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StDrake

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  1. hmm..tried AFT, it zeroed out playerfollowercount and summon didn't bring anything near then tried recruiting and NPC and summon worked on that, but playerfollowercount still 0 wondering how to interpret that, suspecting some temporary follower, maybe from a dungeon, didn't check out when leaving my side. Should probably be safe to zero out the count without it then
  2. Trying to read through console command wiki entries, but so far not finding anything to help me. Something apparently attached to me as a follower. I don't recall asking anyone to follow, only had pets and horses. But now I tried taking an npc for a steward and everyone says I already have a follower. I don't see anything following me. Fast travelled multiple times and nothing caught up. I'm afraid this might have been going on for too long now to revert to a sensible save. Only solution I see now is console commands..but I cannot find the right one. Any ideas? p.s. the only mod that might have anything to do with followers that I got is Inigo, but I didn't even talk to him yet edit: found GetGlobalValue and playerfollowercount, if all else fail I'll just nuke the latter to 0, but I would prefer finding out how to see what set it to 1
  3. From what I've seen in TES so far gun might have a place, but it's likely still too early of an era for them, cause what niche or need would they fill? If you need to blast something hard and don't care if it's loud and flashy - there's magic for that. Magic in any universe tends to undermine technological advancement in general, cause why spend lots of resources and time on research when you can do stuff with spells. If you'd rather hit it hard from afar, but not necessarily draw all the attention to it - there's crossbows. They hit hard, are accurate, and require little training, though the last part might be better for many to pick up bows and gain more mobility with your firepower. Early guns present about the same capability as crossbows, while being louder, flashier, less accurate and more resource-consuming. Also note how little in the means of siege machinery we see anywhere, and if we do - it's not very complex. I don't even see the stuff on ships, though I didn't look how things are in ESO However there are many points working in the Guns favor - there were dwemer, digging into tech without having an issue with magic providing what they do - alchemy is a thing, popular and quite capable of going into firearm applications - especially in Skyrim magic is not very trusted, thus providing incentive to go the technical route after all add it together and it's quite viable to put effort into making things go boom through technical means Thus I'd say realistic - perhaps, but so far only as a curio and not very usable. Yet.
  4. Going wild with mods for my second playthrough and that includes the naughty ones. And as far as CBBE was an easy choice (perhaps too easy, someone could probably suggest how to enhance on it, but that's a different topic) then there's still the issue that the vanilla male part makes little sense in animations. What would people suggest for the body and..details..of the male actor for love scenes these days? I see HIMBO mentionned in a few places and Schlongs of Skyrim, but SOS is offsite and requiring registration to download. I'm sceptical about registering on yet another site, and one with a rather singular interest to top it off. Is there anything else to preferably stay within nexus? Or does everyone just shrug and go "allright, so if I want that kind of content I go to that kind of site"
  5. who needs console cheats when you got mods that can make you OP the fun way
  6. only essentials I know of are SKSE, USSEP, address library, and engine fixes
  7. suspecting it's either Violens https://www.nexusmods.com/skyrimspecialedition/mods/668 or Kaputt https://www.nexusmods.com/skyrimspecialedition/mods/78063 And now a question of my own - is there one mod that makes NPCs (mostly their heads) look better/less artificial in general? Basically operating on general assets rather than settings of specific actors? Or should I rather collect mods that affect a large ammount, but specific NPCs and try not to look at random bandits spoiling the view when compared to something with a name? The general mask in CBBE looks..weird. At least on Delphine, didn't look too far.
  8. Done with my first, vanilla run through the game, time to go wild with the mods. Maybe not too wild, not to block some leftover achievements. The ammount of mods here however is..overwhelming, so maybe I should at least start with those that require, or recommend a fresh start. I've got Skyrim Extended Cut - Saints and Seducers figuring out Legacy of the Dragonborn gonna skip skill and spell overhauls for now(got Enderal waiting which seems to incorporate those already) any other mods you'd recommend that are better to have from the start of a game and not install on an ongoing save?
