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ultramarinefox

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Everything posted by ultramarinefox

  1. Thank you HadToRegister, I turned off my antivirus and have Vortex back. *breathes a sigh of relief*
  2. I have run into an issue with installing Vortex. Originally, I was running the previous version and on closedown decided to update to the latest version, whatever it did to install the latest version corrupted the version I was using because I received an error message stating: Error opening file for writing: C:\Program Files\Black Tree Gaming Ltd\Vortex\Uninstall Vortex.exe Click Abort to stop the installation, Retry to try again, or Ignore to skip this file. Clicking Abort keeps the files in the folder that are already there but freezes the installation which I have to manually end. Clicking Retry simply brings the same error message back up again. So I have no choice but to proceed without the Uninstall file. The Uninstall Vortex file is there in the folder, however, I am dubious it will actually do its job now. Then I get another error message: C:\ProgramData\Microsoft\Windows\Start Menu\Programs\BlackTree Gaming Ltd\Vortex.lnk This file does not have an app associated with it for performing this action. Please install an app or, if one is already installed, create an association in the Default Apps Settings page. Going to the program files I can find no icon for Vortex, nor will Vortex open if I double-click the EXE file to open it. I really need help as I am just totally lost.
  3. One of the things I like to do is open the console when I start playing Skyrim SE, however, in the last couple of days I have been unable to get any response from my keyboard and mouse. Can anyone suggest where to look to fix this? Thanks
  4. Ooh, I look forward to checking it out, have downloaded TES5Edit this evening and will explore it. On another branch topic, I discovered how to get the actors to activate again. My PC was wearing the DB Shrouded Armour, and it was affected by a textured armour replacer (Masters of Death); when I took it off and wore my Nightingale Armour I was able to activate Muiri! Further, not only shall I verify the integrity of my game cache but also use TES5Edit to clean out the right mods and the DLCs.
  5. Hello mr, I would like to thank you for your valuable assistance. I will locate and download TESVEdit and do the ITM checks etc. The first thing I tried was to do a clean save, but I ran into a snag. I have no Papyrus logs in my "My Docs/My Games/Skyrim" folder, even though I have the requisite text in the Skyrim.ini file. It is baffling. So in CrushBoss's guide to a clean save I am stuck at no.9 :(
  6. Lots of mods running. Here is the full list:- A Matter of Time A Quality World Map and Solstheim Map - With Roads Acquisitive Soul Gems - Dawnguard Alternate Start - Live Another Life Amazing Follower Tweaks aMidianBorn Book of Silence Animated Prostitution Apachii Sky Hair Ars Metallica Atlas Map Markers Barenziah's Glory Better Fast Travel Better Hearthfire Pets Better Males Better Stealth AI for Followers Blackreach Railroad Blood Barrels Dispense Blood Book Covers Skyrim Brawl Bugs Patch Breezehome Fully Upgradeable BVFE - Serana and Family Convenient Horses Convenient Horses - Faster Sprint Cutting Room Floor Derkeethus Improved Dovahkiin Relaxes Too Dragon Animation Replace DragonFire - Tactically Enhanced Breath Shouts Expanded Winterhold Destruction Ruins Extended UI EZ2C Dialogue Menu Faster Transform To Werewolf and Vampire Lord FCO - Follower Commentary Overhaul Follower Trap Safety Glass UI Glowing Ore Veins 300 Guard Dialogue Overhaul Harvest Overhaul Heart of the Beast Hearthfire - Buy Ingots From Stewards Hearthfire - Roadside Shrine Hearthfire Attacks Disabled Hearthfire Cheat Chests Hearthfire Coffin Cubby Hearthfire Display Case Fix Immersive Armors Immersive HUD - iHUD Immersive Player Dialogue Improved Closefaced Helmets Inigo Interesting NPCs Jaxonz Utilities JContainers Ken MOD Lockpick Pro Legendary Cities TES Arena Skyrim Frontier Fortress Lore-Based Loading Screens Masters of Death - Rise of the Brotherhood MoreHUD Move It Dammit for NPC Companions and Followers Multiple Floors Sandboxing My Home Is Your Home Player Headtracking Predator Vision Ren's HD Shrines Skyrim Interface Makeover SkyComplete Skyrim Community Uncapper Skyrim Wayshrines - Immersive Fast Travel SkyUI SkyUI-Away Sneak Tools Some Privacy Please SOS Stable uGrids to Load The Bosmeric Drunken Huntsman The Dance of Death TTYM - Think To Yourself Messages Unofficial Patches for Skyrim, DLCs and High res Unread Books Glow Winter Is Coming I use LOOT for the load order and NMM as my mod manager.
  7. As you can imagine it is very frustrating that I cannot continue playing because of this issue. I have ensured that the crosshair is permanently on (Immersive HUD) and yet the NPCs have no names or activators. Have run out of ideas.
