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JohnnyG118

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  1. Hello everyone. I have a fairly simple concept for a mod, but I'm no modder. I've tried before and it's never worked out the way I hoped, so I figure I'll put my idea out there and maybe someone else wants to take it on. I like running wilderness-based characters - hunters, druids etc. And I love cooking and alchemy. But as far as I know there are no mods that let you grow food and ingredients without purchase and/or construction of an (often complex) home. What I envision is a "wild garden" - a set of hearthfire style garden plots, but at a wilderness location(s). Somewhere that my wood elf hunter or nord druid could grow food and ingredients without having to purchase or construct an estate that's not in keeping with the character. If anyone is up for this I'd appreciate it. I don't think it'd be very complex, but I can't even get the CK running properly so I can't do it myself. I hope someone is interested. Thanks!
  2. I'll open this by saying that I have no skill for coding or any sort of script based mod, so what I'm suggesting may be impossible. I still think it's a good idea, and one I haven't seen done before. Or maybe I just don't know what to search for. Many RPGs have inventory systems that include a "Junk" tab. You can assign any item, weapon, armor, potion, whatever to "Junk", which makes it easier to organize your inventory and separate out the items you intend to sell. Skyrim does not have this and to this point I have never seen a mod that adds this functionality. I don't know about the rest of you but my characters tend to carry a LOT of stuff around after 300+ hours, and having to sift through it all looking for the loot I want to sell can be tiresome. If I could assign it to a junk tab as I go, or better yet straight to a junk tab from the body/container I'm looting it from, it would save a lot of time.
  3. I realize it's like a year later but I have encountered this bug and figured out a workaround. I'm still not sure what triggers it, but essentially what is happening is the game is misreading normal "clean" water as apocrypha poison water. Before stepping into the water open the console and type 'help apocryphawater'. You will see a variable that says DLC2IsInApocryphaWater = 0. Now step into the water; the green effect will trigger and you'll hear the hiss. Reopen the console and type 'help apocryphawater' and you will see that the variable is now = 1. Thus the game mistakenly believes you are in apocrypha poison water. Now for the workaround. Read one of your black books to travel to apocrypha. Find some water (preferably someplace easy to get out - use TCL to "fly" out if necessary). Jump in the water and get yourself out. Now re-read your blackbook to escape back to Solstheim/Skyrim. Jumping in actual poison water seems to reset whatever flawed trigger this is, and now you can enter and exit clean water as normal. Hope that was clear, and hope it helps.
  4. Yes I know, which is why I said I wanted to "swap out" for some new mods. Also, I disable mods mid game all the time without any difficulty. That's part of the whole "no mod manager" thing (again, long story) and how I have Skyrim imaged on my HD. But I've never tried what I'm talking about with a large DLC master file so maybe I ought to just leave it alone.
  5. So I have Skyrim with Dragonborn and Dawnguard, but I never bothered with Hearthfire because I'd had it on 360 and saw what it had to offer. I had figured when I got Skyrim on PC that there would be way cooler modded player homes anyways. That was two years ago. Fast forward to now; I have a full count of 255 mods, but there are new mods I want to swap out for that require Hearthfire. I'm not sure what dependencies, if any, the mods I already use have on the vanilla game and the two DLCs I already have. My fear is that if I DL Hearthfire I will disrupt these dependencies and make the game un-runnable, and with a full mod count and no mod manager (don't ask, long story) I don't want to take the risk. So two questions: 1) Can ADDING to the game with an Official DLC (Hearthfire) cause pre-existing game scripts from the vanilla game to be overwritten (by Heathfire), thus destabilizing other mods that are dependent on said scripts? 2) Can Hearthfire be disabled as easily as any other mod (by simply unchecking the .ESM in the launcher), in case it DOES cause problems and I want to turn it off? Thanks... and hopefully that all made sense.
