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Aboogie1

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Everything posted by Aboogie1

  1. I would like to use the motion controllers for crafting stuff, ya know, actually hold a mortar in one hand, put some ingrediants in with the other hand and smash with a pestle. Similar systems could be devised for smelters, forges, tanning racks, grinding wheels, armor tables etc. That kind of interactivity would be super awesome.
  2. I would like to be able to play through the game without constantly tabbing out to check guides and decide which choice I think is best. It would be super nice if right before all of the significant choices in the game, a little pop up box would show me what the irreversible consequences, missable items, etc. would be for the various morally grey choices I was about to make. I know it goes against the "Your actions have unforeseen consequences!" style of game this is, but that's just how I like to play, you know, perfectionist playthroughs.
  3. I am aware of Vorpx and will definitely buy it as soon as my vive arrives. It looks great, and is worth the money, for me anyway, because it's currently the only solution for vr skyrim, as far as I'm aware. BUT, even though it has a preset which maps buttons to the vive motion controllers, it doesn't take advantage of motion input. Is anybody up to making a mod for this? There's a mod which does exactly what I'm looking for with Minecraft, called vivecraft. "Skyvive" would be an instant download for any vr gamer.
  4. Maybe I'll just use the Alternate Ending mod and then console the mace in...pretending to have gotten it logically.
  5. A good solution for this would be to use the same trick as in Namira for Good Guys by Iceburg : http://www.nexusmods.com/skyrim/mods/24224/? Have a dialogue option with Silus to make a magical duplicate and bring your glorified scar crow along to trick Mehrunes Dagon.
  6. I know there is a mod for this that already exists: House of Horrors Alternate Ending by Kevin Kidder (http://www.nexusmods.com/skyrim/mods/21700/?) BUT... I want to have my cake and eat it too, some way to be a good guy and actually still get the relic. Maybe the rusty mace doesn't disappear when you drop it, it just stays there, unassuming and weak. Molag curses you and you can get the curse removed like normal in that mod, but no buff will be added. Instead, it is possible to take the rusty mace and when you kill someone with it the first time, Molag will see a glimmer of hope for you and tell you to keep up the good work. After you kill 100 people (plenty of bandits and necromancers in Skyrim) he will be pleased and replace the rusty mace with the true relic. That would be perfect for a good guy completionist character who still wants to collect relics.
  7. Yeah...lore wise. I'm a collector, and not really that into the lore. I just want to role play the way I want and still get everything to display in my awesome Dragonborn Museum mod.
  8. I would love this mod so much. I have the exact same gripe with forced morality or amorality in the Daedric quests. There are a few mods which attempt to make some of the more evil quests playable for good characters, but no total fixes which allow you to still get all the artefacts regardless of your moral leaning.
  9. I want to try the mod in the title, but TES5Edit says it has 9 ITM records. I've asked about it on the mod's page, and also the addon mod Death Alternative Captured's page, but no-one seems to know. Should I clean these records, or are they there on purpose?
  10. I guess it's not really script lag I was thinking about, just camera stutter caused by script lag maybe.
  11. Would it be possible to create a mod, or skse plugin, which controls the timing of whatever scripts you happen to have running? It would really reduce script lag if it could prevent too many scripts from trying to run together and overloading the papyrus engine. It could set a limit of 2 or 3 scripts to be running at a given time, or a load limit on papyrus, and try to make the others wait for their turn, spread the running of scripts out more evenly. I can see how it could break things, but it would surely help with script lag.
  12. I just started a new game and noticed after I got to Whiterun and started using the tanning rack and forge that right after I craft anything at either work station, the crafting menu closes and then usually reopens after a few seconds...sometimes not. I was in third person when this happened. I tried first person (using Immersive First Person mod) and was stuck in first person after being kicked out of the menu. I then saved my game inside the nearby shop and quit, but the save won't load without CTDing immediately. Interestingly a save I made a few minutes prior outside (after encountering the problem) loads fine and I'm able to continue playing. The menus don't kick me out until I craft something. I was wondering if this could have anything to do with having WAY TOO MANY entries in the crafting menus. I have many weapon and armor mods so there are hundreds of recipes in my crafting menus. I've googled this issue but only found people being randomly kicked out of crafting menus. Mine isn't random. It happens after crafting something...and then reopens sometimes.
  13. A way to see the armor or weapons you are modifying values for, just like the already existing visual perk tree modifier. I was trying to modify damage values for a sword mod I like but couldn't remember what they looked like. If I could see everything this would be much easier. That sword is huge...increase damage, that armor is actually just a dress...change crafting station etc.
  14. I really like the Trophy Hall from the Jaggarsfeld home mod, and I want to attack that cell to the home in the Deus Mons home mod. How do I go about doing that? How do I copy a cell from one esp and put it into another? I'd rather not leave Jaggarsfeld as a master of DeusMons because the trophy hall cell is the only thing I want from Jaggarsfeld and I don't want the game to load it's esp. Can I copy the cell into DeusMons in TES5Edit and then use the creation kit to attach a door where I want it? I know I will also have to have all the assets that cell uses loaded too, just not the jaggarsfeld esp. Is there more to it than that?
