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Posts posted by ArtMurder
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Does anyone know of a mod that adds one armed armor to the game?
Something that would function like 'automail', giving the PC the appearance of having an arm removed, but replaced with either a mechanical dwemer arm, or strange enchanted armor arm?
EDIT:
Is there a hotkey a mod that lets my keyboard's 'macro keys' get use? One that does NOT use script dragon, as I've heard it is very outdated and buggy, and I already use SKSE, I do not want to install script dragon for just one mod.
Something kinda like this mod I guess
http://skyrim.nexusmods.com/mods/3865
Just without script dragon.
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You realize you aren't suppose to bump in this forum right?
I do agree, it would be neat, I'd like to see gems included in the 'transparent soul gems/atronachs/bottles mod, that's about it though. Gems are just to small to worry about making them crazy high-def in my opinion.
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Eh, you could blame it on the Dwemer.
Functionally, by "arm replacement" do you mean it's just a texture replacement for one of the player's arms but otherwise does nothing; or does it actually have stats like built-in armor, but the arm itself is actually still usable for something else (e.g. player can still wield things with it), or is it a full on armor/shield thing i.e. you just use it to block hits and can't wield things with that hand?
Edit:
Btw I juuust figured out that your sig has Deadmau5's symbol thingy... did i get it right?
It would work kind of like armor, maybe giving a high boost to hand to hand, but would still allow for the equip of a shield/weapon. It would equip under armor though, so it would compatible with most armors. Maybe it could equip in the gauntlets area? I'd prefer to it to have it's own equip slot if possible though. I have another character that has two arms like these (combined with a device that wraps around their chest partially) that uses fire, so I think it'd be neat to have a version that can equip on both arms that greatly increases fire spells, while stoppping the user from using all other kinds of spells (I dunno about that though, seems a bit more complex then a simple armor mod) Honestly, I'd be happy with just about anything though. In Morrowind, I just equipped a left pauldren and left gauntlet to do the job. (since the character in question mostly wears just clothing)
Also, yes it's the helmet from this mod. :tongue:
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Draugr use a special 'draugr shout' If you the PSB command you'll see "draugr" versions of shouts available (though you can't use them) so you likely can edit their shouts specifically.
I do agree this is annoying, the best option in my opinion would me to limit them to just Fus Ro, so they can stumble you, but not ragdoll you.
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This is something I have seen in past elder scrolls games that I can't manage to find for skyrim. I imagine it's not to hard, you could use some existing vanilla models or mod added models; This one comes to mind: http://skyrim.nexusmods.com/mods/4819
I would like to see a mod that essentially lets your character have a 'missing' arm, replaced by an automail like armor. I'll admit, mostly because one of my characters in a comic I am working on has a mechincal arm.
I know it's not really the most lorefriendly think, but that's never stopped anyone before.
EDIT: Here's an example of exactly what I am talking about. Please not, this image was a commission of an artist by ME, so you are not allowed to use it/redistribute it without permission. (It's not just some random image I found on the internet, I actually own the rights too it, yada yada yada)
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1. maybe the problem is from EBT and OCS.
in my experience, EBT scripts is try to find the NPC a but OCS change the NPC at the cities, so EBT will looping forever because cannot find the NPC.
install beta scripts from EBT, I hope that will fix the CTD (but some people never had CTD because EBT non beta scripts + OCS, I don't know why)
2. maybe navmesh bug from other mods
After extensive testing with EBT, I don't think it's the cause.
What other mods could be causing the navmesh bug? It's obviously some sort of bug form another mod, so that doesn't help me any.
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Actually might not be as hard as it sounds.
If you can manage to make it so they absorb the souls, not you, and you have some kind of menu to activate dragons souls.
Seems like a lot of work for a slightly more boring skyrim. Now a companion who is ALSO dragonborn? Sounds pretty badass to me.
Maybe start out making you fight them, then when you beat them, you befriend, and maybe eventually marry them. I could see throwing in "You aren't dragonborn" as an option to it pretty easily though.
I dunno, I like the idea either way.
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Just wait for TES6?
