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Everything posted by Satorinu
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Let me just start by making this as desperate a plea as possible, because it is :P it's not something I know how to do but would love to see if at all possible introduced; now onward! :ohdear: For the daring modder who attempts to get this to function, I praise thee! .. and with the groveling out of the way :teehee: I have ever since Oblivion greatly desired a mod that would allow you to press num5 or a similar key far from the rest that would cause you to back out of the silly 'close up' on face camera and walk around, WITHOUT actually interfering with the conversation. As an example, when you approach the Yarl of Whiterun he speaks with you, and like any other NPC you speak with - you zoom in on him; but later in the conversation your allowed movement of your character once more; freely moving your camera and listening to him speak to you - and the others of the room briefly before he forces you back into conversation to ask your response to his requests; well! My request is this situation 'on demand' There are plenty of conversations throughout the game I'd enjoy viewing from a third person perspective, even using dovahkiin relax's mod to drink, or sit, and listen to what they have to say, and until their part in the conversation is done continue to do as I please and really enjoy the beauty of the world from the perspective *I* want and doing what *I* want to be doing while they talk, once they're finished they can prompt me for a response, instead of just keeping the player stunlocked in the conversation! Be it scripted for all conversations, or at the press of a button regaining control and camera until the NPC's lines are finished to avoid any conflicts and thus only bugging when one really shouldn't be using it.. most I could see that being would be a quest that moves the character or something to that effect; would be great regardless. Don't know if such a thing has already been done, I've done my share of searching and couldn't find anything related unfortunately; so if anyone knows of any mod that already is in the process of attempting this feat please let me know and many thanks! But if not, please, for Skyrim's sake.. save us from the stun-locked conversations! :dance:
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The same creators that made Morroblivion (Which is fully functional, at the moment, with quests and the like and that was .. like six months ago when I last checked) are also working on a Skywind project, though it's still in earily alpha - it allows you to travel from skyrim to Morrowind where the entire landscape is complete with the one exception (that I know about so far) being that looking at a certain rock model found only in the swamps causes a CTD; but otherwise everything supposely works fine and in high-rez texture packs at that, provided the instructions are followed; I 'think' I read that they also have the NPC models up and functional aswell, but naturally no quests and I think even monsters are still being ironed out for Skyrim's version; still a lot of progress all on it's own regardless. This is of course referring to a project that is recreating the old Morrowind with the blight and such, not the new one that has refugee's fleeing it ;3 http://morroblivion.com/ For legal purposes you have to own and have Morrowind+Bloodmoon+Tribunal installed because the 'mod' itself doesn't actually give you any files what-so-ever from the original game, and instead just transfers all the original assets from your Morrowind folder and coverts them on the fly for use in Oblivion (or skyrim, when skywind is complete) or something to that effect.
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Pretty much this, if it wasn't for the experience I have in modding (rather small mind you, but enough to know what goes into it.) it'd simply be to much of a hassle to go back an hour later save for updating, to endorse. Even in my case I tend to get all the mods I want, never endorse until about a month later when I finally feel like I've managed to get a stable load order, merger, ect; and go down the list (regardless of updates or not) and click the little version button on NMM to open up every page in that list and endorse them all at once; if I'm using them, then obviously they deserve an endorsement! But that particular method isn't exactly common, not many people return to the page an hour later, it's a hassle, and instead wait for an update; sometimes that never comes or at least not until after they've moved off of skyrim for a few months sort of deal, at which point many generally have to redownload every mod anyway if anywhere near as short-sighted as I can be, and then forget to endorse again thinking they have to wait an hour! :P It really should just go back to the endorse-at-will attitude once you've started downloading it, if someone DOESN'T like