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nolgroth

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  1. I've deliberately avoided finishing the Main Quest. I have been wrapping up side quests and generally wandering the world. I am currently level 98.
  2. Having the Solar Powered perk at level 2 pretty much eliminates the need for Radaway. Just adventure during the daytime.
  3. Working for Mitch at the Bar, you are tasked with protecting his Uncle Ken at the National Park Visitor's Center. My problem, being level 98, is that the bad guys they send in literally can one-shot Ken. I have failed this mission so many times because he dies the second he makes for one of the gateways. For that matter, even with maxed out END, DR, and some tough armor, I am getting slaughtered. These particular Trappers seem to be able to take and deal much more damage than other ones I have encountered. Has anybody else come across this issue and have you found a solution?
  4. I had the same issue. I turned off Motion Blur and set Depth of Field to Standard (Low). I am running Godrays on Ultra. Not only did that clean up the "gritty" Godrays like in your screenshot, it also got rid of the pixelization around the characters and objects that I have seen elsewhere. Not sure if that will help but good luck nonetheless. Specs: AMD FX-8350 16 GB Corsair 1600 memory Asus Strix AMD Radeon R9 390x, 8 GB
  5. I also experience it. I thought that it might have been related to a mod I am using, that speeds up reload speeds. Sad to say, it looks like a Bethesda Bug.
  6. If you are on a console like X-Box 1 or PS4, then yeah, you are out of luck. On the PC, you can open the console with ~ and click on each item you want to delete. Type "markfordelete" on each item. Here is the important part; the cell needs to reload before you will see the changes. A save + load or traveling (fast or otherwise) should do the trick. A lot of times, what seems to be a single component is often several components that are stuck together. Sometimes, objects that are deleted come back, though I mostly see this with potential inventory items like weapons (the stupid tire iron that sticks out of the dog outside of Sanctuary for example). For me, most of the bodies are outside of the settlement, so I build a high wall on the western entrance and leave the eastern one locked with the chain. I only use the narrow alleyway that enters from the north/river front.
  7. Hangman's Alley. You don't have to slog through Diamond City to get out into the Commonwealth and it is centrally located. It is not too big and, with the Local Leader Perk, you can dress it out with crafting gear.
  8. I love the combat balance on the new survival mode. The rest, I have mixed feelings about. I re-enabled the console but I established ground rules for saving. Inside a settlement I can save without limits. That way I can experiment with different structures and building ideas without having to sleep the majority of the day away. Outside of the settlements, I only save when there is a Preservation Chamber and I have to physically enter that before I will save. I don't need an arbitrary save system. I got one of my very own. :) I set the timescale to 10. That cuts down on the vast majority of "nag" messages. I also installed a mod that reduces how much you need to intake to satisfy hunger and thirst. It also supposedly eliminates thirst from chemicals. I like the idea of taking chems speeding up the thirst rate but it totally broke immersion for me to literally drink somewhere around a day's water ration because I had to pop a Stimpack and some Rad-X. I like that I actually have to eat, drink and sleep, but the rate at which it required those essentials was a bit much. Now it is perfect. The sleeping bag thing mentioned above is annoying. I can honestly get a perfectly restful night's sleep in a sleeping bag, in the middle of nowhere. Sometimes, it is even better than being in a bed. So I don't get that and may look at how to mod that out. Diseases are problematic. If people were as susceptible to disease as my character seems to be, then the entire human race would have died out by now. Seriously, every time I slept for like two in-game weeks, I woke up with a disease. And this was in my settlement in the cleanest looking bed I could craft. I'm guess there is a percentage chance of catching a disease and I just got "lucky" on the rolls. There also does not seem to be a mechanic for your character's own immune system to defeat the disease. All in all, that is the poorest design choice I can think of. Again, I am going to look at how it determines whether or not you get a disease and drastically reduce that chance. The weight thing makes sense. I was a little disappointed that maxing out Adamantium Skeleton and Lifegiver was not a workaround. It makes no sense that my limbs will not get crippled by explosions, gunfire, or falls from a height great enough to cause damage, but I don't carry that five extra pounds. There are ways around that (Stimpacks and Purified Water will get you very far when overloaded), but some level of internal logic might have been applied. I think a better mechanic would be to require AP to even move when you get to a certain weight above your maximum. Sort of like you can use AP to run when encumbered. Say you get to Max Carryweight + 50 and to even walk (not run) you need to burn AP. Anything above Max Carryweight + 100 and you can't even walk at all. You have to drop something in order to move and the it will be slow as you burn AP and have to rest to recover your AP (stamina). I would find something like that more internally consistent and realistic. So there are issues about Survival mode, but I go back to my first comment. It is an amazingly fun combat balance that hits all the right buttons. That alone is worth playing with it.