Also, random side note here, I use the name 'Throttle Kitty' on another website, I always see people talking about you on here and think it's me for a split second, then remember no one cares that exist on here. :mellow: Something tells me you didn't get the idea from a furry on a motorcycle though. :whistling:
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I'm kinda confused by your requests. Seeing your beeath in the cold sounds cool, but I don't understand what 'stand closer' is referring to.. what stands closer to what? And I believe there is a mod that lets you drink poison, and I know there is a mod that makes the rude NPCs less rude (Thoguh I honestly feel like there should be MORE rude NPCs, since skyrim is suppose to be a close minded and racist place - A mod that makes them all nice when your a nord would be very impressive though) And casting silent invisiblity spells was in vanilla skyrim(Just get the 'quiete casting' perk), as well as the ability to grab things, just hold down the activate button over an object.
If you are looking for realism thougfh, trying lokoing into the "Skyrealism" series, "Total Realism Overhaul" and "Frostfall" as well as possibly "Locational Damage". These mods make it so you have to eat, drink, sleep, stay warm, stay dry, fight off hypothermia, etc. Locational Damage makes it so that different hits do different things. Hit an enemy in the head with a bow and it will probably kill them, smash an enemy in the arm with a mace and it might disarm them, shoot someone in the ankle with your bow and it may trip them and make them move slower. Locational Damage can be very tempermental and glitchy though.
I'll try running the 'cold breath' idea by the creator of frostfall, they are trying to push out the next update as we speak.
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Alright, I made a post about this in the main thread for Open Cities, but they mod creator basically just indirectly told me to read the read me, which has no relevant information whatsoever. (Besides, I always read the read-me before installing a mod that does anything more then just add content)
I have a rather large L/O, but Open Cities is the ONLY mod giving me issues, if I take it away, no more CTDs, if I activated, I ALWAYS get a CTD when I LEAVE the general area(Usually about 50-100 yards from the edge of the city) of one of the cities added by this mod(And sometimes just wondering the city, or opening an interior door in the city). I simply can not go near a city added to the main worldspace by this mod without a CTD. I have tried this on a completely clean new save, I simply dropped in near markarth, walked around for a while, ZERO problems, NO FPS hit, but walking away from the city, CTD. None of my mods SHOULD be incompatible with Open Cities, but I do have a lot of them. BOSS checks everything out, only one yellow 'warning' and that's the SkeRe warning that never goes away.
I've tried disabling nearly every mod in large groups (I can't do one by one, since it takes a good 3-5 minutes to test it. since the CTDs can be random at times) I am really starting to pull my hair out here, I've wasted over 16 hours of my life trying to make this ONE mod work, I just don't want to give it up as it's in my top three favorites of all time. Everyone just acts like it's impossible that this mod is "breaking my game" but the fact is, it IS. I did everything correctly, I could not be running it in more perfect conditions, minus the ton of mods, but every other mod in my load order runs just fine with ZERO CTDs. Literally, I played my game for about 10-12 hours after simply deactivating open cities (before I did a clean install of skyrim - with around 50-75 MORE mods in my L/O) and did not have a single CTD. Turn Open Cities on, consistent CTDs in the general area of cities added to the worldspace by Open Cities, and NO WHERE ELSE.
