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NanakoMagojiro

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Everything posted by NanakoMagojiro

  1. Does anyone know of a good mod for improving follower management? I'd like to be able to set their carrying capacity, most notably. Requiem doesn't seem to be handling that correctly. Ive seen plenty of mods that make it infinite, but i'd like to be able to choose balanced values for myself. Precise control over their equipment would be nice too I had a look at the two big ones: Ultimate Follower Overhaul and Amazing Follower Tweaks. They both have two things in common: 1. Jampacked full of bugs and messy code 2. Abandoned by their developers, not updated in >2 years. So those seem pretty much unuseable, is there any alternative?
  2. 1. SkyTweak thank you, skytweak is amazing. it does way more than i expected!
  3. Hi i'm looking for two mods (or one mod that does these two things) and i'm pretty sure i had it in the past, when i last played skyrim 2 years ago: 1. A mod that allows granular control over skill levelling rates. EG, setting destruction to 200% so it levels twice as fast, but without affecting other skills 2. A way to monitor/debug skill increases, so i can test exactly when and how things are increasing. Like maybe a message in the topleft "Conjuration gained 1xp" every time it does. At the very least, just a way to view exact XP values would be helpful, so i can manually check if something changes
  4. does that mean the special edition can't run mods that require the script extender? Thats a LOT of mods, including pretty much all the good ones and everything new i wanted to try
  5. Im a longtime skyrim player, easily 2000 hours in it. Eventually stopped playing, haven't touched it for about a year. The recent release of the special edition was interesting to me, but also confusing. what IS skyrim special edition? More specifically; Why is there a seperate nexusmods directory for the special edition. Are mods not compatible with both? Is this splitting and harming the mod community? What is special edition all about? What has actually changed, or been added. And what do veteran modders think of it? How is it under the hood? Technical issues are something im worried about. I had poor framerates, constant crashing and memory issues with the base game, which were no doubt related to the 200 ish mods i had at the time. Really what im asking for is a general update. Whats the state of things here, how healthy is the skyrim community since this. Is Special edition good, or harmful? Throw all your thoughts and rants at me
  6. The mods he uploaded were part of the reason for banning him. This doesn't quite seem to fit Why not just ask him to change his name? I was thinking of making an SS officer uniform in future, but it doesn't seem like a good idea from this case.
  7. Now that scripts can be compiled for FO4 I might try my hand at making a mod that both tags on the map where your companion is, and allows you to "(companion).moveto player" on the activation of a hotkey. i'm very interested in both, please PM me if you ever make either
  8. I found a fun mod yesterday that changes some ingame flags to the national socialist swastika. There were lots of comments on it, including a few screaming about how evil the author was, and more than one comment that stated a moderator had already reviewed it and wouldn't be taking down such things. There was also a comment mentioning that the author had reuploaded it to clear the comments on it previously Today, the mod is gone. Was it taken down by the author, or by site staff? What is the nexus policy on such things?
  9. Companions go missing all the time. Whether it's telling them to stay and forgetting, or forgetting which settlement you sent them to, or having them stuck somewhere as part of a quest, it's annoying. Finding the companion you want when you need them is harder than it should be. I recall seeing a mod around here the other day that summoned companions to you, based on running batch scripts or something. I can't find it now. Does anyone know what i'm talking about, or any other suggestions for this issue? Anything that can either summon my companions, tell me where they are, or put a quest marker on them, would be good. Recommendations please
  10. In diamond city there's a purchaseable house, the Home Plate. It's a very nice little house. The problem is, it's an interior cell. Which means a 6 second loading screen to go inside the house, and a 13 second one when you come back out. In addition, it has a ladder to the roof, but that area isn't modifiable at all. What i'd like to request, is someone to bring the home "out" into diamond city. Make it not an interior cell, but just a full, normal part of the city. Nothing visible would need to change. Basically just copy and paste the area, change the door into an ordinary interior door that opens, and mark the house's boundaries as a tiny editable settlement. That wouild remove loading screens going in and out, making it much more accessible and less of a pain to use. it would allow us to edit the roof, and maybe even the little patch of ground just outside of it, where the power armor workbench is Optionally, a script to copy over the contents of your existing Home Plate would be nice, but i wouldn't mind scrapping everything and remaking it. Diamond city is such a nice, vibrant place, i want to live there. Of course, doing this would increase the loading time of diamond city, and reduce the framerate there, but i expect these effects will be minor. Objects inside the house would be occluded by its solid walls, and the amount of stuff you can fit into a house is pretty small compared to the sheer quantity of things that are already in the city. It would of course be up to the player to be responsible with it.