  9. This looks awesome. I am downloading now. I always prefer the Familiar to necromancy or atromancy. Thanks for this. Hopefully my ENB does not cause the "gnarly glare" issue. :)
  10. I like the "long game" idea and will borrow it for a tabletop RPG. Thanks. As for Parth turning on the world, he very well may. If not him, perhaps another dragon will come along. Either way, the dragons will either try the same old domination game or not. Paarthurnax is the evil we know and not some unknown quantity. So far he has shown his allegiance to the dragonborn and that grants him a stay of execution. See, my character plays a long game too and war with the Thalmor/Aldmeri Dominion is coming. Better to keep the allies he has and foster that allegiance in case he has has to call upon the aid of the Dov in that coming war. And with my own Altmer (ironic isn't it), the "long game" may well go another 800-900 years. Longer if he accepts that kind offer from the vampire gentleman on that island in the Sea of Ghosts. How long would Paarthurnax be willing to wait at that point, knowing that there is at least one person in the world capable of sending him to his final grave? Man, this just writes its own story doesn't it? :)
  11. Mine was the very first moments of the game. I would never just willingly follow somebody to have my head chopped off. Never. Besides, there was an exit gate right next to the character. The horse thief would have been a perfect distraction for my own getaway. Could have had the dragon fly overhead and the character would have still been able to bear witness to the destruction of Helgen. Maybe could have come back after the destruction was over, cut the bonds on a knife or sword, and then looted the place for initial gear. Perhaps a dying NPC could have told him about their cousin in Riverwood and pleaded for the character to bring them the news. Could have even taught the basic sneaking stuff by having some bandits come to investigate/loot the wreckage. The Daedra quests, except for Meridia, were pretty much evil or, at least, mercenary. The bring the priest to whatever Daedra lord quest was beatable by killing everybody at the feast. I rather enjoyed that. I even mocked the Daedra's promise of revenge. I merely pointed him in the direction of Hircine and Nocturnal. Let them fight it out. The aforementioned Grelod the Kind mission. I really wish there was a way to have her arrested and jailed. The devs could have then had the Dark Brotherhood take umbrage at you interfering in their business. A choice would have been nice there. Or, if you absolutely have to kill Grelod, have her turn into a shrieking Hagraven when you enter the orphanage. The horrific implications of an orphanage controlled by a Hagraven would be enough to give me chills. Almost the entirety of the Thieves Guild missions. No scratch that "almost" off the list. I hate Brynolf and all of the rest of them. In fact, I wonder if any of them are essential once the Twilight Sepulcher quest is over? Any faction that requires me to relinquish my immortal soul to some demonic being. And besides, these Daedra are pretty much stupid. I figure let Hircine and Nocturnal fight it out with Sithis to see which one gets my soul. I'll be over by the fire, warming my toes. I enjoy a little moral ambiguity, but along with that ambiguity has to be a choice and consequence for that choice. Join the DB, kill Grelod. Destroy the DB, have her arrested. Ignore the DB quest altogether, don't do anything. Also would be nice to be able to get that Arretino boy sent to some other foster care. Perhaps he has an aunt in Markarth. Hey, if you like evil, maybe there is an opportunity to sell him to slavers. And, of course, the option to let the miserable little wretch live out the remainder of his days haunting the one place that used to bring him comfort and security until one day, he realizes just how bitter he is that those memories are forever gone and listing about is not going to bring mommy back. Maybe then he will make the positive change to become a beggar or petty thief. Anyway, as much as I love Skyrim, it could have used a role-player or ten's touch when it came to choices and storylines.
  12. Conan's Atlantean sword, No longer on the Nexus, but google does help a lot. The sword isn't just an overlay of another weapon but is craftable in game and has some huge prerequisites. Thanks everyone for the positive responses. Thanks for the info. Too bad it has been removed from the Nexus. The only place I possibly found it was on some filesharing site and even then it looked suspicious. And great Ahnold by the way.
  13. I agree with the exploration bit. There are just a few quests that if you "backdoor" into, you can't finish them and the quest items stay locked in your inventory. Easy enough to get rid of, but touting somebodies' remains about is a little morbid. :)
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