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mikemc2

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About mikemc2

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    Oblivion
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    Elder Scrolls 4

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  1. So, this may or not effect you (as with all or most of us we are Steam users), but if you use the Bethesda.net launcher for Fallout4 this is for you... Just received the following email from Bethesda (NO NDA, or anything saying I can't spread the word, so here we go): We’re saying goodbye to the Bethesda.net Launcher this year. We would like to thank you for your support and assure you that all of your games are safe. If you’re not playing PC games through the Bethesda.net launcher then your work is done here. Thanks for reading! If you do have games through the Bethesda.net launcher, don’t worry. Starting in early April you’ll be able to migrate your games and Wallet to your Steam account. For more details on what this process will look like, read on. You have plenty of time to plan and begin migrating your Bethesda.net library to your Steam account. The migration to Steam will include your game library and Wallet – meaning you will not lose anything from your Bethesda.net account. Many games will also have their saves migrated, with a few requiring some manual transfers. For games that require it, you will still use your Bethesda.net login to sign in to play. Your Bethesda.net account will not be lost and will still be accessible on our website and in-game, and we will continue supporting all Bethesda.net accounts with our future titles. NEXT STEPS In early April, you will be able to initiate the migration process following detailed instructions we will have available to you then. -------------------- Well, that's it
  2. How about for clutter objects? I am attempting to fix a broken mod while in game. The issue (one of them) are missing objects in taverns such as chairs. The animation marker is still there but the chair isn't. So I wanted to spawn one in, but there are far too many if I type 'help chair'. I figured I could goto another tavern and grab the object ID by targeting it but when I try player.placeatme, it sais there is no such object id??
  3. Was watching a video online and came up with what I think would be a great idea for a mod. This video was discussing new Medieval based games for 2019. Well, they discussed a game called Outward, which had an interesting mechanic where as you get stronger with Magic, you get weaker with weapons and visa/versa. Which in my mind makes sense and adds a more realistic element to role players / playing a particular class of character. I would LOVE to see someone take this on for Skyrim, where, when you increase your Magic skill, you decrease a particular weapons skill (or at least you do less damage with melee weapons) And, when increasing your skill in either One or Two handed weapons, you find that you do less damage using Destruction magic. So, logically a true warrior who you dedicate most of their time training with melee weapons would not be a master of Destruction spells and visa/versa. Now this is just an idea. Personally I do not have any spare time to tackle this and I don't know how to mod anyway. So, like me, if someone thinks this could be a good idea...go for it.
  4. Don't know who you are but I love you!!!!! It worked, thank you, thank you, thank you. Seriously, I did have to remove my actor from the Drunken Huntsman - save, load game...save with him not there. Go back into CK and re-add him. THEN he responded to being activated. But TY so much, was getting so frustrated.
  5. I have an idea for a mod. But to get to the point where I can make this mod I am trying to teach myself howto mod and howto use the Creation Kit. I NEED HELP. I setup a simple dialog between the player and a custom NPC I created. 1 line, player sais Hi, NPC sais something back. Problem. I cannot get any NPC to respond when I click on them. I need help setting this up. Details: See attached images. As you can see in Capture3 I configured the conditions so that only miketemp can use this dialog and only at stage 0. In capture4 image: I cannot get a file to appear for my speaker at all. I hit record, inject silence (5 seconds) and hit save -- nothing. Also from my understanding even if no sound file it should skip to the dialog options at least. Nothing happens. Customer NPC: miketemp I have tried getting this to work multiple times, redoing the "quest" alot. Nada. PLEASE HELP.
  6. Was just watching a video about the Conan: The HyborIan Age and I absolutely loved the look of the dungeon. Very immersive and I thought that it would be realistic to have a dungeon that dark by default. Torches in their sconces would by unlit thru out the dungeon / ruin and the player had the option to light them as he/she passes. And only lit by default in areas where bandits roam. For deeper areas such as crypts make it pitch black requiring the player to bring a torch and light wall sconces optionally to light up the corridor. For me in areas where no people are why are the torches lit?
  7. Was watching an Oblivion playthrough and I remembered that with ES4 you could not hit a ghost without an enchanted weapon. Skyrim definitely needs this. Right now with the exception of appearance there is nothing separating ghosts from regular NPC's in fights. Also I believe the ghosts looked cooler. But we need a mod that makes ghosts only damageable using Enchanted weapons.
  8. Agree with this post. Dragonrend shout shout cause the Dragon to faceplant almost immediately. I have done this shout and the dragon keeps flying and sometimes just flies completely out of reach before landing.