I may seem like a dunce because I post in this forum with stupid problems so much, but the thing is I post so much because I freak out of every tiny problem, and I'd rather try and make a mod work then just snip it. I am pretty obsessed with making my skyrim perfect, and I feel like if I could get this mod to work, it would be perfect. (and if I could get an ENB to work flawlessly.... ) I triple and double check the compatibility of all my mods, I read all the read mes, I run BOSS I run Tes5Edit, I even use google, which most people seem to be incapable of doing... But this CTD just won't die. Please, help me save this mode before I have to castrate skyrim. :(
Load Order:
Skyrim.esm
Update.esm
Dawnguard.esm
HearthFires.esm
SkyMoMod.esm
SPIKE.esm
ClimatesOfTamriel.esm
Lanterns Of Skyrim - All In One - Main.esm
moonpath.esm
Nchuzzrezar.esm
ApachiiHair.esm
ApachiiHairFemales.esm
ApachiiHairMales.esm
RaceCompatibility.esm
HighResTexturePack01.esp
HighResTexturePack02.esp
Unofficial Skyrim Patch.esp
Unofficial Dawnguard Patch.esp
Unofficial Hearthfire Patch.esp
Chesko_Frostfall.esp
ClimatesOfTamriel-VanillaNights-Lvl-2.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
ClimatesOfTamriel-Dungeons-Hardcore.esp
StaticMeshImprovementMod.esp
Economics of Skyrim.esp
Behemoth Dragon.esp
BetterFishAdded.esp
Cannabis.esp
CookingExpanded.esp
FishingInSkyrim.esp
Lanterns Of Skyrim - All In One - Climates of Tamriel - lvl-3.esp
skymo-dawn.esp
Auto Unequip Ammo.esp
Skyhighrim.esp
DYNAVISION Dynamic Depth of Field.esp
IMAGINATOR - Visual Control for Skyrim.esp
iHUD.esp
battleflute.esp
1nivWICCloaks.esp
DwarvenMech.esp
DwarvenRifle_Guilmonex.esp
Dwemer Goggles & Scouter.esp
DwemerAutoBlade.esp
DwarvenPowerArmor.esp
Futanarium.esp
hothtrooper44_ArmorCompilation.esp
LB_EnemiesEssplode!.esp
Space Wiking's Dwemer Exoskeleton.esp
SuccubusCBBE3GiftByNausicaa.esp
Spriggan Armor 2.esp
Lady of Death.esp
DBset.esp
Bigger Badder Lich King Version 2.0.esp
ImmersiveArmorsNPCs.esp
DeadlyDragons.esp
DragonsDiversified.esp
ERSO 03 - Mighty Dragons.esp
ERSO 03.2 patch - DeadlyD DDiversified Dawnguard.esp
ERSO 07 - Mighty Dragon Priests.esp
DA_Skyship.esp
Dwemer_Skyship_v1.esp
moonpath_questdata.esp
treehouse2.0BETA.esp
Nchuzzrezar.esp
Run For Your Lives.esp
Tundra Defense.esp
KCEAssaultRifles.esp
Immersive Weapons.esp
dD - Enhanced Blood Main.esp
dD-Dawnguard-MonsterMod EBT Patch.esp
AIMP - Antz in my Pantz.esp
Open Cities Skyrim.esp
Open Cities Skyrim -- No Gates.esp
SkyRealism - Time and Travel.esp
TRO_BasicNeeds.esp
CookingExpanded - TRO_BN.esp
AdvancedWerewolf.esp
Predator Vision.esp
ToL_Core_by_Brevi.esp
ToL_SKSE_by_Brevi.esp
ForgottenMastery.esp
Improved Dragon Shouts.esp
Improved Dragon Shouts - Dawnguard.esp
SkyRe_Main.esp
SkyRe_Combat.esp
SkyRe_EncounterZones.esp
SkyRe_EnemyAI.esp
SkyRe_EnemyScaling.esp
SkyRe_StandingStones.esp
OhmesRaht.esp
moveitLWT.esp
throwingweapons.esp
throwing_weapons_leveledlists_plugin.esp
Alternate Start - Live Another Life.esp
SkyRe_Races.esp
WATER.esp
OCS + Hearthfire Patch.esp
My System:
Operating System: Windows 7 64bit
Processor: Intel Core i5-3450 Ivy Bridge 3.1GHz Quad Core with a 92mm 900-2000RPM Dual Copper Heatpipe ARCTIC Freezer 11 LP CPU Cooler
Memory: G.SKILL Ripjaws X Series 16GB (2 x 8GB) 240-Pin DDR3 Motherboard: ASRock B75M-GL LGA 1155 Intel B75 SATA 6Gb/s
Graphics Card: EVGA SuperClocked GeForce GTX 660 2GB 192-bit GDDR5 PCI Express 3.0 x16
Soundcard: ASUS Xonar DS 7.1 Channels 24-bit 192KHz PCI
Hard Drive: Western Digital WD Blue 1TB 7200 RPM 64MB Cache SATA 6.0Gb/s
PSU: Rosewill CAPSTONE Series 650W 80 PLUS GOLD Certified Modular
Case: Spacious; One 200mm fan + Three 120mm fans
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Is there a reason for you having both a TESV.exe and a TES_.exe?
