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ArtMurder

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Posts posted by ArtMurder

  1. This is a personal request for a character I am working on xD I just want the default bucket in skyrim made into a helmet. With a slot cut out for the eyes maybe? Or at least a black square "fake hole" like the vanilla closed helms maybe?

     

    I would really appreciate it if someone could do this for me! I have no mesh editing talent, but I can do all the CK stuff myself! ^_^

     

    Thank you in advance if you do decide to help me!

  2.  

    I'm looking for a mod that lets me place barricades and/or walls (in addition to possibly other things) so I can set up defenses around a "base" in an exterior camp. The ability to place bear traps as well would be cool.

    For the traps, take your pick from those. I haven't tried any, so I can't offer advice on them.

    Walls and barricades can be deployed via Pocket Empire Builder, if I recall that correctly.

    Also, you might be interested in Tundra Defense.

     

    Your first link appears to be broken or something? it takes me to an internet search with nothing relevant showing up. I'f search "traps" in the nexus and came across a few that work decently, but I discovered they are all incompatible with mods that make traps do realistic amounts of damage, so sadly I have yet to find a trap mod I can use.

     

    Tundra Defense is quite a bit more then I am looking for complexity wise, and it is incredibly incompatible with controller usage, so sadly I can't use it. If it worked with a controller I wouldn't mind giving it a shot, because it does look cool.

     

     

     

    I'm looking for a mod that lets me place barricades and/or walls (in addition to possibly other things) so I can set up defenses around a "base" in an exterior camp. The ability to place bear traps as well would be cool.

    Portable Campsite by Mcxar has fences and traps.....http://www.nexusmods.com/skyrim/mods/9935/?

    Bear traps, hide fences, spike fences......

     

    Sadly, I have seen that mod before, and the fact that I have to go to a very specific location, and I get single place-able versions of items for zero cost after that just makes it totally not what I am looking for. I'm looking for something that lets me build up stuff without totally shattering my immersion. Like, build a barricade out of wood, then place it, rather then magically pulling a single one out of a special magical bag. I'd rather just spawn one with the console! XD I'll look into it and see if there is any way I can make it work, but it seems like more then anything it will clash terribly with frostfall's campsite building, ruining the fun for it...

     

    EDIT: Actually, I was mistaken as to how that mod functions exactly. It looks like it might actually let me craft individual items rather then buying a single 'camp site bag" like I thought, the "magical all in one campsite bag" option just seems to be the more popular option to use. I'm definitely going to look into this.

     

    ---------------

     

    Thank you two for giving it a shot, but sadly, neither of these mods are what I am looking for. I want something that just lets me throw up some walls/barricades/defenses without some massive complicated campsite/city building thing that requires me to buy specific unique items from specific merchants, both of these mods do this. Maybe I should contact the maker of frostfall and see if they like the idea of "camp defense" add on to their mod. XD Though I doubt that would work.

  3. So I would love to see a mod that lets me build and place walls, barricades, and the like, for setting up bases, maybe even open/close-able doors and archer's nests.

     

    I have been working on setting up the perfect survival RPG type game, and being able to barricade my base would be wonderful!

  4. I find the mod "ultimate combat overhaul" in combination with TK Recoil and TK HitStop makes combat feel intense and realistic.

     

    Also Requiem disables the default difficulty slider, requiem and legendary is the exact same as requiem on novice. I can see how one could make that mistake though, seeing as Requiem puts default legendary to shame without the aid of any other mods.

  5. I am of the same opinion. Right now I'm trying to decide between Immersive Quests and ArtMurder's idea, but I'm leaning towards Immersive Quest because I feel like it's more unique - it's not one new questline, but lots of medium-large quests.

    I do really like your idea as well, so I will be happy regardless of what you pick.

     

    I do think it's possible you could merge the two ideas, to some degree, basically just "overhaul" the 4 guild quest lines, and maybe the civil war quest line to include more interesting and diverse quests, and connect them together via my concept. You could easily throw in some random cool side quests here and there as well. Basically enhance the feel of the vanilla guild quest lines and other assorted quests in general to feel more alive and reactive to the players action, so that interacting with one guild may make another guild react to you. For example, attempting to join the companions if you are a member of the dark brotherhood may open a quest to kill the members of the dark brotherhood, if you choose to do so, of coarse you are no longer a member of the dark brotherhood, but if you refuse, you may be kicked out of the companions.