a mod, they're far more likely to come back and un-endorse a mod, than come back and endorse it unless it's specially awe-inspiring in such a way you feel a urge that you must come and comment/endorse 'right this second' either due to a minor issue / recommendation or outright praise.... TL:DR / Most important part of this post... NMM either needs to go back to endorse-after-downloads @ will, or even better, simply put an endorse button on NMM itself, right next to the version # .. small little button that has an up arrow for endorsed, down arrow for not, end of story! No clock popups to remind you or anything else that'll interfere and cause a disturbance, just a simple button; not just as a time-saver to aid lazyness; but to lower bandwidth cost being used on people like me that go back and en-mass endorse every mod that deserves it.. actually come to think of it, to lower bandwidth cost on anyone who endorses, period; since we.. do have to wait an hour.. and I doubt anyone just leaves the site open.. so yeah! NMM + Endorse button, rite now please! :D
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Dawnguard - Problem with female nord vampire eyes
Satorinu replied to Peregeorges's topic in Skyrim's Skyrim LE
I have the same problem.. eyes don't glow for human females. Males work fine. I'm using SkyRe but disabling SkyRe - Races does not solve the problem. http://skyrim.nexusmods.com/mods/3374 (Vampire Eyes Fix : If you have a cosmetics mod such as Extended Sliders Colors and your eyes as a vampire appearing a human brown or anything other than vampiric glow, then you want this.) Should resolve it, had the same issue; male eyes were fine but females were showing up as natural brown -- though if your seeing vampire eyes but no glow, you may want to check your data/meshes/actor/character/vampireeyes .. or a path similiar to that.. I can't quite remember the exact path, if that's not it search for any vampire eye mod on the nexus and read where they put the eye mod texture/mesh; if you see one in your folders then remove them, as it's likely overwriting the dawnguard eyes with the old vampire eyes. -
<.< .. Bethesda added in vampires+deathhounds to random-attack spawns. Yush. Your mods didn't do it :P though I've still never had anyone die to the attacks, I hear about it a lot.. check out my signature and the last on the list I think is a random-attacks disabler for the vampires/deathhounds altogether.. alteratively theres a .bat file lingering around or you can make one yourself that sets the NPC's you don't want to die to essiential, like storeowners/questgivers/carrage people ... though that pretty much makes everyone essential if your doing it for all of those >.> regardless; no need to get hostile over the forums. :D You can use the console command for resurrect to bring him back, in most cases. Edit, couldn't find the essiential bat but found a post by another user who made one himself :P
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Alright! I know this has to have been done already but for the life of me I can't find it anywhere; their was once a mod that altered Age of Aggression & Dragonborn comes to Malukah's version, along with quite a few other custom remakes of songs; but I checked in on the only one I could find and it hadn't been updated since! There must have been someone out there who managed to get the lip syncing & instruments to seem to be playing along side the song. Anyone? Maybe? I hope so, if not I need to rush to the request section to see if anyone will take up arms and make a complete bard overhaul O: - Edit : scratch that, found a suitable one at least; not quite as many songs added as I thought would be done by now but it's lip synced and instruments are played, good nuff :D
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This is my own personal opinion, but god I wish I could erase my memory and start a totally new game with the following, as I've played around 100+ hours at this point with the following load order minus mods I've noted as new and would have loved it better this way. o.o Note, to even come close to installing all of these you'd have to allocate a couple hours to reading each and every page of each and every mod to ensure your also downloading all the other required files - using Nexus Mod Manager to install all of them (aside from EMB anyway that I remember.). so point being.. don't actually try for all of it at once, perhaps even do a simple play through getting a good feel of Skyrim without actually delving to deep and then just peek inside a few mods that sound interesting and add them as you go to start a new game if it really seems to be your cup of tea. No real spoilers, but about 40 mods so it's a long post if I hadn't hidden it ;) One important thing incase you don't read anything else.. Esbern with voice fix Get it, period. Don't ask, just install it and move on. x.x When the hell .. are they going to ever fix that. Ungh.. just ngahhhh' .. Anyhow..
