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AnkhAscendant

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Everything posted by AnkhAscendant

  1. I thought that was supposed to be fixed a long time ago. But anyway, right click->open in new tab (or ctrl+click) is less work than having to re-search, though it's not a perfect solution.
  2. I think that you basically have to just create the new model/texture, and then in the CK make the armor point to that new model instead of the original one. It'll change every instance of it.
  3. ASIS lets the NPCs be smarter, using potions and spells they normally don't, having general better AI. Skill-Based Damage Multipliers makes enemies harder (and you more formidable) because it increases damage based on skill. For immersion, do you already use Frostfall and Wet & Cold? Those are such necessities to me they should have been in the vanilla game, along with a needs mod of your choice. I also use Immersive Patrols to make the world less empty, and these three mods for the joy of customizing homes. (That's immersive to me, anyway ^^; ) I'm sure there was something cool that I got when I picked up Skyrim again, but I can't remember what it was and it's fallen out of my download history... If I get on my other computer again I'll look and find out what it was.
  4. You really only need the 2_43_3 main file for that one. The others are updates from older versions that will just be replaced when you put in the .43.3 version anyway. (Well, if that's not true then I did it wrong myself, but it seems to be working fine for me.) When you install it and it wants to overwrite the older version, select "yes". Only one of them will be active. (If you're using a 32-bit system it will fail, though, because this mod is too big, and you'll have to install it manually.)
  5. It kind of looks like the clothes are clipping into the body, like they're not properly adjusted for whatever body mod you're using.
  6. There actually is a "destroy the thieves guild" mod as well... If you don't your only option is to ignore them and be harassed by Brynjolf every time you go into Riften. Destroying the factions is shorter than partaking of them, but unless you're going for an utter completionist it doesn't hurt much.
  7. (Ignoring the random event reality :P) I'm inclined toward the Psijics. Maybe Talos, but I like the Psijics more, so I'll go on thinking it's them. For all that guards will mention them appearing out of thin air, they really don't get any screentime outside of Magus, so I'd like to think that that's their acting behind the scenes.
  8. I understand what you're saying and I second it. I'd do it if I knew how ^^;
  9. I'd like to see what was originally intended myself. :) I found the Windhelm pit stuff, including dialogue, while I was wandering around the CK, and it was cool; I felt like an archaeologist. The missing side quests, already voiced but never included for some reason, is always disturbing because a lot of time you can see pretty clearly where they were supposed to be. (Both of those College one stick out like sore thumbs, for instance.) I followed the links on the first page, and the Civil War one, while essentially unstarted, looks amazing. Not that I don't think modders should keep expanding the game. ;)
  10. Welcome to the ancient post. :] Actually I left Skyrim for about six months ^^; In part through getting frustrated with the CK and being forced to use workarounds for something that seems like it should have been straightforward. I was thinking I needed to take this link out of my signature since it's embarrassing to have such huge ambitions without the skill. Do you have ideas? If it makes you feel better we seem to be at about the same place, I find making quests to not be as intuitive as I would have hoped...
  11. I agree with the variety, and while it wouldn't be that hard to create the new crafting stations once the models were made (animations permitting) as I understand it the models from Oblivion aren't directly compatible with the Skyrim nifskope, so the boats would be harder than it seems. I'm not sure how hard the translation process is since I don't do meshes... Maybe it's not as tedious as completely rebuilding them, at least.
  12. You probably need to change his combat style: http://www.creationkit.com/Combat_Style I'm not very experienced and can't give much more than that ^^'
  13. I'd love to hear what you miss the most tbh. What, in your opinion was cut that should have stayed (more than anything else that is) I know you didn't ask me, me I'll add my fifty cents anyway: the persuasion minigame & varied levels of disposition, and skills like Athletics and Unarmed. That makes the game feel more shallow.
  14. Don't worry, you're not the first person to have found cliff racers annoying :P (The nice thing about Elder Scrolls though is that you can almost always safely says "there's a mod for that" ^^) You probably would enjoy it more if you had the nostalgia factor. Still, I stand by the alien environment and the voiceless dialogue. (The last may be more from a modding standpoint though...) Oddly it's Oblivion I don't really care for that much. I don't dislike it in particular, but I have no attachment to it whatsoever.
  15. I'm curious if there have been any mods for skirts and/or tall boots for men yet, specifically of the cloth or leather armor varieties. Searches for "male skirt" came up with nothing and "kilt" nothing very appealing. It's such a shame the ladies can be decked out in dragonbone bikinis but we can't dress our guys in a fancy skirt :P
  16. Okay, it's not like I haven't been around at all, but I'd like a stupid question about conflicts cleared up. Say Mod A give Bretons a new racial power. Mod B changes Bretons' height. Or Mod A adds a sword to a loot list. Mod B adds a different sword to the same list. In both cases Mod B would cancel out Mod A even though they don't contradict each other because mods aren't 'transparent', and the game goes "This thing was modified, better use all the information from the top mod even when it wasn't changed"? I know, it's an embarrassing question to have to ask ^^;
  17. Have you installed any new mods? I seem to remember that there was a "house won't appear" problem after it just came out when using mods that tried to place things like wildlife spawn points inside the area where the house was to be built. I'd figure most have probably been made compatible by now though.
  18. This would be amazing in an Unarmed skill perk tree. I want that so badly now...
  19. I like this. :) I'm willing to help write letter, journals, books, what-have-you, but I don't think I'm competent enough to organize them in the CK.
  20. How about this: Placeable Statics: Move Anything. That way you can redecorate it however you want.
  21. There's this WIP, which I think is what you're looking for: http://skyrim.nexusmods.com/mods/6002/?
  22. Might be searching for a multi-word phrase, in which case that would be an issue. Afraid I can't help, though.
  23. Well, the good news is that they don't require Dawnguard or Hearthfire. The... indifferent?... news is that they require: HSA1: Skyrim.esm Update.esm (if they don't have this, then they're using a pirated game probably, so leave it) Immersive Armors Cloaks of Skyrim HSA2: All of the above, + Spike.esm HSA1.esp I understand needing Spike, but I don't understanding only one of them needing Spike o.O Edit: Since Immersive Armors requires Spike it doesn't much matter anyway. It's probably a lack of Cloaks or Update that's causing people's crashes, since you apparently didn't realize it needed Cloaks. (If they don't have update, forget 'em. Just tell everyone to make sure they have the latest Skyrim patch number, since it means it won't work on older versions of Skyrim.) What you should do is probably make the Cloaks optional, but I can't tell you how to remove masters. It's not such a fatal flaw, anyway.
  24. Can you go rooting through Scenic Carriages and see how that works? That's about the extent of my expertise ^^;
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