     

    I am not entirely sure how possible this would be though. It would likely require new voice acted NPCs in the guilds, kind of like "proctors" or "overseers", not actual important members of the guild, but basically body guards and doormen who keep the unwanted at bay. Of coarse, there is no reason this sort of mod couldn't simply throw in other, totally un-guild related quests, but focusing on guilds wouldn't be a bad idea, cause people can easily find and play these quests, where as having the quests started by random NPCs who just sit in an inn somewhere or something will make them feel more obscure, and while this would be cool for some of the quests, doing a lot this way would make it feel like a chore to the player to track down all the individual quest givers without some sort of guide/cheat-sheet

     

    Just an idea. ^-^

  6. Copy pasted from a similar thread someone just posted. Though, I will point out ahead of time, I personally avoid location/dungeon mods, so I can not suggest any of those to you!

     

    I personally do my best to make skyrim into a horror survival game though, here are some quick tips.

     

    First, turn your difficulty up as high as you can stand. Horror and Easy do not play nice.

     

    A lighting mod to make things darker and give things a creepy atmosphere is great, but takes a lot of tweaking, and can be hard to get right, manymanymany exist, and most mess something up.

    I personally suggest Seasons of Skyrim ENB http://www.nexusmods.com/skyrim/mods/23812/? - use the performance option if you have a low end PC

    with this mod for dark dungeons http://www.nexusmods.com/skyrim/mods/12454/?

     

    EDIT: Oh, I see you don't like ENBs. The above dark dungeon mod only works with ENBs sadly. Try these instead;

    This mod should work for a more dark, eerie atmospheric skyrim. http://www.nexusmods.com/skyrim/mods/37846/? - This is a SweetFX mod, MUCH simpler and MUCH more performance friendly then an ENB

     

    Sadly no dark dungeon mod works specifically for SweetFX, and rely on ENBs to work, so instead try this, I specifically made myself to make nights and dungeons darker with the above mod. I know of nothing else to suggest for this, without ENB, at the moment. http://www.nexusmods.com/skyrim/mods/48000/?

     

    This mod for dark nights http://www.nexusmods.com/skyrim/mods/49472/?

     

    This mod makes NPCs behave right in the dark http://www.nexusmods.com/skyrim/mods/52239/?

     

    now, I suggest adding in Skyrim Immersive Creatures, this adds in TONS of new, powerful, and often very scary enemies. And yes, TONS of undead are included. This mod also makes skeleton have a chance to come back to life after dying.

    http://www.nexusmods.com/skyrim/mods/24913/?

     

    This mod adds in some very creepy zombies

    http://www.nexusmods.com/skyrim/mods/56379/?

     

    This mod makes skeletons sound creepy as HECK and is also a nostalgia kicker if you played Daggerfall

    http://www.nexusmods.com/skyrim/mods/38677/?

     

    I've never tried this mod, but it seems like it would make the game a lot harder and scarier.

    http://www.nexusmods.com/skyrim/mods/12452/?

     

    Frostfall will make skyrim itself an enemy, and will make cold, dark nights in the mountains terrifying on their own, without the need for enemies

    http://www.nexusmods.com/skyrim/mods/11163/?

     

    Psyrim makes the music of skyrim a lot more eerie and creepy, but if you are a lore nut it may be something you want to avoid.

    http://www.nexusmods.com/skyrim/mods/1041/?

     

    This mod will make ghosts immune to most "normal" weapon types like in every other TES game before Skyrim

    http://www.nexusmods.com/skyrim/mods/36525/?

     

    This mod will make the ambient sound of dungeons a lot more creepy!

    http://www.nexusmods.com/skyrim/mods/8601/?

     

    I'll add more if I think of them! ^-^

  7. LordAndSavior: I was thinking Free Masons, but it's the same basic concept, yeah! A secret shadow society that controls everything in skyrim, consisting of a few, highly fleshed out members who you can buddy up to, or go toe to toe with! It would also be nice to have some characters acknowledge how epic your character is and his accomplishments are. Maybe those commoners don't understand what you've done for the world, but these people surely do!

     

    Matthiaswagg: I'm glad you like the idea! I can help you flesh it out a lot more if you want me too, I can even help come up with some of the quest concepts, though I have ZERO talent in actually putting together quests in the CK, I can write for them, and I can maybe do some of the voice acting if you need some help in that area, I have not done voice acting before but I have a decent mic, and am really good at impressions, so I should be able to pull off the different races. ^-^

  8.  

    I've been knocking around an idea for a while, maybe you can do something with it? I have no talent in questing or scripting, though I can maybe do some voice acting and texture work.

     

    The basic concept is a sort of "end game" final challenge, involving multiple fleshed out, complex characters you get to interact with and then fight, should you choose to. Basically, your character discovers a "cult" of dragonborns who are incredibly powerful, and have the ability to travel through different realities. Upon defeating alduin, you would get a "world render" ability that allows you to travel through dimensional planes, allowing you to meet these other dragonborn, and also allowing them to appear in your game. While they are all generally one group, they are not necessarily all allies. Some of them, would be more "good" and some of them would be "evil", for example even if you are are the leader of the companions, you may meet another dragonborn who also became leader of the companions in his world, and he may be able to give you some useful weapons if you do something for him (which probably involves another member of the cult), same for a headmaster of the mages guild with magic spells. However, some of them may be evil, and are the listener for the dark brotherhood in their universe, and may attack you without being provoked, though ideally, none of them would just attack on site, you would at least get a chance to talk to them. Some of them however, may simply come into your world, and may appear at total random when you least expect it, to either help you, or mess with you.