  11. Hi all. Is there any mod that changes controls and useability related to horses? I'm already using convenient horses, but that affects different things. The problems i'd like to see changed are: -Horses generally handling abysmally, and particularly being unable to walk backwards. If i hold S without moving the camera, i want the horse to slowly trot backwards, nto try to turn around -The forced third person view sucks, and breaks immersion. i'd really like to ride in first person. -Mounted combat is generally terrible. Especially trying to aim a bow while mounted. being able to use first person would help with this, but also the turning animation seems slow and doesn't keep up with where the camera is pointed. Any mod that changes some/all of these issues would be awesome. Even just fixing one of them would go a long way. Anything helps
  12. Hi all. I'm trying to modify Frostfall . There's a walking stick weapon which is classed as a War Axe, and using war axe animations. I believe this should be a mace (because it looks silly for killmoves) and i'm trying to make that change myself. I found the weapon, and i changed it's animtype from OneHandAxe to OneHandMace. However this made it not work properly in game. Now when i try to use the weapon, although it appears fine on my hip, thats the only place it appears. When i draw the weapon, my character mimes drawing an invisible stick, and swings an invisible stick around, there's nothing in their hand. Meanwhile the stick model on my hip just stays there, and doesnt vanish when the weapon is drawn like it should. I tried some more poking around with meshes, but i wasn't able to get it to work :( can anyone advise what might be the issue ?
  13. hi all. restarting skyrim is on my mind lately, as a result of apollodown's new release But the thing that i really dread most is re-levelling my skills, and re-finding the equipment i have. I think that's a common problem. Granted, a clean save necessarily means wiping everything, but it would be nice if there were some way to instantly re-level my new character, and give them back most of the (non quest related) equipment and stuff that they had. Things like that shouldn't mess with scripting, right? in lieu of any automated method of doing this, i'm fairly sure it's accomplishable manually using console commands. But i dread the process that would involve. Like right now im using a few pieces of generic mod-added equipment (from immersive armor/weapons) and i'd have to look up the base ID's of those in order to give them to myself via console again. that sounds tedious and time consuming. Does anyone have any advice on streamlining the process also in general, tell me console commands i could use to facilitate this
  14. If i understand correctly, compressing my textures should reduce filesize (and load times) without downgrading the quality of the images? what's the tradeoff here, framerate ? I'm not sure about the ingame menu you refer to for the effects. I'm using the Injector version of ENB referenced here: http://www.nexusmods.com/skyrim/mods/30936/? The recommended wrapper version wouldn't work for me, CTD on attempting to start skyrim. All tweaking of ENB settings is done outside the game with an .ini file. I do notice a very significant difference with, and without, the injector running. it certainly adds a lot to the load times. but i can't live without it :P
  15. Show this to the people that do Immersive weapons, once you get this working. i'd love to see spears incorporated into that mod.
  16. Hi all, PC specs first since its probably relevant Windows XP 64 bit 8GB ram (DDR3 PC3-12800C11 1600MHz) AMD fx-4300 (3.8 GHz, quad core) AMD Radeon R9 270X It's a pretty beefy gaming rig, should be more than capable of everything i'm doing. Skyrim is running on an SSHD, which is mostly only a little faster than a normal mechanical drive. im using all the unofficial patches too. I've installed a ton of complimentary graphical mods, most relevant to this problem are large texture replacers, and increasing ugridsToLoad to 7 (and cell buffer to 64), and an ENB injector which significantly increased load times (the wrapper version caused crashing for me) As a result of all this modding, some of my load times have increased rather troublesome amounts. Most notable is the initial loading a savegame after starting skyrim up, this takes about 40-50 seconds of looking at a loading screen. This is pretty logical, kind of what i expected. Other load times within the game are much shorter, and not really an issue, but in general i'd love to improve the load times. That initial load time is especially painful for me right now, since i'm in the phase of "install one mod, then startup skyrim and check it doesn't crash, then install another mod". Which means i'm having to sit through it repeatedly. I don't want to sacrifice things though. All the graphic enhancements i've installed are worth that extra load time for me, so i don't intend to undo any of the stuff i've done. But i'd like any OTHER recommendations that could help reduce load times. Any optimisation mods ? In the near future i'm planning to significantly overclock my CPU, and that should help a bit. In the long run i'm also open to installing an SSD (and putting skyrim on it) or upgrading to faster RAM, if either of those would make a significant difference. But in the meantime, are there any mods/tweaks/etc that i could do, to help things along?