  9. I might be able to put this together. While a full blown quest might be a tall order, I think I can make it so that some dialogue only appears if you have a certain skill level in enchanting or "whatever." What I might do is to have a front man like I do in my mod and then the regular vendor. If you can get by the front man then you can use the vendor. I'll try to make it as entertaining as my vendor so it's "worth the trip." I am a bit busy but I could see if I can have this done at the end of next weekend. Where should this vendor have their shop? How about adding them as a coworker to Arcadias Cauldron? Or some other already exising alchemist shop that only has one NPC running it
  10. Doing quests for Delvin and Vex gradually unlocks fences in other towns and at some time Khajit caravans start featuring an additional trader serving as a fence. All that in vanilla
  11. https://www.nexusmod...dition/mods/245 claims it works with 1.6.640.0 which seems to be the latest AE (mine has an additional .8 at the end), though it still needs some additional tricks to use. Trying to research how to exactly. I'll probably end up renaming skse launcher to the file that steam executes
  12. Somehow I got the unofficial patch installed plus skse and engine fixes + address library for them and all was well.. But lately I tried to add another mod and the confusion is back Vortex shows mods and plugins unofficial patch is off in plugins new mod adds an entry to plugins the moment anything is turned on in plugins game says I won't be getting achievements when loading a save or starting anew uesp wiki mentions a few things fixed by unofficial patch - I saw some things indeed fixed (can't equip stormcloak officer hat + circlet at the same time) and some not (werewolf with name starting with S walking around Riverwood long after I've killed him for the Saviours Hide quest) so...do I have the unofficial patch working or not? If the patch is working (though turned off in pluging) do the engine fixes work only for the unofficial patch and any other mod will still disable achievements? Should I be doing any special tricks with load order in the plugins to enjoy mods with new/changed quests, houses and graphics and still be able to get achievements? eidt: also - though I got skse64 (from nexusmods somehow, thought i needed to get it from an outside source?) and fortex claims it's on - console in game does not recognise getskseversion command edi2: starting the game via steam, not via vortex if it makes any difference..seems it does, as starting via vortex screams that some scripts didn't start up (engine fixes it seems?) but getskseversion does work in console then
  13. Didn't want to use mods other than USSEP for my first run, but the rarity of curios overwhelmed me and so I come here for help. Although I'd ask for the help to be balanced - so I'd rather not use mods adding fortify enchanting enchantments (which would just lead to a simple loop) I'd prefer a trader to sell things to make upgrading and enchanting gear easier - simplest if said trader would just sell +127% fortify enchanting potions - the best obtainable without exploits according to UESP. Some slightly weaker variants like 80% would be sufficient as well. And just so it's not that simple it would be nice to lock that trade possibility behind a quest - just a simple one to test if the player already has enough skill that he could make such a potion themselves..after grinding caravans for those rare curio ingredients long enough. Is it possible for a quest to require skill levels or particular enchantments on an item? Call the trader the Stubborn Argonian Alchemist or something like that for flavour in case other people would like to make use of it as well. Is that a lot to ask for?
  14. I'm pretty sure there are such mods as I'm looking for but finding them among the thousands around is another issues, so perhaps someone knows them better and could point me to? I'm looking for 2 or 3 mods/tools -a mod that gives one piece of equipment the looks of another (but maintaining stats..and script effects? of the previous), if there's another that changes looks of a whole type of equips that would be fun too (I'd change legion armors to stormtroopers :D). Note I'm interested of doing that within one saved game, not a global replace. -a..tool? to import the looks (all those face shape settings mostly) from one save to another
  15. A couple of weeks ago I wanted to come back to oblivion and it kept crashing, hanging up and everything. Turned out Obli wasnt the only thing with a problem. Long story short I had to reinstal my system. That wasn't the end of it as some things in oblivion were still not going right, mostly crashing on mods or broken textures and mesh vertices flying away. So I removed oblivion, reinstalled it, reinstalled SI, patched it, applied both unofficial patches, redownloaded mods..ugh. And some of them are STILL wrong! Particularly in Hammer of Tyrant the hammers icon texture is broken (hammer itself is ok) and in god of war armor it's vice versa (texture appears as colourful squares, icons are ok). Now I'm dumbstruck - they were working fine before the whole mess took place, and now don't want to come back to normal even after a total reinstall? Maybe I missed something? What else can affect this? And why only some mods are affected? Edit: chat was a little faster to help. Apparently there must've been some ugly leftovers in the ini files..which I didn't remove earlier. Reinstall from scratch solved the issue, topic closable
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