     

    It would be kind of like "the league of dragonborns" you can choose to either slaughter them all, and come out the only remaining dragonborn in any reality, or simply gain their favor, and eventually work your way to being their leader, kind of like an entirely new guild, but with each member being a highly skilled, complex character who will befriend or attempt to kill you based on your actions.

     

    Each one would, ideally, have their own special set of armor and weapons. Each one, should you choose to fight them, would also be an epic boss battle.

     

    Isn't this rather similar to the Dragonborn questline? With the idea that there is another Dragonborn in a different dimension, and you have to fight them? I know that your idea is more complex, and likely more interesting. However, if someone were playing the Dragonborn DLC at the same time as this, it would be kind of duplicate, though not exactly redundant.

     

    I'm not dismissing your idea, though, since it seems interesting. I'll definitely think about it.

     

    I havent played through dragonborn yet for some odd reason, so I don't know the specifics on what it's like. I thought the other dragonborn in that DLC simply rose from the dead? If not, then this idea could simply be tied into dragonborn, I mean, if one dragonborn can crawl through reality into yours, then why not more? Why can't some of them be good guys?

     

    To be honest, the main concept could still be done even if you totally remove the dragonborn and dimension jumping concept. Simply have a secret "guild" of ultra powerful warriors, mages, assassins and thieves that secretly control skyrim from under a shroud of illusion. Maybe you have to deal with these people once you complete each quest line? like, upon completing the mages guild, you learn that the real leader of the mages guild is a member of this group, and you have to either do some quests for him, or defeat him to secure your place as the real leader of the mages guild.

     

    Hmm, I should probably play dragonborn and dawnguard. I've been so busy with modding, I just keep forgetting to! ^w^;;

  9. I personally do my best to make skyrim into a horror survival game

     

    First, turn your difficulty up as high as you can stand. Horror and Easy do not play nice.

     

    A lighting mod to make things darker and give things a creepy atmosphere is great, but takes a lot of tweaking, and can be hard to get right, manymanymany exist, and most mess something up.

    I personally suggest Seasons of Skyrim ENB http://www.nexusmods.com/skyrim/mods/23812/? - use the performance option if you have a low end PC

    with this mod for dark dungeons http://www.nexusmods.com/skyrim/mods/12454/?

    with this mod for dark nights http://www.nexusmods.com/skyrim/mods/49472/?

    This mod makes NPCs behave right in the dark http://www.nexusmods.com/skyrim/mods/52239/?

     

    now, I suggest adding in Skyrim Immersive Creatures, this adds in TONS of new, powerful, and often very scary enemies. And yes, TONS of undead are included. This mod also makes skeleton have a chance to come back to life after dying.

    http://www.nexusmods.com/skyrim/mods/24913/?

     

    This mod adds in some very creepy zombies

    http://www.nexusmods.com/skyrim/mods/56379/?

     

    This mod makes skeletons sound creepy as HECK and is also a nostalgia kicker if you played Daggerfall

    http://www.nexusmods.com/skyrim/mods/38677/?

     

    I've never tried this mod, but it seems like it would make the game a lot harder and scarier.

    http://www.nexusmods.com/skyrim/mods/12452/?

     

    Frostfall will make skyrim itself an enemy, and will make cold, dark nights in the mountains terrifying on their own, without the need for enemies

    http://www.nexusmods.com/skyrim/mods/11163/?

     

    Psyrim makes the music of skyrim a lot more eerie and creepy, but if you are a lore nut it may be something you want to avoid.

    http://www.nexusmods.com/skyrim/mods/1041/?

     

    This mod will make ghosts immune to most "normal" weapon types like in every other TES game before Skyrim

    http://www.nexusmods.com/skyrim/mods/36525/?

     

    This mod will make the ambient sound of dungeons a lot more creepy!

    http://www.nexusmods.com/skyrim/mods/8601/?

     

    I'll add more if I think of them! ^-^

  10. I've been knocking around an idea for a while, maybe you can do something with it? I have no talent in questing or scripting, though I can maybe do some voice acting and texture work.