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Alternative Start - Live Another Life is as close as your going to get to what your after, if I recall correctly "camping on the border" or some such places you just outside Helgan, you then just follow the quest marker to a burned corpse on the outskirts, read his journal (from a roleplay perspective.. that burnt corpse is a failed vanilla you :P, fleeing Helgan from the caves) So you go back into the caves, give a potion to one of the two; and flee out together ... (might even be able to just go straight to the Yarl, haven't ever tried since the caves are just a few feet away). Unfortunately, this does still mean you have to walk (or use tmm 1 in the console, and just Fast Travel) to the ruins, get the stone, go to the yarl, and done; can inform him of both the attack & turn in the stone at the same time. Best I can offer, certainly better than doing the tutorial each time. Note - alternative start offers a lot of starting options, begin as a vampire with two vampires in the same cave, friendly to you (Dawnguard is safe, done it around a dozen times so far and never had issues) begin as a bandit with your own fort of friendly bandits, all other bandits will still kill you so don't think you can wander into any bandit fort freely: even just start out as a simple patron of any bar in skyrim, or start off as an owner of property in a hold; such as breezehome: or start out in a guild, ready to take on your first assignment.. ect.. ect. Can't really say how well 'all' of them work; but I have done vampire a bunch, patron of (x) inn a bunch, and outlaw once.. was promptly arrested when I traveled to windhelm and realized I don't like getting arrested on my first visit to holds <.< so that was a silly choice for me to take; and a few times starting out in the dark brotherhood & a few starting out in the thieves guild.. of them all I think the DB is the only imbalanced start, as it gifts you with decent armor and a ebony dagger + the DB armor from the get go. While most others just give you cloths, iron mace or sword and food and 100 coins and throw you into the cruel world - much better :D
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Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
Neat find, though honestly I've never really been sure what people have against Auto/quick saves. I have sort of taken a backseat on technical issues with skyrim unlike with Morrowind and Oblivion; since I just haven't been able to push myself to learn the creation kit this time around and how things work. (don't mistake that, was only a modder for Morrowind & only ever did mods for myself.. oh how I will miss thee, morrowind mod' twenty hours of building a elaborate dungeon with cattle and companions; thy cattle most missed.) So what exactly do people fear so much about the two? I know 'rumors' that quicksaves and autosaves 'get corrupt so much more often' but honestly I've never see it myself, well, maybe in Morrowind if I recall correctly; but heavily my own fault with over-mod-use. To me, from a technical 'coding' standpoint quicksaves and autosaves perform the same 'form' of save as "console / save [name]" (which may be why I never notice since I only rely on quick/auto saves after crashes or deaths, but at the end of a session or big point I don't want to lose I do tend to use "~ + Save [some related word, like Savior, Dragon, Breezehome, ResetxMod" depending on what's going on, and that's 'generally' the save I load from while auto/quick saves are just emergency's .. or menu - save - [select to overwrite a previous save] . Is that incorrect though; has anyone really experienced issues solely related to quick/auto's and not just mods going hayware and lucky enough one of their 'solid' saves was far enough back the bug hadn't gotten stuck in yet? -
Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
Just to be through, did you read it in the beam of light that appears? -
Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
Dawnguard, or a mod. (It's reported that Sounds of Skyrim causes bloating aswell, and perhaps others I haven't heard about.) aswell as combinations of mods clashing and causing it. I can't say what exactly is the problem in your particular case, nor do I have a fix unfortunately; never heard of one.. once a save starts to bloat it's really just a matter of time or so I hear; even those I've heard about "The cause was definately X mod, so I removed it!" still had to start a new game as their save remained - and continued to bloat even after the cause was removed. Best you can do is search around and be hopeful a fix is released that salvages your save. Atm my save files are between 3729 KB & 6220 KB .. and the 6220 is my latest save as a VL - quite a few side quests done & Thalmor Embassy just completed from the main questline of Skyrim; so that's not to bad. It's when a save is bloating up to areas like 15 MB / 30 / 50 MB .. once you hit 50MB the save is pretty much wrecked and as it creeps any higher you can imagine it won't be playable. TLDR So I'm basically trying to say 11,000 KB (11MB) isn't terrible; if you've done ungodly amounts of gametime; and don't really know how to help with the loading issue unfortunately x.x -
Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
Best of luck :( Wish I could have been of more help, but if you do end up coming across a solution PM me with the fix so I can add it to the ever growing list ;3 I should have read this page before posting about something on the page before xD Doh! Congrats on the fix rofl. -
Never was a bit of a strong word, I'll admit. :P I've seen some mods already, much less weighing in those of Morrowind and Oblivion (morroblivion anyone?) At it's most simple I could see it being done without to much; but to go any further it is one of those major overhauls with many technical hurtles and certainly some of the biggest compatibility issues a modder or team of modders could attempt. It'd honestly be less of a strain I think, to make a working pregnancy and growth system from baby to adulthood that constantly keeps homes owners ever-changing than going all out with this line of thinking... Which.. uuhhh.. add that to the list! >;3 This is just going.. to keep going and going :ninja: I left out one of the biggest perks of going through all that, aside from the general awesomeness! Oh god.. Tacked onto the whole idea, would make it so anyone who's referenced in conversations of other NPC's and are murdered; get replaced by new NPC's with the same name used in the conversation (be it first or last); aswell any quest giver that dies, say, hmm... all the Yarl's of every hold die mysteriously to a dark brotherhood assassin namely.. you. They end up replaced by a NPC with a new face, same voice, AI and quest package; but for those who's last names are used in conversations - the random NPC's last name becomes that, while his/her first name is still randomly generated. I can't recall anyone in the game who's first and last name are referenced, but I'm sure theres a few; in which case we'd just have to get over it and accept the person we killed is replaced by someone named the same thing, or have it remove those voice clips after that particular person's death .. or when they move away. :teehee: . Would certainly render "Essential" obsolete. <.< I want.. I want... I want to kill everyone and replace them with new NPC's by this mod, right now! :ohdear: and maybe kill them to when they bore me.. and watch them get replaced weeks later by new version! Then come across one with a silly randomly generated name and slaughter that one to, so I get a less silly-named replacement :devil: :dance: Would be awesome. So awesome. But I'm done now, my wishful thinking spoken!
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My Wishlist Mod : Vacancy First, I'm sure about everyone whom has ever played daggerfall, morrowind, oblivion, and certainly Skyrim have all thought about this, hopeful for it; even brought it up! But I want too to! So don't fault me for that! ;) "Vacancy" At it's alpha/beginning stages would begin with these already difficult to impliment features.. ** Loading any major hold city checks every home in vanilla Skyrim for it's owner's current stage, alive or dead. If deceased, the home's name is instantly changed to "Previously x's" with a note attached to the door; what the note says would be based on % chance. "Up for Sale" - The player could then go to the Town Hall of that particular town, and find the registry book (no npc's unless voiced <.<) and sign for purchase. "Purchased by x" - If player, naturally it'll state that and all containers within that house will be reset to never refresh what's inside them. Though the more times you load into the Cell the % script runs again; offering a chance it'll be purchased by someone else. ; if purchased by someone other than the player; a randomly generated NPC drawing from hopefully thousands of potentional - lore friendly names / various pre-made NPC's will begin traveling from one of the entrances of other regions and attempt to get to their new home. Theres always a chance however, the NPC will never make it. A bulletian board is raised in every hold and village at some easily visable but out of the way spot that you can read regarding the "Tragic death of x npc, killed by (monster name); while traveling from Hammerfell(or other regions!)" aswell as whom's moved in in the last 30 in-game days, and who's moved out and to where in the last 30 in-game days.. perhaps to the point of allowing a few randomized quests from the Thieves Guild & Dark Brotherhood to request you to find (npc name) and steal from - or kill, and while you could just use map markers; it would be quite interesting to