  6. This is a bit tricky to describe which is probably why I'm struggling with search terms. What I'm looking for is a mod that has "shields" that look like weapons. Essentially, I want a "dagger" I can equip in my left hand that's actually just a shield, and can only block but not attack. Hopefully that makes sense. My Rogue shouldn't be carrying a big shield around, and while I do have a dual-wield block mod, the block just isn't satisfying and I can't bash properly with it. Anyone know of a mod that includes something like this?
  7. ...*facepalm* 1800+ hours of Skyrim on PC, more mods than I care to remember, and I never thought of using quotes. Thank you. You have simultaneously made me feel superlative and moronic.
  8. This is perhaps a stupid question but I haven't been able to resolve it with Google, possibly because I'm not sure exactly how to phrase what I'm asking. I'll give it a go here. I play with a lot of mods, so I use the "Help" command in the console a lot. If I need to quickly add some Firewood or something I simply type "Help Firewood" and get a reasonably short list of entries, find the item code I'm searching for and go from there. This gets a lot more difficult however if I need to search for a term that is common in the game code, like "Daedric". Let's say I want to get the item entry for a "Daedric Battleaxe of Soul Snare" or something; simply typing "Help Daedric" gives me a massive list, often larger than the confines of what the scrollable console will even register. But as soon as I type "Help Daedric Battleaxe", the console doesn't understand because it's two words. So here's my question - is there a way to get the Help command to work for something that is more than one word? I've tried basic stuff like "Help Daedric_Battleaxe" and "Help Daedric.Battleaxe", but that doesn't seem to work.
  9. I've been playing Skyrim quite a bit, but only recently decided to start a new character using some realism immersion mods. Specifically, I'm using the newest versions of Frostfall and iNeed, as well as the newest version of MCM and iHud. Both mods are working fine, but neither one is able to properly display widgets for me. I'm stuck relying on the text-based notifications. I've tried using the MCM menus to configure both mods (as well as iHud, and MCM), but I just can't get these widgets to appear. I won't bother to list my mods because I'm always using 255, and often changing. I realize this makes any chance of helping very slim. My question is whether or not there is an obvious solution to my problem, or any specific mod that's known to conflict with widgets. Again, not expecting much but any info would be greatly appreciated.
  10. Well that's not really the issue. I don't care if the mods exist or not, I'm just shocked that THESE are the popular mods of the day. More worthwhile efforts are getting buried beneath random, easy statue nipples.
  11. I tend to monitor the top files / hot files pretty closely for whatever is new and exciting, and the last few weeks it has been nothing but high rez nude replacers for literally every statue in the game. Is there some collective joke I'm not in on, or are people actually that excited about these mods?
  12. To be honest I am SHOCKED that, 30 months after release, there is still no comprehensive Skyrim mod for thong-style panties. Sure, there are panty mods out there but they are almost never thongs, or G-strings, or micro-thongs. You occasionally find gems tucked away in other mashup mods, but nothing comprehensive. And considering that the meshes are so simple, I'm surprised nobody has gone for it yet. So I humbly propose to the modding community that someone uptake this challenge, and create a set (even if it's just simple retextures) of some goddamned panties that show off the goddamned ass-cheeks for the goddamned UNP body. Good day sirs.
  13. I was able to move the stockings to Amulet successfully, but not to Left Ring or Right Ring. I suppose that will do for the time being; as far as I can tell though there was no reason why they couldn't have received ring slots.
  14. Actually no, I am not using any such mod. I am confused about this whole issue because (in the example I provided with the stockings), they are currently assigned to the tail slot. They are not considered lower legs (where greaves or pants normally would be), and I theoretically COULD equip both the stockings and a set of armored greaves or something. It would clip and not look correct, but it would function. There is no reason that I can think of why changing the usage slot from Tail to Amulet would have this sort of bizarre effect. With some sets of stockings there is no visual change - the item equips (I can see the armor boost and any associated enchantment effect), but I still see bare legs, or pants, or whatever else. The stockings just aren't there. Or sometimes when I equip them they -do- appear, but they're all dark and messed up, with in-game lighting not falling on them properly.
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