     

    The basic concept is a sort of "end game" final challenge, involving multiple fleshed out, complex characters you get to interact with and then fight, should you choose to. Basically, your character discovers a "cult" of dragonborns who are incredibly powerful, and have the ability to travel through different realities. Upon defeating alduin, you would get a "world render" ability that allows you to travel through dimensional planes, allowing you to meet these other dragonborn, and also allowing them to appear in your game. While they are all generally one group, they are not necessarily all allies. Some of them, would be more "good" and some of them would be "evil", for example even if you are are the leader of the companions, you may meet another dragonborn who also became leader of the companions in his world, and he may be able to give you some useful weapons if you do something for him (which probably involves another member of the cult), same for a headmaster of the mages guild with magic spells. However, some of them may be evil, and are the listener for the dark brotherhood in their universe, and may attack you without being provoked, though ideally, none of them would just attack on site, you would at least get a chance to talk to them. Some of them however, may simply come into your world, and may appear at total random when you least expect it, to either help you, or mess with you.

     

    It would be kind of like "the league of dragonborns" you can choose to either slaughter them all, and come out the only remaining dragonborn in any reality, or simply gain their favor, and eventually work your way to being their leader, kind of like an entirely new guild, but with each member being a highly skilled, complex character who will befriend or attempt to kill you based on your actions.

     

    Each one would, ideally, have their own special set of armor and weapons. Each one, should you choose to fight them, would also be an epic boss battle.

  11. I personally use this mod to make changes to my 3rd person camera, it even lets you map a button to have a couple additional camera modes besides just 1st and 3rd, I use it to allow myself to have 1st, 3rd, and 2nd person camera view, and to add the ability to swap which shoulder I am looking over at the press of a button. I also use this to remove the ability to zoom in/out in 3rd person, so the camera is always at a fixed distance, I personally get really tired of my camera randomly changing distances on me, since I tend to accidentally click the sticks during intense moments in the game.

     

    Very handy, and I do not have to relaunch the game or Alt+Tab and then enter console codes to see the edits I've made!

     

    http://www.nexusmods.com/skyrim/mods/37347/?

  12.  

    Is there a mod that lets me move the text that pops up over the cross hair? For example "open barrel" and "open door"? I would like to be able to place it down near the bottom of my screen instead of right in the middle of it.

     

    The mod "minimal hud" lets me move everything else on the hud, and lets me tweak some of the things that appear with this text, but not move the text itself...

    You want Less Intrusive Hud II . You can use it to reposition (and resize) pretty much every HUD element.

    Do you know if this will conflict with Minimal Hud? this does pretty much the same thing, but it didn't do that, are you sure that one can? ^-^

     

    I use it alongside iHUD and the two don't conflict. Looking at the descriptions of Minimal and Less Intrusive, it looks like they will not play nice.

    As far as allowing moving activation text, I know it can.

     

    thanks, I tried it and it works! had to remake my HUD from scratch because it didn't work with minimal HUD though...

     

    The feature that turns off icons being displayed on the compass doesn't seem to work properly for me though, and trying to use another mod to fix it doesn't help...

  13. The trick to requiem? Well sadly there isn't one. Early on, about all you can do is fight smart. Stick close to towns, try to have guards near by whenever possible. Do your best to find a follower, though i personally got to level 20 and never found a follower last time I played with requiem..

     

    Think of it in a realistic way. "adventuring" is a very difficult thing for a person to do. You have to crawl before you can run. You start out as a nobody, a whimp and have to work your way up from the very bottom.

     

    Also, certain areas seem to be leveled a bit higher then others. Stick to the whiterun-riverwood-falkreath area, don't go into dungeons and such yet. Any area with snow is going to be higher leveled with snow cats, snow bears, and ice wolves, all of which will demolish you until you hit at least level ten. The forsworn in the Reach are also to much to deal with yet, but the rift should be okay, though there are bears there.

     

    Also, alchemy is almost required for requiem to even be bearable in my opinion, at least early on. You will grow to clamor for every single tiny buff you can get from those nerfed potions, and every health potion is a second chance at life.

  14.  

    Is there a mod that lets me move the text that pops up over the cross hair? For example "open barrel" and "open door"? I would like to be able to place it down near the bottom of my screen instead of right in the middle of it.

     

    The mod "minimal hud" lets me move everything else on the hud, and lets me tweak some of the things that appear with this text, but not move the text itself...

    You want Less Intrusive Hud II . You can use it to reposition (and resize) pretty much every HUD element.

     

    Do you know if this will conflict with Minimal Hud? this does pretty much the same thing, but it didn't do that, are you sure that one can? ^-^

  15. Is there a mod that lets me move the text that pops up over the cross hair? For example "open barrel" and "open door"? I would like to be able to place it down near the bottom of my screen instead of right in the middle of it.

     

    The mod "minimal hud" lets me move everything else on the hud, and lets me tweak some of the things that appear with this text, but not move the text itself...