have those rare moments of knowing "Hey, I remember him from Whiterun!" .. traveling to whiterun to see the house if vacant, and a notice that he/she moved to Solitude. Tedious, but alive; and I care more about those moments than I do having things always right where I left them. Later down the line, I can dream... oh I can dream. ** Compatibility to easily impliment actual Companion's from mods into the randomized list of NPC's that might replace a empty house. Enabling all NPC's whom have been generated by this mod to move to other homes in other holds as they become vacant, and thus putting their old house up for sale. Option for the player to sell the house he/she has purchased, reopening it to vacant status. Feigning Skyrim all the more as a truely living world. At the end of the line... Revamping every interior of Skyrim's homes to have additional purchase options, varied pricing based on the house itself, tax's on the house to be paid every month. The dream of dreams.. ** Atop all of it, killing business owners will put Inn's and shops up for sale; allowing randomized NPC's to take over - or for the player to purchase it and use a book to hire, fire, and raise or lower the overall prices. Random income of said businesses within reasonable limits, aswell as tax and influenced by the player's purchases and selling aswell. Added layers of pre-made NPC's that might bring small familes with them, so long as there are enough beds; though when layered with additional purchase options mentioned before, it might randomly decide to purchase a feature that adds a extra bed or various supplies and move that family in; the next time the player comes for a visit, sneaks in or otherwise - and is greeted with a vastly different home beyond just random container loot - would be awe-inspiring, as much so as fighting your first dragon .. or .. well, that varies on your experience I suppose <.< but you get the idea! Monthly, somewhat random maintenance required on the home. A true money sink for the vast wealth we generally obtain and puts owning a home more in perspective, rather than just being a place to drop your loot for the day. Each one containing a list of what your getting repaired and fixed even if it's not visually shown in the game; it's nice to know where your money's going, such as getting new locks on the windows and door(s); fixing the roof to keep the house from collapsing; slack on repairs long enough and the house might become inaccessable due to a collapse, or perhaps a fire. a lot .. a lot a lot a lot of work but a lot of possibilities that go along with it. Additional Crime % that a randomized NPC might break in while your there, or not, and steal from you if you haven't upgraded and kept the maintenance up on your home. Guards will at times have gotten lucky and have caught this thief, a note will be left on the door notifying you of what was taken and to come to the local jail to get it returned. (Eventually the thief is always caught, but it might take a month or two and then you may have to venture to a hold in another city.. finally.. those red fonts marking something as stolen even if it was just a ladle come in handy! You got your things back!.) Not paying taxes on your home, might cause the house to be locked from you; after which point you have thirty days in-game time to come up with the money or break in and get what you need from your house before it's lost.. or put in a container somewhere in the hold you have to go through hell to get to; such as the one's in the jails. Sky's the limit, unfortunately my talents do not include .. well.. any of this. =P I playtest, that's about all I'm good at; if that. But it felt nice writing the concept out regardless, as many times as I'm sure dead on similar has showed up over the years.
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Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
Dawnguard is certainly a mod clashing headache, the Vampire/Dawnguard's main quests may or may not be unstable with my current build as I stopped doing them after becoming a VL - but with the patches in my signature (and turning off any sneak related mods such as Duel - Combat Realism or using a invisability spell such as the one given by better vampire's by bre during your first VL transformation in the tutorial) I've been able to go around Skyrim itself enjoying the DLC's additions glitch free; well, the crossbow & VL powers I mean - avoiding the quests for now just to relax. 40 mods and loving it! =D The only mods to avoid until compatible seem to be Custom Races + dD Enhanced Blood + Sneak/Detection changing mods (or use workaround/turn off before VL tutorial) It's not bad at all, though some mods may randomly break things.. supposedly a 'glowing books' mod broke unrelenting force.. I don't .. my head.. even.. ow..owwww... *huff* -
Anyone else disappointed with the Vampire Lord ?