  15. Thanks for the recommendations guys. This is the build I went with: Mobo: Asus z97-A CPU: i5 4670k GPU: Sapphire Vapor-X r9-290 Tri-X OC (4GB) Ram: 2 x4GB Crucial 1866 SSD: Kingston 240GB (for OS and games) HDD: 1TB for storage PSU: 850W (good brand...can't remember off the top of my head) Case: Cooler Mater HAF 912 Monitor: 24" Phillips (don't remember model...it's pretty though :) I'm quite satisfied with this build. I'm using Mod Combiner with 2k everything and RealVision ENB (light version) and get 60fps in most places. I used Ultra settings except only High Shadows and I use Grass on Steroids to still have nice wild looking grass even with very low density settings like 75. Those two tweaks help immensely and allow me to carry on with 60fps in most places.
  16. Another question: Which GPU brands tend to have the best ongoing support and updates. I'm not sure if this is important for Skyrim, but I know some other games have issues with certain GPUs which need updates to sort them out. So which GPU brands;Gforce, Radeon etc; are know for good continual support?
  17. My laptop has a quad-core i7 and it has never shown a usage over 20% while playing Skyrim. Is that simply because Skyrim isn't utilizing more than one thread or because it honestly doesn't need more than 20% of my processor? Do multiple cores have any advantage with Skyrim? I don't know much about RAM clock speed. Is there any noticeable advantage to speeds over 1600? Is that at 1920p? OK, so my biggest cost is going to be the gpu, and I need to get one with 3gb or more and at least 512bit. Got it :)
  18. I was hoping to keep the cost under $800 for the whole pc. I would spend a bit more to get the performance I want if I have to though. I guess I should also specify the performance I'm aiming for. I want to play a moderately modded Skyrim with High/Ultra settings and ENB at 1920x1080 and not drop below 60fps in any reasonable situations. I'd also like to be able to keep that performance level for the Oculus Rift whenever that comes out. I'm not sure about how the system demands might change for it though. Is it possible to meet those performance expectations for anywhere near $800? If not I guess I could settle for 1080p.
  19. I play Skyrim on a laptop, but want to upgrade. I'm looking to build my own gaming pc. I was checking gpu comparisons online and was overwhelmed by the options. Any recommended hardware (gpu, processor, SSD, Ram) which is a particularly good match for Skyrim? My budget is fairly loose, but I probably won't get the absolute top of the line. Any recommendations appreciated.
  20. As the title suggests, I'd like to know how to remove leveled lists from ESPs using TES5Edit. I can open the esp in TES5Edit and I know that the leveled lists are in the Leveled Item's tab. But I only want to remove the lvled lists which distribute the mod's items out into the world, but not the other forms which are matching sets or quest rewards or whatnot. Is there any way to tell which forms are the leveled lists I'm looking for, so I can only remove those?
  21. I unpacked all the Vanilla BSAs, but have some lingering questions. 1) Can I delete the now unneeded BSAs from my data folder? 2) Can I also unpack the Update and official DLC BSAs? 3) Are there any Skyrim or CK ini tweaks needed? Because I know that if I want the CK to load DLC BSAs I would have to add something to its ini. If I unpack DLC BSAs, are there any ini edits needed? 4) Is it ok to let unpacked files overwrite each other? A few unpacked files from different vanilla BSAs had the same names and wanted to overwrite each other. Also, three (something about English language) where already in the vanilla loose files data folder, but with all caps in the file name. I just left the originals and didn't let the three files with the same (small caps) names from the BSA overwrite them. 5) Will this unpacking cause problems with BSAs from mods? Will they not be able to overwrite the now loose vanilla files? I use MO so I can unpack them easily if there are problems, but I'll have to go through quite a few.
  22. Thanks for converting Strotis's spinning wheel for Skyrim and uploading it as a resource Tamira. I'm basically trying to do the same kind of things Bergzore is. I haven't figured out Nifskope yet so my spinning wheel furniture has no animation as of yet, but I have figured of some of the keywords in the CK. The "isTanning" keyword is responsible for the tanning rack animation. The "CraftingTanningRack" keyword is responsible for linking the furniture to all the craftible items with that keyword. So if you want only certain items to be craftible at your new furniture, don't use that keyword, but a new custom one instead.
  23. I'm using various weapons from different mods in my own compilation mod so I already have the models and textures. Everything (models, textures and esp) is installed where it should go and I've added all the weapons in the CK, but can't figure out how to attach the textures. I see where you can add textures to the weapon model, but none of the custom textures are in the drop down list. Some of the weapon models already have textures in their list, but when I look at them in-game they have no textures. Is there a simple solution, or a good tutorial somewhere for how to do this?
  24. Thanks for the help. I'm eventually going to try to recover the source files for SPODUM and make a patch for the custom race I use.
  25. Thanks for the clarification CraftySentinel. So the only route for decompiling is the (Champollion a PEX to Papyrus decompiler)? http://skyrim.nexusmods.com/mods/35307/
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