim LE
This looks like a wonderful mod, good luck making it! I was sorely disappointed with Skyrim's werewolves. There are a few things that came to mind as I read the first post. Will you add a moon chart of some kind, for the phases of the moon? Maybe add it to the map? If this already exists in the game, I may have missed it, and sorry. You note in one of your benchmarks that NPCs would all transform on the same night as the player - will you ever alter this to make their chances the same, rather than having them all related? Are you planning on making werewolf form less powerful, since it lasts for a longer amount of time? I would help if I could, but the only input I can give is ideas, I have no modding experience. -
I ride a horse nearly everywhere. I only fast travel when I really want a vendor, and people don't have the gold to pay me, or to unload heavy stuff, or to store stuff in my house. Traveling between Whiterun and Windhelm was a bit monotonous, but still enjoyable.
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@NorthernMonkey, There was a mod like this for Morrowind, I remember, and for Oblivion. They both placed you at certain areas, with a bit of equipment and gold, based on your status, and at a level you chose for the Oblivion one. You had to get caught and go to Imperial jail for the Oblivion MQ to start, and go to the Census building to start the Morrowind one. I definitely think there will be a similar one for Skyrim. Having someone else as Dovahkiin would be an awesome addition. A hunter, a villager, a noble, a soldier, a mage at the College, an adventurer in a ruin, a prisoner on a ship... There was a mod suggestion I saw not long ago where a person could own a store, build a new city, etc. that I think would go very well with this idea. @strayztski, You cannot progress through Imperial or Stormcloak questlines without the MQ.
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Slavery wouldn't be correct lore-wise, but there could be underground slavery.
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I very much like the idea of making a new city, and some of the final ideas you have on there, but I don't agree with the idea that only specialized merchants should have base materials. It doesn't make sense. Sure, the merchant could make as many potions as possible, but what if townfolk use herbs as remedies, rather than potions? There's also not very much call for poisons in towns. I also disagree with the thought of no ore veins outside of mines. Less, yes, and perhaps more located in mountainous or deserted areas. Also some mines are fine with being shared - there is one by an orc settlement that, if you're friendly with them, they are fine with you mining ore, as an example. An additional idea would be to vastly increase the amount of ore veins in the game, but also allow people mining them to collect the ore, rather than hammer mindlessly at the wall. Ore could be pickpocketed, but could not be mined from the depleted vein. Or, the vein could have less to take, after an NPC has visited it. Vastly increasing costs, I cannot see happening in towns. Perhaps an increased cost for someone who is not well-known in the town, or for someone supporting the other side of the war (being a Stormcloak and buying from someone who sides with Imperials). I was thinking the other day of Morrowind, and how I finished the game, then tried to make my own town and discovered that I had killed the thing in the cave that you need alive to make a town, as a source of eggs. It would be a pretty awesome addition to Skyrim, considering the amount of influence you can get. Thane of different holds? Dohvakiin? Known across Skyrim and Cyrodiil? Can't even build your own farm? A hunting lodge would be nice to build, too, with a constant supply of meat. Owning a trading company would be awesome, and you could add stores across the province, or convince merchants to join you.
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Clavicus Vile and Boethiah's quests start out via other sources. Vile's quest is started through an initially innocent quest by a townsperson, and Boethiah's by a book. The quest for the daedra lord of deceit and trickery (I cannot remember the name) is started by an overheard conversation in Markarth. For Meridia and Azura, you can get quests from their shrines. I'm uncertain about any others.
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This looks like it will be a wonderful mod, I love the idea, especially with more planes from Oblivion. I'll definitely look out for this one. But I am curious, would the deep sea areas be required in order to progress?