Satorinu replied to Testarlive's topic in Skyrim's Skyrim LE
Yay mods ;p this will resolve looking scary if you prefer such. http://skyrim.nexusmods.com/mods/21921 - Reverts dawnguard vampires to look completely like the normal skyrim vampires. http://skyrim.nexusmods.com/mods/16506 - HUGELY lessens the sunken faces of vampires, but not *completely* just .. almost - 80% less I think. http://skyrim.nexusmods.com/mods/21656 - retexture to not look totally like a monster, but still vampiric. -
Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
For those concerned with the "attacked in castle after tutorial" bug, read my signature :O It's actually a result of mods that alter sneak-detection and such; found by someone else but confirmed =D -
Hostile Vampirelords - possible explanation
Satorinu replied to ffe3214's topic in Skyrim's Skyrim LE
Confirmed, without a doubt. Sneak/Detection alterations are the cause. Basically cast invis on myself and transformed, the invis wore of about 10 seconds after the transformation was complete; followed the tutorial regardless and reverted form - wasn't attacked as I went out into the main hall. When otherwise I would have been toasted. -
Dawnguard - Problem with female nord vampire eyes
Satorinu replied to Peregeorges's topic in Skyrim's Skyrim LE
Edit: Oh ffs.. I signatured the wrong link, if you went to the one in my signature please go to this one -_- http://skyrim.nexusmods.com/mods/3374 and uninstall the one you downloaded.. So sorry about that >.< THAT will resolve it xD -
Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
That's.. the first.. time I've ever heard that one <.< -
Dawnguard - Problem with female nord vampire eyes
Satorinu replied to Peregeorges's topic in Skyrim's Skyrim LE
If you have a cosmetics mod such as Extended Sliders Colors and your eyes as a vampire appearing a human brown or anything other than vampiric glow, then you need to download the vampire eye fix. -
DG: vampires attack me after joining them
Satorinu replied to dubstyles's topic in Skyrim's Skyrim LE
Sorry to hear it didn't resolve your problem O: But you figured out a means around it anyway. http://forums.nexusmods.com/index.php?/topic/749191-is-anyone-playing-dawnguard-without-bugs-crashing/page__st__40 If your interested in other potential ways of fixing it in the future, no promises they work though: haven't tested them myself xD Finally bug free.. oh gawd.. so long.. so much work T_T I posted up two fixes I've read along the way, one being a console command similar to yours posted by the author of duel; To fix it just use console command player.setrace <desiredrace>vampire after you get vampire lord power. (Example. player.setrace woodelfracevampire). & <KingDark> I figured out a way to fix it. First load a game at a point where you aren't attacked yet. (Or go to another place in the castle and wait for their alertness to go away) then use the console to fast travel to anywhere in the world. Wait twenty four hours ( a whole day ) then fast travel to the vampire's castle again. That did it for me. -
Is anyone playing Dawnguard WITHOUT bugs/ crashing?
Satorinu replied to kevkiev's topic in Skyrim's Skyrim LE
I can't confirm that this will fix the issue, but these are posts regarding this issue. <LogRaam > @Satorinu Try this: To fix it just use console command player.setrace <desiredrace>vampire after you get vampire lord power. (Example. player.setrace woodelfracevampire). Or <KingDark> I figured out a way to fix it. First load a game at a point where you aren't attacked yet. (Or go to another place in the castle and wait for their alertness to go away) then use the console to fast travel to anywhere in the world. Wait twenty four hours ( a whole day ) then fast travel to the vampire's castle again. That did it for me. /// Essentially if that doesn't work you only have one option and that is to narrow down your mods until you discover what is causing it. 1.) If you have dD - Enhanced blood & are getting the animation glitch, remove it. 2.) The castle attack-on-sight after VT issue for any reason - attempt above right after becoming VT and receiving the first quest, save your game & use the command. See if the problem is resolved, just do not attempt it in combat. If that fails, go back to before you even entered the castle; a clean save at any point and remove every mod - or narrow down the culprit. 