  8. I am currently doing the Dark Brotherhood questline and got to "Mourning Never Comes" quest. Thanks to the previous posters on the bug discussion, I will be resurrecting Alain Dufont before I start. However, there is an issue I wanted to bring to the table, I am no longer able to "activate" Muiri to initiate a conversation. Is there any reason why this is happening? I note that I cannot activate Bothela, the owner of The Hags Cure either.
  9. May the Hist guide you...
  10. It sounds like I am going to have to delete the save games because those followers (all but one vanilla NPCs) are now broke. I am tired and will just have to start a new character. I will get to level 81 eventually, only taken me several attempts!!
  11. When I talk to my pseudo-followers, they remain in place where they sandbox. The dialogue options remain unchanged all the time, no matter what option I select, for example, the part ways option still gives the "your follower leaves your service" response, but the NPC does nothing but remain in place. When you open the dialogue options again they are exactly the same as though they were never dismissed. The latest things I have tried, include completely uninstalling UFO using Tina the firefly, saving game, come out uninstall the mod, load AFT, select the NPC with the Make Follower spell and I get dialogue boxes telling me this NPC is a follower using the standard protocols, and that they are Essential. I thought I was getting somewhere until another box opens to say now you can make them an AFT follower by selecting the dialogue option. So I open the dialogue options and guess what? *slumps*
  12. Hiya, I wasn't aware of that! I recently uninstalled UFO, opened game, saved, reinstalled UFO, opened game, saved, opened game and all the followers still have the dialogue options to command them as though they are following you, but the game states that playerfollower count is zero and selecting the "part ways" option does not make them quit following. So, if I were to click resurrect on that follower, would it remove all the follower options and reset them so I can make them my follower again later?
  13. I have tried resetai to no effect. Resurrect only works on the dead. Any further (constructive!) suggestions would be most welcome.
  14. I am experiencing a serious problem with UFO, initially it vanished from my Mod Configuration menu, so I went to an earlier save and discovered the only sub menu were the General Settings, the individual menus for the followers has vanished. So all the followers have returned to their sandbox positions and and are stuck in a loop of already following but won't move. I would hate to have to go back even further to undo all the work I had done in the Thieves Guild questline, but is there any way to use the console to reset each follower?
  15. The first thing I noticed about the new update was the "forced" nature of the update, which now I have read bben46's changes comment I can understand and fully appreciate. Took me a while to work out why there was a buddy icon in the bottom right but that's OK by me. I also finally worked out how to get the latest updates check, but the "green arrow to the left of the Mods tab" had me looking on the tab wondering...sound as I read it was curved - as in circular - I got it straight away! Now, one gripe I have I am hoping you can help me with. The size of the columns in the Mods tab is driving me nuts. They have expanded beyond the window to such an extent I cannot read all the information without scrolling for miles to the right. I am so frustrated I cannot get the columns together and stay small, because as soon as I click on one of the mods, the right hand window appears and all the columns spread out again. How can I deal with this please? Yours hopefully...
  16. After having read about the excellent Disbanding the Thieves Guild and Destroy the Thieves Guild mods by bruce142, it occurred to me that the potential exists to go the other way and legitimise the Guild in the same way that the Guild of Thieves, Cutpurses and Allied Trades is in the Discworld series of books by Terry Pratchett. Once you have completed the Thieves Guild questline and become the Guild Master, you are awarded the "Amulet of Articulation" which would be to your advantage when approaching the Jarl of Riften with this idea. If the Jarl is Maven Black-Briar she would be more interested in the idea than Laila would, so there would logically be different reactions to contend with. To be more illustrative, for the sake of clarity, and those reading this who have never read Discworld, here is some detail that would help give a fuller picture. The Thieves' Guild was established early in Lord Havelock Vetinari's rule of Ankh-Morpork. Lord Vetinari realised that what people crave is stability, and that, while it is impossible to stamp out crime altogether, it is possible to regulate it. The major gang leaders of the city were therefore called to the Patrician's Palace, where they agreed to be held responsible for ensuring a socially acceptable number of thefts. While they may have been insincere in this promise, they soon found the Patrician knew too much about them for reneging to be safe. The Thieves' Guild moved into the long-vacated Ankh-Morpork Courthouse, and, due to their new obligation to prevent unauthorised theft, quickly became the major law-enforcement body of the city, causing the Ankh-Morpork City Watch to slide even further into the pit of depression they would remain in until Carrot Ironfoundersson's arrival. In the year of the Engaging Sloth, the Guild had a General Strike, and the amount of crime doubled. One of Carrot's first acts as a watchman was arresting the head of the Thieves' Guild for being a thief. The man was outraged at being treated as a common criminal, and was quickly released by the Patrician. While initially the main money-making venture of Thieves' Guild members remained theft, albeit under strict guidelines and leaving a receipt, more recent books show a system of "insurance", whereby people may pay a fee directly to the Guild and therefore become immune to robbery for a specified period. Unlicensed theft remains illegal, under both city and Guild law. Perpetrators consider themselves lucky if the revitalised Watch catches them, or they would usually suffer from the cruel punishment dealt out by the guild. Code of Conduct While not as formalised as the Assassins' Guild Code of Conduct, Guild thieves are expected to work to certain standards. The main one is not to cause undue distress; a Guild burglar ransacking a house will be careful to place everything (apart from what he takes) back where he found it. Another rule is that a Guild member must look and sound the part. Guild thieves must wear appropriate clothing and speak in thieves' cant, or at least rhyming slang. Members are required to carry their membership cards during all official activities (i.e. crimes). So, what do you think, would it be a good mod to play through?