  16. So on the road between white river watch and valthiem towers I keep getting CTDs. Never in one exact spot, but it's usually either just before the ritual stone or just after. It happens about 90% of the time, and when I relaod the last autosave before the CTD and try walking through again it usually doesn't CTD, but otherwise it almost always does. I have yet to encounter this CTD anywhere else, something about this specific location seems to be triggering it. I can play for hours and not encounter a CTD, then walk down this road and I will most certainly CTD. I have no mods placing anything in this area, in fact I run almost no mods that physically place things in the world space, but I do run a LOT of mods. I tried going through my load order, uninstalling about a dozen mods and deleting all saves and starting over on a totally new character, but to no effect, I still got a CTD the very first time I walked up this road after about two hours of playing the game before hand. The papyrus log seems to be no help at all, as I can never find anything consistent in it between CTDs, but I will show my most recent one just in case. I am using ENBoost with a custom patch-work ENB and sweetfx, and I am using the memory patch, I am also using AttkLt launcher. My game seems to work 100% fine, but walking into this area seems to trigger a crash regardless of what I do, unless I have launched the game in the past 5 minutes or so, then it seems to not CTD for some strange reason.

     

    Active Mod Files:

    00  Skyrim.esm
    01  Update.esm
    02  Unofficial Skyrim Patch.esp  [Version 2.0.4a]
    03  Dawnguard.esm
    04  Unofficial Dawnguard Patch.esp  [Version 2.0.4]
    05  HearthFires.esm
    06  Unofficial Hearthfire Patch.esp  [Version 2.0.4]
    07  Dragonborn.esm
    08  Unofficial Dragonborn Patch.esp  [Version 2.0.4a]
    09  JSwords.esm  [Version 1.4]
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    0C  Lanterns Of Skyrim - All In One - Main.esm
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    0F  ACE Archery Dragonborn.esp
    10  Beards.esp
    11  PumpingIron.esp
    12  No More Glowing Edges.esp
    13  Aetherius.esp
    14  RSChildren - Complete.esp
    15  ClimatesOfTamriel-Dragonborn-Patch.esp
    16  WSCO - OcciMaleVNL.esp
    17  You Hunger.esp
    18  AOS.esp
    19  AOS2_CoT3_1_patch.esp
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    1B  LootandDegradation.esp
    1C  wizDynamicThings.esp
    1D  AHZmoreHUD.esp  [Version 2.1.1]
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    1F  Blacksmithforge water fix HF.esp
    20  Chesko_WearableLantern.esp
    21  DeadlyMonsters.esp
    22  FireAndIceOverhaul.esp
    23  AOS2_FIO Patch.esp
    24  Better Dynamic Snow.esp
    25  Brows.esp
    26  chfshPlayerVoicesets.esp
    27  SkyUI.esp
    28  RSChildren_PatchUSKP.esp
    29  MinimalHUD.esp
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    2B  HARODATH_ImmersiveSoulgems.esp
    2C  Customizable Camera.esp
    2D  dD - Enhanced Blood Main.esp
    2E  AOS2_EBT Patch.esp
    2F  Dont_Steal_My_Crops.esp
    30  3DNPC.esp
    31  Book Covers Skyrim.esp
    32  Book Covers Dawnguard.esp
    33  Book Covers Hearthfire.esp
    34  dD - Realistic Ragdoll Force - Realistic.esp
    35  Footprints.esp
    36  Footprints - Ash.esp
    37  RealisticNights+COT+DB+DG.esp
    38  EnhancedWetnessandPuddles.esp
    39  FaceMasksOfSkyrim.esp
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    3B  mintylightningmod.esp
    3C  iHUD.esp
    3D  ImportantInformationOverhaul.esp
    3E  SMIM-FurnitureChestSnowFix.esp
    3F  Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-2.esp
    40  AdditionalMusicProject.esp
    41  FantasySoundtrackProject.esp
    42  LostEnchantments.esp
    43  WSCO - Better NPCs.esp