  17. Hi all. Im using this huge compilation/list in its entireity http://www.nexusmods.com/skyrim/mods/30936/? and it finishes with an ENB install. I couldn't get the wrapper version to work at first, but the troubleshooting said to try the injector version, and that's worked perfectly, no problems. Except for one tiny problem. In order to properly start skyrim, i have to first launch the ENBInjector.exe, and THEN launch the SKSE loader. This extra step isn't a huge deal, but it's a bit annoying, and i'd rather not have to do it manually. I notice the nexus mod manager has a Custom skyrim launch option, where i can input my own commands. I'm not sure how this works though, and i need some advice. All i want to do is launch one executable, and then the other. That seems pretty simple, right? What would i have to enter in the custom launch command to achieve this ?
  18. ooh realistic needs and diseases seems perfect, and its got a requiem patch. that'll do!
  19. Hi all, i'm currently using Requiem, the roleplaying overhaul . And i'd really like to use some sort of survival mod too. hunger and thirst, that sorta thing. has anyone got experience using one of those with requiem? are there any that are specifically made compatible, or failing that, have little or no conflicts?
  20. Hi all. i'm doing a fresh start of skyrim, on a truly clean install (wiped all trace of it before reinstalling), with a fairly small, conservative set of mods installed Right now im in the opening cutscene, and a rather strange issue is rearing its head. A few of the key NPCs, most notably Ulfric, general Tullius, and some thalmor he was talking to, are all missing their body. They have a head with hair, and hands, but all other parts of their body, from the neck to the feet, are just not there. invisible maybe. So those people are just a floating head and a pair of hands. im playing on the high settings preset, with the following installed mods: (this is a picture of my mod list) http://puu.sh/7HBmM/26638cc84b.png The high res patch is downloaded, but not installed, because im not using the high res DLC yet. im testing out new computer hardware to see if im capable of it, first. I don't know if i've installed requiem properly. I downloaded and installed the main file, and then did the same for the update file (the one that says mass effect in it). Installing that deactivated the main file, i don't really understand why. Is it working properly ?
  21. ooooh someone already did it o.o well now i feel silly :P
  22. hi everyone. I have a (hopefully) small project in mind that i'd like to achieve., though right now it's not clear how to proceed. I see a few possible solutions, and i'm awae there may be other possible solutions i don't know about The objective, in short, is to divide headgear into three approximate categories: Full: Helmets that completely or mostly cover the face. Partial Type A: Hoods, hats, and other headgear that doesn't cover the face Partial Type B: Circlets, masks, glasses, and other face-type gear The idea is To allow the player to choose either to wear a helmet, or to wear two non-helmet items instead (a hood and a circlet together, for instance). I would also include hooded robes in partial type A. The idea for this struck me randomly, while using a modded hood that allowed a circlet too. I opened the CK to do some digging. I found out the following: -There are two main equipment slots for headgear, named "Hair" and "Circlet" -Most headgear fills both of these slots simultaneously -A few hoods (considered bugged) don't fill the circlet slot, and allow circlets to be worn with them. -Circlets only fill the latter slot So, to my mind the support for this system is already in place, it's just not being used. What i;m posting this thread for, is to ask in advice regarding methods of making the game utilize it, ideally while minimising effort and number of changes, and thus minimising conflicts. The first thing i need to know, is about the nature of conflicts. Is the game able to Discern different types of changes to the same object? For example, if i change an enchanted hood to not use the circlet slot, is that going to conflict with another mod which edits the same hood, to change it's enchantment? We're affecting completely different information, on the same object. will it work, or will one nullify the other? I also want to know if anyone has any information on possible methods of accomplishing this in a dynamic manner. Perhaps a script to modify the biped slots of an item at runtime, when it's equipped? OR is changing lots of things in the CK the only way to accomplish it ? Any thoughts on the matter would be appreciated ^^
  23. only one thing to say. If anyone is planning on making a large city, be sure to seperate it into seperate "districts" which are individual cells. Otherwise, an overlarge town will slow down the game and be unplayable. That's why the imperial city was made of 9 different sections just for the main part
  24. I don't know how, but this mod might: http://skyrim.nexusmods.com/mods/10906
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