From what I've been told, renaming the TESV to TES_ and then renaming SKSE_Launcher to TESV is the only way to make Steam launch skyrim through SKSE. I used it before doing the vanilla revert for a long time, and it worked just fine.
I have never done that, I don't have a Tes_exe - and SKSE has been working with Steam all along. I don't see just how that would affect your game though.
TesV.exe is the main game file. That is what SKSE calls to start the game after SKSE has loaded. TesV.exe then calls Steam.
Renaming a file would make it not work when the SKSE calls TesV.exe. The SKSE calls Tesv.exe and not Tes_.exe - which to the windows operating system are two different files - even though the content may be the same. As long as the TesV.exe is there for SKSE to call, it should not care if there is another file named Tes_.exe (unless there is something in SKSE that can use Tes_.exe and calls it also)
Okay, I tried just dropping the SKSE launcher into the skyrim folder without making any edits and it worked. Odd, since I used it the other way for a long time and it worked fine, and wouldn't work if I tried it this way....
I tried to track down were I read to do that, but I can't now. Very odd.
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Is there a reason for you having both a TESV.exe and a TES_.exe?
From what I've been told, renaming the TESV to TES_ and then renaming SKSE_Launcher to TESV is the only way to make Steam launch skyrim through SKSE. I used it before doing the vanilla revert for a long time, and it worked just fine.
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I'd worry about Midas still being there, I mean, if it could get stuck, then maybe some other stuff also got left behind.
I doubt it. Considering through a VERY extensive test of my vanilla game the only thing I found midas stuff, and midas was the ONLY mod I installed through steam, I'm pretty sure steam just reinstalled it for some reason. It did take forever downloading new stuff for skyrim when I did the vanilla revert. Besides, the version of skyrim I had before the revert was the same as it is now, and the version of SKSE was the same, and no mod should affect the version of skyrim or skse anyways.
I honestly have no idea whats causing the issue though.
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SKSE makes it just close as soon as i try to load a game (I know because i tried them one at a time) and I have no problem C/P them into the file, I am computer fluent, just not mod fluent lol as for what mods were on, All in pic. Also much more my first time (like 30sum) and I learned that doesn't work lol so I cut way back, but I can't figure out how to use the custom classes. and to answer your question no, I don't even know what the ESPs are. This is literally my 1st time modding ever.
Well there's your problem.
Each line in that box is an ESP or ESM, if it is unchecked, it is not activated. Simply check the box next to every ESP you wish to be active in the game, and then load the game.
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I had this same issue.
I know there a better fix, but I can't find it on nexus anymore...
http://skyrim.nexusmods.com/mods/14598
or if you don't want to do that just do this.
- In third person, open the console and enter "player.addspell 000f71d1"
- Close the console and notice a slight darkening around your character
- Open the console again and enter "player.removespell 000f71d1"
- Close the console and your eyes should stop glowing.
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The problem with installing mods the "old fashioned way" is that it can be a terrifying experience (even if it's merely extracting files from an archive and pasting them somewhere) for people who don't normally mess around with files (op also said he usually games on consoles). The only issue I had with NMM was it getting mods confused if I used it in offline mode. No idea why, but logging in worked.
But I'm curious, what exactly mods were loaded, and why don't they work? Will need to be specific, as different types of mods can cause different issues.
True. I started out on computers, went to consoles, then back to computers. Even when i was like, 12 I was installing mods for zoo tycoon, and I had to do the drag and drop thing then. To me, it's the simplest thing in the world... just drag and drop. If NMM didn't decided to randomly refuse to launch, or download things, or move or activate my files, I'd probably use it more. Seriously though, I swear that thing has PMS or something, if it's a bad day for it's just NOT going to cooperate, but the next day, it works perfectly fine... Maybe it just doesn't like me.
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This may sound glaringly simple, but did you activate the ESPs?
I personally dislike NMM, it is very temperamental and can make mods not work right completely randomly(though most of the time it works just fine), despite making it a breeze to install and uninstall them. But, I've been installing mods the old fashion way for years...