    44  MintyLightningMod_COT_Patch.esp
    45  BFSEffects.esp
    46  No NPC Greetings.esp
    47  No Secunda.esp
    48  UltimateCombat.esp
    49  Patch - Interesting NPCs - RS kids.esp
    4A  The Dance of Death - Dawnguard Edition.esp
    4B  DeadlyDragons.esp
    4C  RealisticRoomRental-Basic.esp
    4D  Skyrim Immersive Creatures.esp  [Version v6.5.2]
    4E  SkyrimCoinReplacerRedux.esp
    4F  Book Covers Dragonborn.esp
    50  SkyFalls + SkyMills Dragonborn.esp
    51  RealShelter.esp
    52  Rebirth Monster.esp
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    55  MerryMansVisage.esp
    56  SkyMoMod Lore-Friendly Standard No Dragons.esp
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    58  SkyFalls + SkyMills.esp
    59  RealisticWaterTwo.esp
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    5B  Rebirth Monster - SIC Patch.esp  [Version v1]
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    5D  Hidden Hideouts of Skyrim - Merged - No Map Markers.esp
    5E  EBT- Dg - Db - SIC.esp
    5F  SMIM-DragonbornTernFix.esp
    60  SMIM-DungeonsCliffsIceSkirts.esp
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    62  WarmongerArmory_DLC.esp
    63  WarmongerArmory_LeveledList.esp
    64  OBISDB.esp
    65  Supreme Fog - CoT.esp
    66  SwimmingEnemies.esp
    67  Thundering Shouts.esp
    68  UltimateDragons.esp
    69  vSCM_SmarterCombatMusic.esp
    6A  Watercolor_for_ENB_RWT.esp
    6B  WetandCold.esp
    6C  AOS2_WetandCold Patch.esp
    6D  WetandCold - Ashes.esp
    6E  WetandCold - Holidays.esp
    6F  Hothtrooper44_ArmorCompilation.esp
    70  BFT Ships and Carriages.esp
    71  ACE Archery.esp
    72  Stealth Skills Rebalanced_COMPLETE.esp
    73  SSR_AlertGuards.esp
    74  Better Vampires.esp
    75  Cloaks - Dawnguard.esp
    76  Blacksmithforge water fix DG.esp
    77  SSR_FewerLockpicks.esp
    78  Inconsequential NPCs.esp
    79  RealisticWaterTwo - Legendary.esp
    7A  SFO - Dragonborn.esp
    7B  Cloaks.esp
    7C  1nivWICCloaks.esp  [Version 2.3]
    7D  Further Dark Dungeons for ENB.esp
    7E  ACE Enchanting.esp
    7F  Point The Way.esp  [Version 1.0.2]
    80  Long lost smelters by Hyralux.esp
    81  Hidden Hideouts of Skyrim City Edition - Merged - No Map Markers.esp
    82  JSwordsDistributionBalancePlugin.esp  [Version 1.4]
    83  Champion of Kynareth.esp
    84  Apocalypse - The Spell Package.esp
    85  Radiant and Unique Potions Poisons and Booze.esp
    86  SMIM-FarmhouseFlickeringFix.esp
    87  StaticMeshImprovementMod.esp
    88  1nivWICSkyCloaksPatch.esp  [Version 2.3]
    89  OBISCloaks&IA7.esp
    8A  Inconsequential NPCs - Enhancement.esp
    8B  Patch - Inconsequential NPCs - RS kids.esp
    8C  SMIM-ShackRoofFixes.esp
    8D  ACE Melee.esp
    8E  Skyrim Flora Overhaul.esp
    8F  Chesko_Frostfall.esp
    90  Unique Grasses.esp
    91  Vampirelordroyal.esp
    92  ACE Smithing.esp
    93  MzarkWonders.esp
    94  ACE Armor.esp
    95  Blacksmithforge water fix DB.esp
    96  SSR_ACEArmor_Patch.esp
    97  Blacksmithforge water fix Vanilla.esp
    98  HoldBorderBanners.esp
    99  ACE Speech.esp
    9A  HHoS Subterranean Hot Spring NMM.esp
    9B  HHoS Ancient Shrine.esp
    9C  SMIM-ShackRoofFixesDragonborn.esp
    9D  SDO Full-LOD - Giant Campfires.esp
    9E  Brevi_MoonlightTales.esp
    9F  ClosedBorderGates.esp
    A0  iNeed.esp
    A1  BVandRB_Formlist.esp
    A2  vMYC_MeetYourCharacters.esp
    A3  Wrath Of Nature.esp
    A4  ACE Synergy.esp
    A5  ACE Magic.esp
    A6  ACE Realistic Fighting.esp
    A7  Alternate Start - Live Another Life.esp  [Version 2.3.3b]
    A8  Warburg's 3D Paper World Map - Texture 2.esp
    A9  Bashed Patch, 0.esp
    AA  warburg's 3d paper world map - dawnguard.esp
    AB  Warburg's 3D Paper World Map - Dragonborn.esp
    