  9. My idea: I have noticed a lack of reminders in the land scape that there is a Civil War going on. The current Civil War mod is nice but too chaotic (EVERYONE is fighting). What I would like to see are battlefields. Lore friendly ones I mean. Since Bethesda has made it so you are caught at the point where Ulfric Stormcloak 1st assassinates the High King and it looks like he is gathering men for his rebellion (the 2 wagon loads of Storm Cloaks you wind up going to Helgen with). No actual battles have taken place yet. This is what I have figured for the reasoning for the mod I would like to see created... 1. Pick about 20 to 30 ideal locations (swamp area, near an Imperial/Stormcloak camp, grassy field, Mountain pass) 2. Starting at level 5 create a permanent battlefield at a location picked randomly (in the background script mark this location so it is not picked again). 2.a. At this battlefield make it bloody (like a great battle or small skirmish took place at this locale), bodies of both sides scattered around, the cross-wooden beams you find at the entrance to fortified castles, wrecked (or just there) siege catapult (there IS a model for it because one is available during the Solitude attack), blood decals all around the grass, use the wounded men models (like you find is healer tents at military camps in game) but already dead. 2.b Make this carnage permanent (does not de-spawn) 3. Every 5 player levels ('till the civil war storyline is complete) add another battlefield to the world. 4. ALSO for atmosphere put lingering volumetric fog at ground level (like the Morning Fog mod - see it over bodies of water) on some of the battlefields. 5. Maybe 1 or 2 ghosts or skeletons (haunted battlefield). - This would be cool at an isolated area of the world map.
  10. Happy New Year everyone. Thanks to all the modders out there who make this site as great as it is. And help make the games supported better for it (especially the Elder Scrolls series).
  11. Here is my problem, half the NPC's in town never go home. My example in Uthgerd in Whiterun, she has a home but her AI package just has her sitting in 1 spot in the tavern 24/7. Make it so that say at 2am she get's up and goes home and when she get's home goes up-stairs and goes to sleep in her bed, get's up at 6am, eats back downstairs after sitting at her table. Then returns to the tavern. Yes, there are NPC's who realize they have a home and eventually goes to them, but a lot of NPC's in the town's don't. They just sit in 1 spot and do nothing until the player interacts with them to recruit them. Take Saada, there is another person who needs an AI overhaul (example), have her sometime's go upstairs for sleep. And during the day have her goto the brewery to get supplies (or the market outside the tavern - since the story has her being hunted by the Redguard). Basically do an AI cleanup where ALL town NPC's that have homes actually uses them. On a side note it would also be nice to see the Companion's actually out in the world doing stuff even if you don't belong to them yet.
  12. Exactly, and also if you side with Ulfric the former Yarl of Whiterun is still living in exile in the basement of the Blue Palace FOREVER. Always seemed like a great place for a side quest (restore him, he hires assassins to kill you .. whatever), but he is just forgotten about and it always seemed unfinished to me. http://www.nodiatis.com/pub/18.jpg
  13. I was giving this a little more thought last night. AND yes till the DLC comes out this is all just speculation (fun speculation at least to me)..but..how about just adding the ability to pick a destination (ALA Scenic Carriages) and "ask" the Dragon to take you there (like the fast travel mechanic that's already in there but actually flying the path to the place you want to go, again like S.C. does with the fast-travel system. Instead of directly controlling the Dragon's flying as a way of traveling and possibly landing in a place you shouldn't be landing in, like the Skyrim worldspace version of a city. By the way I love the mods, tried using the tools and gave up - making them not my thing, using them - yes please :thumbsup:
  14. Here is an obvious one. I have scene and read MANY reviews of Dragonborn for the Xbox and apparently you cannot control the Dragon Flight when riding dragons. Basically you target an enemy and order the Dragon to attack it. Or else it's flight path is random 'till you pick an enemy or fast travel. I think the reason Bethesda went this route was because the city meshes in the Skyrim world-space is so ugly and half done because the player in meant to zone into the cities own world-space. Anyway my request is when we PC-gamers get our hands on Dragonborn I am requesting a mod to control the dragon's flight. And I am sure that with "Open Cities" this will be a complete experience without breaking the immersion or the game. That's it.
  15. Here is an idea for a Mod I think one of the very talented script / mod folks should consider making and I think this would be a welcome addition to the immersion category. The one thing I have noticed (and on principle I agree with - after all this is a game) is that nothing happens in the world unless the player is involved. The world goes into a hold pattern until the player arrives and interacts. So you have the civil war (main quest) which the player supposedly finishes either to benefit Ulfric or the Imperials. The problem happens when you win the war either by killing General Talias or Ulfric in a semi-scripted event. Once that is done that is it, Ulfric is back on his thrown at Windhelm or the General remains at his office in Solitude. What I would like to see made is an event that happens say a week or so after (HAS TO BE AFTER) where either Ulfric or High King Torrig's wife is crown either High King or Queen of Skyrim. You have the Jagged Crown already found so why not. Have the council meet (following the Skyrim Lore for the crowning of High King), etc. On a side note (but similar type) have events happen in the background that don't involve the player (maybe hearing about it thru town folk conversation, or receiving a messenger invite - notice), which would make the world have some life to it - not being put on hold 'till the Dragonborn arrives.
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