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smjn

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Everything posted by smjn

  1. I've noticed that whenever I am wearing forsworn boots my right foot/toes doesn't show up where it should. Is there anyway to fix this? I've also noticed this in other people's youtube/pictures. Here's an example of mine, look at the right foot. http://i.imgur.com/AoShBcw.jpg
  2. People like Marcurio (hirelings) won't give me an option to turn them into a personal steward yet on UESP it says otherwise. Whenever I bring the hirelings to my property both on it and inside they don't have the steward option available. Has anyone else fare better?
  3. To my knowledge this hidden skill hasn't been posted anywhere on the internet so this place seems as good as any. Are you tired watching the feeding animations over and over again? Well ladies and gentlemen, I present to you the beastform's hidden skill: Second Wind (but really you can call it what ever you like.) What you do is simple, just activate your howl while feeding on a corpse-- that's it. This does two things, firstly it removes the feeding animation allowing you to move immediately after toggling the feed option, I'll leave it up to you to decide just how overly powered this hidden skill is. With that said, help spread the word :smile:
  4. http://imgur.com/a/zSsYW#0 Look through the album, would love to upload a video but with my internet it'll take me a few days to encode and upload onto YT. Was doing Muvunskar when this happened. I waited the usual 2-3 hours in order to morph out of WW and ended up having some... leftover (?) I can go up to npc all regular like and they would react as if I'm not a werewolf though. Pretty funny when the npc reply with I find that wolfish grin unsettling though. Anyhow what do you guys think? Any possible way to fix this?
  5. Side Quest first, Main Quest second, Civil War last (or never). Do the main quest up to Bleak Falls Barrow after speaking with Faringar. This will allow the village of Riverwood to have its own guardsmen and not far into the story to start spawning dragons everywhere allowing you go about your exploring and questing in relative peace. Also doing side quest first will open up a multitude of dialogue options for the main quest.
  6. Recently found out that whenever aggressive npc or things start shouting anything along the lines of " ENOUGH I SUBMIT " ! or anything like a surrender and you attack them it will tally against your assault counter. It doesn't matter if the aggressive npc just moments prior was shouting I will mount your head on my wall with obvious intent to kill or was blasting 50 dmg fireballs at your face or if you give them a moments respite only to have them come back up and assaulting you again... if you attack them it'll tally against your assault counter (retarded for sure). Something interesting to look forward to whenever you feel like playing the lawful build. AFAIK there isn't a mod out there that would remove this obvious flaw, but here to hoping.
  7. I recently found out that whenever any aggressive npc or thing goes down on their knees and scream out anything along the lines of " ENOUGH I SUBMIT "! and you kill them after that it tallies against your assault counter (which I find really stupid-- those bandits were the one attacking me why the hell is it an assault to end their pitiful lives?) So I was wondering if there is anyway to remove this ridiculousness through the miracles of the modding community. I'm pretty sure a lot of other people would appreciate such mods (for those lawful playthroughs and what not).
  8. Be triply weary of traps in Dwemer ruins one misstep can spell certain death to you (spinning blades traps). Be extremely cautious of inconspicuous rooms, doors, items just lying around-- it's most likely trapped to kill.
  9. Nothing :( seems I'll just have to avoid falkreath or just make a new game -- seems counter intuitive but... yeah thanks for the help though.
  10. Recently encountered this strange bug where when I enter the Jarl's Longhouse in Falkreath everyone seem to turn aggressive, which then spreads to the entire Falkreath area. I don't know what is causing and my papyrus script isn't showing anything strange. Any idea on how to rectify this? My character is currently level 11 received the letter from the Jarl about being his thane and what not, made a save inside the inn at Deadman's Drink after vampires attacked.
  11. Ehh, its the most frequented forums, other forums wouldn't get as much exposure. As for not including a poll-- a poll is nice but I would rather see the reasoning for behind people's opinions. At the end of their individual games we have: Eternal Champion being made a close confidant of Uriel Septim, the agent simultaneously split into 6 individuals fulfilling 6 different fates at the same time (so he got the short end of the stick), Nerevarine has been made an immortal (due to the corpus) wandering the Akavari continent, H of K has been made an daedric deity of madness, and TLD basically became the Megaman of dragons. Oh yeah, I forgot to add the newest addition to the prisoner heroes: the Soulless ones who supposedly freed Tamriel from Molag Bal (a partial clone of H of K).
  12. If we had to compare the heroes from Elderscroll 1 through 5, which would be deemed the greatest -- Eternal Champion, Uriel Septim's Agent, Nerevarine, Hero of Kvatch, or the Last Dragonborn? To me it would probably be the Hero of Kvatch (Elderscroll 4) being effectively crowned and given the powers of a god seems to be the greatest honor to be bestowed with.
  13. http://www.youtube.com/watch?v=PwQPsHZjRRc For the record, I have recently installed all the official DLC and started a new game (as to avoid any possible glitches) and recently encountered this problem that didn't occur while playing the vanilla Skyrim. Problem occurs in the Bloated Man Grotto where you encounter Sinding as a werewolf. Beside his general dialogue lines, his generic lines such as: I've never thought I would see you again, etc. are mete out with static noise exactly like the video posted above. I was wondering if there was anyway to address this problem. As per usual, thanks in advance. Mods I use and load order (does not include my merged and bash patch, which I have omitted from my export load list):
  14. A bit confused about how this perk works.. Assume PC is equipped with Predator's Grace, Savior's Hide, Dragonscale Gauntlets, and Morokei Mask would Deft Movement perk work? Or Deft Movement only work if it's worn with a matching set of armor like "Leather" set, "Fur" set, "Dragon Bone" set, etc.