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Alright, so today I decided to do a fresh install of skyrim. However, the very first thing i did blew up in my face. I re-installed SKSE the only other things I've installed so far are the unofficial patches, and some texture packs, and SkyUI and iHUD to have something to test if SKSE was working when I launched the game
But,when I launch the game I get the stated error. It doesn't matter if I launch it with SKSE or with the Skyrim launcher, I just keep getting this issue. I am using Skyrim version 1.8.151.0(In game it says 1.18.151.0.7) and SKSE 1.06.04, which has the 1.8.151.0 DLL.
Id I remove the SKSE launched all together, the game will launch, but SKSE doesn't work (obviously)
Proof I'm not crazy.
http://i45.tinypic.com/14bl4cx.png
I honestly have no clue what the problem is. This was working perfectly fine before I did a clean install, and now it won't work at all. Before you ask, yes, I tested Skyrim before I installed this, and it worked perfectly fine, and the vanilla revert was pretty successful (the oddly the only mod I was subscribed too through steam, Midas Magic, was still installed, despite uninstalling it and unsubscribing to it.... )
EDIT: I checked the site, and downloaded the 1.06.05 version of SKSE, but it made no deference. Also, both iHUD and SkyUI are the most up-to-date versions.
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I personally find telekinesis pretty useful for a thief, but outside that, it is very bland.
I'd love to see a better version of it.
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I think this should be done with most of the things in that mod. When I first went to use it I did a power attack like 4 times before i figured out I had to do a normal attack for it to not act wonky.
And it is a bit over powered with the base attack, I can kill most anything very quickly even with the iron shurikens.
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I use this body texture, and I'd love for this change to, it does kind of bug me that the nipple is randomly not there. xP I mean, it's not like cats don't have nipples.
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I have to admit, although the ideas presented to make vampires stronger do have more of a skyrim feel to them, I still actually prefer the idea of them only being killed in certain ways. Its much more fitting with almost every type of vampire lore other than skyrim.
Plus, it could be extended to other creatures for example:
Werewolves - Can only be killed by Silver.
Ghosts, Wisps, Wisp Mothers - Can only be hurt with iron, spells or enchanted weapons.
Skeletons - Take significantly less damage from arrows and swords.
And possibly more.
Although expanding like that would be a mammoth task, it would make skyrim a lot more interesting. If you were planning to be an adventurer, traveling around doing all sorts of different quests, then you would have to come well equipped to handle all the possible foes you may face.
It would also add a new level of strategy choosing the weapons during a fight, as well as a new challenge. Not to mention the difficulty if you ever faced off against two creatures each with different weaknesses.
The skeleton thing is a BAD idea, since skyrim skeletons are already very resistant to most forms of magic. It makes more since for a skeleton to be badly hurt by physical weapons since they have no form of physical defense. I do admit, arrows should do next to nothing against them though.
The main problem with the other things is, if you don't have one of those weapons and encounter that kind of enemy, you pretty much have to reload another save to get away. No one wants to lug around 6 different weapons just in case they run into a specific kind of enemy. I do admit, I think the ideas are cool, but mods need to be user friendly and practical as well. :) I just think they should be waay easier to kill with those kinds of weapons. Like trolls with fire. If you could ONLY kill them with fire, they would be far more annoying of an enemy, and if you don't have a good fire spell/fire enchanted weapon, you'd have to reload a save just to get away from it. (OR run really really fast if you encountered him outside)
I dunno, I'm just saying balance is key. xD
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I could be wrong here, but this should be very easy to do in the CK yourself, if it's anything like the one for oblivion, there should be an 'equip tag' check box with 'helmet' ticked, simply untick helmet and circlet and it should work.
Maybe I'm just being dumb though.
'automail' style armor for just one arm
in Mod Ideas
Posted
Pretty much what I was thinking. I don't really know anything about modding skyrim itself, I modded oblivion and morrowind, but not skyrim. If Ic ould mod myself I just slice an arm off an armor set I like and recolor it to a kind of rusty iron/metal
I downloaded that mod pretty much just for that picture, and forgot about it for a bit, it replaces the iron helmet so I was wondering around and here comes a bandit trying to kill me with a deadmau5 helmet on it. It was pretty funny.