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I think you're missing the disregard of nonlinear RPGs, or the dislike in general of RPGs. Or, you're missing the overly keen eye with a giant blindspot; some people see only the faults and miss the good stuff. I can understand people not liking Skyrim because it's not their cup of tea, but the flaming is ridiculous. I do not care who you are, it is a very well-made game and follows well in the other games' footsteps. I'm considering breaking out Morrowind again to see which of the two I prefer, they're incredibly immersive. Elvinkun, since Neverwinter Nights, TES has been the only series I have found with such wonderful storylines. Stories feel undervalued.
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Macole, most people don't need any more than 8 hotkeys. Personally I think that 24 or so would be overkill. But why should it matter? What if someone wants a HUNDRED hotkeys? Bethesda is catering to what they think their players want. If, based on what they see, players would like a few hotkeys, why not throw in 8 of them? That's what the favorites menu is for - those people who want lots more items to keep track of. As it is, I know off the top of my head that F5 is the quicksave key. I do not see the high lack of content that you are seeing, and I am in it for the RP and immersion as well. It is not that the main game is lacking - it is that it is not perfect for you. What I see from you is "There's not enough content, and not enough keys to press." There is a lot more content than you are seeing. Walk into a village and tell me you cannot find a quest. Walk into a ruin and tell me you cannot find a unique item, setup, or creature. Walk into a joinable faction and join them.
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You haven't played the game. If you like a humongous variety of items and spells, you may be disappointed. If you like immersion and realism, you will like it when you play it. Seriously. If you look in history, iron swords tend to look all the same. Not exactly, but they have the same basic look. Spells in the game have limitations, doesn't it make sense? You can't just make a zombie stay with you forever; it has to take some work to reach that level of mastery. The townsfolk are all quite varied, and some have very unique personalities. Many of them have quests for you that deal with their backgrounds. Cities may seem the same on the surface, but the same goes for any city in our world. They all have their perks. I found Morrowind to be very immersive, and while I feel that Morrowind did better in terms of content, Skyrim has come a long way in how things work in the games, making things nicer to use, having full voice acting, and overall making the gameplay run smoother and be more immersive. Personally, Oblivion was good, but it felt like a very flat game. Skyrim is a very rich game, and you're not giving it half a chance.
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I loaded a saved game and a mammoth fell from the sky 50 feet away from me. It was dead on landing. It was odd, since all I had done to cause it was load a saved game, in which the mammoth was safely on the ground.
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If I had a pick of a male NPC to marry, it would be the stablehand outside Windhelm. Forget his appearance, he's the one happy guy in the game. But I must say, it is funny to walk into your house and have a male argonian call you darling.
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What BeckyRAT said, join the animal's faction when you do it. Personally I would like it for some of my characters without any limitations, if anyone knew how to do it. Shapeshifting is one of my favorite things to do in games, doing it in Skyrim and adding interaction with animals would be great. If anyone were to add it, there could be a secret society of shapeshifters, with their own quests and such.
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That was a wonderful mod for Oblivion. More populated towns would be nice as well, but aren't as needed. There are hunters, revelers, a wanderer, and people on their way to Solitude, as far as I know. Vigilants of Stendarr as well. They're all fairly scarce, although they do make traveling by road worth it. Unfortunately, people on the road are also almost always unimportant.
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They are supposed to look like big cats, yes. And they look much better now than in Oblivion or Morrowind. But I agree, more ear options would be wonderful.
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Wonderful idea. Might be a bit difficult to do, with some areas being snowy year-round, but still something I would like to see.
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I support this idea. There could also be adoption as well, considering those people who feel queasy about pregnancy or have an in-game gay marriage. But first, we need some beast children. If I have an argonian wife and she comes back with a nord child...
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How old is it? If it cannot run the game at all, if it doesn't have shader model 3, etc., then it can't play the game at all. A new video card would be best in that case. If it does run but runs slowly, then what Rennn said is good. There should be other values you can manually lower in the .ini to make it run.
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I agree with this idea. On my way to Solitude, I found a boat on the water and was disappointed to see that I could not use it to cross the river. A small boat in the inventory could work, if it is magical and can change size.