3.) If you have a cosmetics mod such as Extended Sliders Colors and your eyes as a vampire appearing a human brown or anything other than vampiric glow, then you need to download the vampire eye fix. 4.) If you have & hate that your *female* vampire has a dirty face all of a sudden after becoming one; the easiest fix is advanced searching descriptions for vampire dirty face - or some such - and installing the fix you find. 5.) Don't forget to download the Breezehome alchemy lab fix until dawnguard is patched. (easiest way I found to narrow it down was to save right outside the castle and just outright uninstalling every mod, and reinstalling 4 or so at a time; entering castle, listening to the conversation over and over until VT was granted, and repeating until they became hostile, figuring out which of the 4 did it; then.. starting a new game altogether without whatever mod caused it and praying for bug free <.<.) Note; I'm told it's an outright vanilla bug or at least the wiki says so <.< : but all I can say as fact is by disabling all my mods and starting a new game; no issue.. and currently using 40ish mods without any issues at all. Also, ignore my posts way back on this thread regarding my load order for a bug free skyrim .. I had to spend 14+ .. (honestly I think it's more like 24+ but I lost frikking track ages ago.. oh gawd my life.. oh gawd.. why skyrim, why.) hours testing to resolve the two main issues I came across and found a load order / mod combination that has caused me (thus far) complete bug free happyness; at least bug free for 100% of the thieves guild quest, 30% of the main-quest in skyrim, countless side quests now, and upto the first quest after becoming VT .. VT's perk tree working just fine, bites work fine, animations, seduction, no attack on sight.. eyes that look like they should as a vampire (Extended Sliders / any cosmetics cause this, vampire eye fix on the nexus resolves it.) and no dirty faces on female vampires (cause.. why do I want be a dirty vampire, or better.. a dirty vampire lord? I'm a lord! I'm not dirty! UGH!), though who knows what might break later on in the Dawnguard quest line.. well, meh.. hopefully nothing.. gawd I hope nothing, but I'm to burnt out to touch the dawnguard quests for awhile, afraid something will break, and I'll really be sads after managing to resolve everything else xD .. Ah well' for those that are interested; here goes! -
Phear the fanged puppy, phear the fanged puppy! dun smite me! :ohdear: Actually well said! Though I vote we derail this thread and speak of the secret love that is, delicious muffins. :devil: or.. not! Ah well, in any case; heres my latest contribution. http://skyrim.nexusmods.com/mods/21615 Problem solved :P .. note I didn't make that mod, it's just my .. link of awesome.. to contribute.. to the .. conversation.. not.. trolling. :ninja: No more vampire attacks, at all. -- 69th Post! Yay! Just yay.
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First potential fix from another thread.. <LogRaam > Try this: To fix it just use console command player.setrace <desiredrace>vampire after you get vampire lord power. (Example. player.setrace woodelfracevampire). The issue seems to be related to the new races. I can't confirm if it works or not, don't have the bug anymore. List your mods would be the next step, I had the same issue and it was Duel - Combat Realism that had to be disabled outside the castle before becoming a VL to fix it. Or just research their comments sections for anyone else reporting issues in their threads. Alternatively theres a bunch of suggestions across the forums to go into your skyrim directory and search out your script folder and see if the word vampire is on any of them, figure out which mod that's to and uninstall the suspected mod (through NMM preferably) until the script disappears from your scripts folder; test to see if the problem is resolved. and a bunch more alternatives to try; Dawnguard is a fidgety monster, unless your willing to do a lot of testing your likely best off either waiting for Dawnguard to get patched and all your mods to catch up to Dawnguard aswell; or go mod-free -- if your having bugs 100% mod free (and this means going into your data file and ensuring theres nothing left over from mods that didn't uninstall properly.) then your dawnguard bsa is corrupt or you aren't updated to 1.6+ <.< cause Vanilla dawnguard is at least, major bug free. It took me a total of 12-16 hours of testing mods to fix all the issues that sprung up during my playthrough, but it was all mods. (Animation bug - Turned out to be Enhanced Blood.. Attack after VL, Duel - Combat Realism.. Eye's not appearing as vampiric, turned out to be Extended Slider Colors, and found a fix for that & the dirt-on-vampire-face bug for females.. most exhausting experience I've had to deal with in ages x_x But now I've gotten 6 hours into a awesome bug free run.)