  15. Alright I'll give that a look then. Awesome, thanks for notifying me of this-- issue has been resolved. Kudos. Edit: Would give kudos if the site would stop 502'ing. :/
  16. Bump-- still getting this message-- to my knowledge I have updated every single mod files I use.
  17. This message just occurred today as of this posting. I'm having trouble trying to find out just what "New version available for download" is referring to. I have tried NMM's Checks for new mod updates button but that doesn't seem to find anything that needs updating, so I'm confused as to what to do. Any help would be appreciated. http://i.imgur.com/Ekmp4I1.jpg I use ENB RealVision Option 2 along with these mods. I have updated my ENB file to the latest (Sept 14, 2013 update)
  18. Have you tried using TES5Edit and cleaning ITM and UDR and making a TES5MergePatch? If not, I would highly suggest you do. Here's a crash course video to TES5Edit courtesy of Gopher. Also, if you are using any model/skeleton replacers you make sure everything is installed in proper order and that you use FNIS afterwards.
  19. Think I may have figured out my problem, there is only one standard as far as skeletons are concerned; I thought the multitude of options could be used for various forms of draw animation unfortunately that is not so. So what is the best options to take in regards to immersive play if you use all weapons? Just main module and sneak?
  20. ??? What are you referring to? -- the first video I posted isn't from me, it's the guide I was referring to. The second video I posted is from me.
  21. Alright, I just got a video example of what I mean:
  22. My problem is, the 1H unsheathing animation isn't coming from the hips (default) when viewed in 3rd person even when I use (to my knowledge) the proper corresponding files.
  23. Think I may have figured out my problem, there is only one standard as far as skeletons are concerned; I thought the multitude of options could be used for various forms of draw animation unfortunately that is not so. So what is the best options to take in regards to immersive play if you use all weapons? Just main module and sneak? Many thanks in advance. This is my problem: Here's my load order: I'm using the XPMS + Dual Sheathe Redux + Immersive Animation mods and whenever I or an npc goes to draw their 1H weapons, they would reach from their backs and pull out their weapon. Problem is, their sword sheathe(s) are at their hips, yet everyone keeps pulling out their weapons out of their spines when viewed in 3rd person, and when viewed in 1st person everyone I see still pulls out their weapons out of their spine yet when I draw my weapon, it comes out normally at the hip. I installed XPMS (Swords hips, Dagger at back) and related mods first, followed by DSR (then using SkyDoc installed it), lastly followed by IA (Main Module, Sneaking, Sword and Shield Wield, Dual Sword Wield - Sword on Hip, Dual Axe Wield, Dual Dagger Wield, Dual Mace Wield, Rogue Stab, Female Walk Fix, Leap Cross Slash) I even followed this guide and it still doesn't address the problem. THIS ISN'T MY VIDEO/DESKTOP! -- THIS IS THE GUIDE I WAS REFERRING TO.
  24. By doing some testing I found out there's (to my knowledge) two types of lighting used in the game. Meaning this is not the fault of ENB rather it's the fault of the game itself. I don't know the correct term but let's assume the two are called Exterior Lighting and Ambient Lighting. So my question is now: is there a mod out there possible to manipulate the Ambient Lighting to behave similar to Exterior Lighting? Exterior Lighting when cast upon an object will have the object cast shadows. Example below: notice I'm underneath a cracked opening in the dungeon-- my character is casting a shadow. This is an example of Exterior Lighting. http://i.imgur.com/nZ01obg.jpg Ambient Lighting when cast upon an object will not have the object cast shadows. Example below: in the same room as the example above, notice I'm beside a fire pit-- my character is not casting a shadow. This is an example of Ambient Lighting. http://i.imgur.com/XujPgph.jpg
  25. ----Update-------------------------------------------------- By doing some testing I found out there's (to my knowledge) two types of lighting used in the game. Meaning this is not the fault of ENB rather it's the fault of the game itself. I don't know the correct term but let's assume the two are called Exterior Lighting and Ambient Lighting. So my question is now: is there a mod out there possible to manipulate the Ambient Lighting to behave similar to Exterior Lighting? Exterior Lighting when cast upon an object will have the object cast shadows. Example below: notice I'm underneath a cracked opening in the dungeon-- my character is casting a shadow. This is an example of Exterior Lighting. http://i.imgur.com/nZ01obg.jpg Ambient Lighting when cast upon an object will not have the object cast shadows. Example below: in the same room as the example above, notice I'm beside a fire pit-- my character is not casting a shadow. This is an example of Ambient Lighting. http://i.imgur.com/XujPgph.jpg --------------------------------------------------------------- If you are helping out, thanks in advance :smile: Issue: While using ENB, I noticed that shadows casted from objects, npcs, or myself does not to appear. I also noticed that when I am standing near overhead fixtures, sometimes (rarely) do shadows appear then promptly fading away (I've only noticed this happening in fights.) http://i.imgur.com/HA7ybMg.jpg This is my load order/mods I use: Here's my SkyrimPrefs.ini: Here's my Skyrim.ini: Here's my Enblocal.ini:
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