  17. Just dreamed of getting all the Housecarls and Stewards in one place for a social gathering and to give them all dragonbone armour!
    1. wolfsangeleyes

      wolfsangeleyes

      And don't forget the sweetrolls. They all deserve a sweetroll, don't you think? (sorry, couldn't resist)
  18. I have played a Nord or an Imperial the most, I have an Argonian female called Lifts-Her-Tail because the Lusty Argonian Maid makes me laugh, and I have just begun an Orc and an Altmer. Is it just me or do you get the same responses from NPCs when you are an Altmer in Skyrim? Aren't they supposed to be so hating they'll be really nasty towards you? *scratches head*
  19. I am very pleased this thread exists because I never considered the pros and cons with each of them before. One factor that must also play a part as to which one you choose to follow is what race your character is and his own allegiances. My current character is a Nord who believes the same way Ulfric does, so he chooses to go with Ralof because a) as another poster pointed out, my PC shared a cell and a cart-ride with him and so developed a great rapport, b) because they both knew they were going to their deaths - let's face it, as soon as you are captured it was going to be an execution for everyone and finally c) based upon these two points, my character bonded very strongly with Ralof, so after escaping together and making it out alive, making Ralof a follower and fighting together, my modded marriageable Ralof is going to be my spouse. I think when I develop a new character I will explore the potential of Hadvar.
  20. Two out of the three provinces mentioned above would be perfect, in my opinion. Based upon the events in the previous instalment, it is most likely that a new war with the Thalmor/Aldmeri Dominion is on the cards, so The Elder Scrolls Part VI: Alinor is the best likely continuance of the saga. The potential of the Summerset Isles is great, with as another poster suggests, ship-based gameplay, because that is the perfect introduction of the Maomer, having them in the game creating some hazards and some excellent story-telling. Plus of course, the time is right/ripe to explore the Psijic Order and the Island of Artaem. The Psijic Order has a schism worth exploring (remember the Psijic Monks who assisted the Dovahkiin during the College of Winterhold questline). Very similar in my mind to the story of the Time Lords on Gallifrey, while they have their directive of non-interference, some rogues have left the cloisters to make changes - for good or for ill; thus introducing a rogue Psijic monk causing chaos in the archipelago, which could potentially affect the entire continent of Tamriel or even all of Mundus! We all know - those of us who know Skyrim inside out - that the Altmer have different factions and so not every Altmer is a Thalmor. Thus it must be difficult for non-Thalmor to interact with the world at large without people automatically thinking they were the enemy. So exploring the different factions that must still exist in smaller number would be most interesting. As the previous poster also highlighted, the Altmer are very well attuned to magic and thus their abilities must extend beyond the limits of the current magic system. For example, out-of-body experiences, transcendence, soul transference from one vessel or body to another; these were touched upon in the Dragonborn DLC as it is clear that the player's soul transports to Apochrypha not their physical selves. What if the Altmer could do this at will? I hesitate to mention the daedra at this point, after all, we have experienced some of their handiwork, which daedra would have a part in this new storyline? Finally, the player would have to interact with the Imperial forces and the Dominion's forces, so what part would the PC play? -oOo- Additionally, the second province I would love to see explored, if the Alinor setting was not realised, would be Elsweyr. I love the Khajiit characters and it would be magic to see the most diverse of the provinces in terms of climates. We could explore so much in that setting especially how their society works. Different species of Khajiit is the most obvious to explore, so would that in turn create a race-based caste system? Ultimately, with the advent of bigger, better, faster computers and gaming platforms, I can't wait to see what they come up with!
  21. I did not recall that detail about Forelhost, so I went back to UESP and have just re-read about this ancient tomb; what a fascinating amount of detail in Skorm Snow-Strider's Journal. I must concur with FinnWolfshorn and say I think this is one of the best ancient Nord barrows.
  22. I sincerely hope it is being updated, because that is a bloody good mod, one of very very few mods to upgrade male characters (both PC and NPC).
  23. To be fair, whether Silus was a nice or nasty character was immaterial, I needed Mehrune's Razor to gain the full collection of Daedric artefacts and gain the associated achievement. However, if the achievement was not an issue, I would still have killed him because he felt he needed to be open about his family's involvement in the Mythic Dawn, the Oblivion Crisis and the assassination of a just and kind Emperor! He was a fool and I felt no sympathy.
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