    [07/14/2014 - 05:53:18PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0001BCC0)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 66
    [07/14/2014 - 05:53:18PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
    stack:
    [None].footprintsfootstepsscriptplayer.RegisterForSingleUpdate() - "<native>" Line ?
    [None].footprintsfootstepsscriptplayer.onBeginState() - "footprintsFootstepsScriptPlayer.psc" Line 150
    [None].footprintsfootstepsscriptplayer.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None].footprintsfootstepsscriptplayer.OnEffectStart() - "footprintsFootstepsScriptPlayer.psc" Line 112
    [07/14/2014 - 05:53:18PM] ~~~~~ Footprints: Running Maintenance ~~~~~
    [07/14/2014 - 05:53:18PM] ~~~~~ Footprints VC: SKSE Check Running ~~~~~
    [07/14/2014 - 05:53:18PM] ~~~~~ Footprints VC: Checking if update is required. (Current Version: 0.960000) ~~~~~
    [07/14/2014 - 05:53:18PM] ~~~~~ Footprints VC: Versions match. No Update Required! ~~~~~
    [07/14/2014 - 05:53:18PM] ~~~~~ Footprints: Checking for DLC. Any error printed next is harmless. ~~~~~
    [07/14/2014 - 05:53:18PM] ~~~~~ Footprints: Done checking for DLC ~~~~~
    [07/14/2014 - 05:53:18PM] ~~~~~ Footprints: Switching to SKSE Footprints, SKSE Installed ~~~~~
    [07/14/2014 - 05:53:18PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0003D729)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 78
    [07/14/2014 - 05:53:18PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0008E764)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 90
    [07/14/2014 - 05:53:19PM]
    [07/14/2014 - 05:53:19PM] =====Wet and Cold is finished refreshing itself and searching for addons!=====
    [07/14/2014 - 05:53:19PM]
    [07/14/2014 - 05:53:19PM] [sic_configmenuscript <SIC_ConfigMenuQuest (4D0C4C3A)>]: Loaded user settings.
    [07/14/2014 - 05:53:19PM] Error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type
    stack:
    [None]._WetH24Hr.RegisterForSingleUpdateGameTime() - "<native>" Line ?
    [None]._WetH24Hr.CheckDate() - "_WetH24Hr.psc" Line 375
    [None]._WetH24Hr.onBeginState() - "_WetH24Hr.psc" Line 391
    [None]._WetH24Hr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None]._WetH24Hr.OnEffectStart() - "_WetH24Hr.psc" Line 382
    [07/14/2014 - 05:53:19PM] [sic_configmenuscript <SIC_ConfigMenuQuest (4D0C4C3A)>]: Loaded user settings.
    [07/14/2014 - 05:53:19PM] Error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type
    stack:
    [None]._WetHMain.RegisterForSingleUpdateGameTime() - "<native>" Line ?
    [None]._WetHMain.CheckDate() - "_WetHMain.psc" Line 816
    [None]._WetHMain.onBeginState() - "_WetHMain.psc" Line 833
    [None]._WetHMain.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None]._WetHMain.OnEffectStart() - "_WetHMain.psc" Line 823
    [07/14/2014 - 05:53:19PM] Error: Cannot be an ally of a None faction
    stack:
    [ (000B8CAB)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 102
    [07/14/2014 - 05:53:19PM] [sic_configmenuscript <SIC_ConfigMenuQuest (4D0C4C3A)>]: Loaded user settings.
    [07/14/2014 - 05:53:19PM] Error: Cannot be an ally of a None faction
    stack:
    [ (000AE026)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 114
    [07/14/2014 - 05:53:19PM] SCM: Smarter Combat Music
    [07/14/2014 - 05:53:19PM] SCM: Performing upkeep...
    [07/14/2014 - 05:53:19PM] SCM: Loaded version is 1.11, Current version is 1.11
    [07/14/2014 - 05:53:19PM] Error: Cannot be an ally of a None faction
    stack:
    [ (00088EE4)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 126
    [07/14/2014 - 05:53:20PM]
    [07/14/2014 - 05:53:20PM] =====Wet and Cold is finished refreshing itself and searching for addons!=====
    [07/14/2014 - 05:53:20PM]
    [07/14/2014 - 05:53:20PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0009CAC0)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 138
    [07/14/2014 - 05:53:20PM] SCM: Loaded, no updates.
    [07/14/2014 - 05:53:20PM] SCM: Updating configuration...
    [07/14/2014 - 05:53:20PM] SCM: Updated configuration values, some scripts may update in the background!
    [07/14/2014 - 05:53:20PM] SCM: Upkeep complete!
    [07/14/2014 - 05:53:20PM] Error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type
    stack:
    [None]._WetH24Hr.RegisterForSingleUpdateGameTime() - "<native>" Line ?
    [None]._WetH24Hr.CheckDate() - "_WetH24Hr.psc" Line 375
    [None]._WetH24Hr.onBeginState() - "_WetH24Hr.psc" Line 391
    [None]._WetH24Hr.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None]._WetH24Hr.OnEffectStart() - "_WetH24Hr.psc" Line 382
    [07/14/2014 - 05:53:20PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0009F811)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 150
    [07/14/2014 - 05:53:20PM] Error: Unable to call RegisterForSingleUpdateGameTime - no native object bound to the script object, or object is of incorrect type
    stack:
    [None]._WetHMain.RegisterForSingleUpdateGameTime() - "<native>" Line ?
    [None]._WetHMain.CheckDate() - "_WetHMain.psc" Line 816
    [None]._WetHMain.onBeginState() - "_WetHMain.psc" Line 833
    [None]._WetHMain.GotoState() - "ActiveMagicEffect.psc" Line ?
    [None]._WetHMain.OnEffectStart() - "_WetHMain.psc" Line 823
    [07/14/2014 - 05:53:20PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0009F817)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 162
    [07/14/2014 - 05:53:21PM] Error: Property OBIS on script ObisFactions attached to OBIS_SPAWN (53018DAA) cannot be bound because OBIS (530177AF) is not the right type
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 30
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 31
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 32
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 33
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 34
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 35
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 36
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 37
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 38
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 39
    [07/14/2014 - 05:53:21PM] Error: Cannot call SetAlly() on a None object, aborting function call
    stack:
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 40
    [07/14/2014 - 05:53:21PM] Error: Cannot be an ally of a None faction
    stack:
    [ (53018DAB)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 42
    [07/14/2014 - 05:53:21PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0001DD0F)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 54
    [07/14/2014 - 05:53:21PM] MYC: Metaquest Upkeep finished for [vmyc_charactermanagerscript <vMYC_CharacterManagerQuest (A20012D1)>]. (3/3)
    [07/14/2014 - 05:53:21PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0001BCC0)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 66
    [07/14/2014 - 05:53:22PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0003D729)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 78
    [07/14/2014 - 05:53:22PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0008E764)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 90
    [07/14/2014 - 05:53:22PM] Error: Cannot be an ally of a None faction
    stack:
    [ (000B8CAB)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 102
    [07/14/2014 - 05:53:22PM] Error: Cannot be an ally of a None faction
    stack:
    [ (000AE026)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 114
    [07/14/2014 - 05:53:23PM] Error: Cannot be an ally of a None faction
    stack:
    [ (00088EE4)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 126
    [07/14/2014 - 05:53:23PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0009CAC0)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 138
    [07/14/2014 - 05:53:23PM] MYC: Metaquest Upkeep finished for [vmyc_charactermanagerscript <vMYC_CharacterManagerQuest (A20012D1)>]. (4/3)
    [07/14/2014 - 05:53:23PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0009F811)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 150
    [07/14/2014 - 05:53:23PM] Error: Cannot be an ally of a None faction
    stack:
    [ (0009F817)].Faction.SetAlly() - "<native>" Line ?
    [OBIS_SPAWN (53018DAA)].ObisFactions.OnInit() - "ObisFactions.psc" Line 162
    [07/14/2014 - 05:53:25PM] MYC: Metaquest Upkeep finished for [vmyc_charactermanagerscript <vMYC_CharacterManagerQuest (A20012D1)>]. (5/3)
    [07/14/2014 - 05:53:45PM] [Frostfall] This equipment is ammo.
    [07/14/2014 - 05:56:41PM] VM is freezing...
    [07/14/2014 - 05:56:41PM] VM is frozen
    [07/14/2014 - 05:56:42PM] Saving game...
    [07/14/2014 - 05:56:42PM] VM is thawing...

     

  17. Glad to see this here. I just installed another Skyrim directory and it is reading both games as identical. Same save games, same .ini.

     

    The goal is to be able to run two different instances with two different sets of mods. I will be checking the suggestion by Demonic Pink right now.*

     

    Anyone feel like sharing their experience and success? Maybe a simple step by step for everyone would be great?

     

    *This mod requires steam. I do not personally use steam so still looking for an alternative.

    I personally run about 5 different installs using that program, I also use Wrye Bash with it, so I can confirm that works really well!

     

    also, is it possible to get a non steam skyrim legitly? o.o I bought the hard disc copy of mine from game stop and still had to install steam to install it from the disc... >.>

  18. I remember looking into this same issue, and from what I can tell you can set up the flying mod to work with the game pad, as I am pretty sure it has a power based version, you can just use the dragonic aspect power, then swap to the flying mod power.

     

    I really wish that that mod, as well as the other dragon wing mod would be able to figure out "real" flight, with collision and everything. That would also be cool to have with the vampire lord form as well. xD

  19. I think the main ones are like this (overhaul perks entirely):

     

    SkyRe - not an option, I'm assuming, since it conflicts with a lot of things, since it touches almost every part of the game

    SPERG - touches only perks, and adds a few spells. Far more compatible than SkyRe.

     

    PerMa (Perkus Maximus) - it's not out yet, but it's made by the same author as SkyRe and a few others. It's meant to be far more compatible, and only changes perks and combat.

    Any idea when that last one is coming out? xD

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