Jump to content

Arimikami

Members
  • Posts

    85
  • Joined

  • Last visited

Everything posted by Arimikami

  1. I haven't changed my point or forgotten anything. In the OP, it's said that if Argonians and Khajiit came into existence through evolution that they shouldn't look like they do. I pointed out that they were brought about through supernatural means and that evolution has no real part in it. You then said that anyplace where there is biological reproduction and selection pressures there is evolution. My counter argument to this is that real world eugenics practiced on humans resulted in differences so slight that it would not even be noticed by someone that wasn't already aware of it and knew what to look for unless it was pointed out to them by someone that is already aware and knows what to look for. You then said that millions of years vs. a few generations is a rounding error. That is a flawed argument due to the simple fact that there is nothing that suggests that Nirn has existed for millions of years. For anything I've said to be in error you would have to prove that Nirn has existed for millions of years or, you would have to prove that eugenics programs have been carried out on Argonians and Khajiit for an extended period of time.
  2. As someone else said, don't do the main quest. I've got around 900 hours on the game and I have not done anything in the main quest beyond killing the dragon at Whiterun's watchtower.
  3. If you're only level 12 then your heavy and light armor skills are probably really low and it's doubtful you've taken many armor perks. That means your armor rating is going to be low. Get more perks and higher armor skills and your armor rating will go up. Also, if the game seems too easy to you on max dif, why would you want better armor?
  4. Aren't there people shackled up in Castle Volhikar, or whatever it's called? Take a look in the creation kit and see how it's done there.
  5. If you manage to figure out how to do this, I'd appreciate it if you make a thread to talk about it as I've got a follower I've been tinkering with that's a heavy magic user and it'd be nice to have them be able to do more than set stuff on fire or electrocute it.
  6. If someone made a meter to measure morality, I'd hope they make it visible so I could see how long it would take to make it bottom out.
  7. It's possible but, would in part depend on what kind of mod you're making. Something like weapon and armor mods would be fairly easy to work on with other people since all you would have to do is send the mesh and texture files to each other, drag and drop those into the appropriate game folders, then link them to the game through things like formlists, and save it to each make your own esp. The same could be done for face presets and textures for custom followers. I think doing it for things like buildings and towns would require making esps that you trade with each other and merging them though.
  8. I'm with Kradus on this. Little kid being visited by hardened killers is not going to keep quiet about who performed the assassination or what they looked like.
  9. As far as I'm aware, Nirn isn't millions of years old so, I fail to see your point.
  10. I actually have that second one you linked already. I like to use that and the hoods made by Grace Darkling. Thanks though. :)
  11. You have to use bodyslider to create a body preset that you then save into the preset folder found inside bodyslide and then use that preset to build your armors.
  12. I think it might be more the difficulty in getting a NPC to operate in that manner. There are a couple follower mods that have healer NPCs in them. You might be able to DL one of those and modify it so they buff you with illusion spells.
  13. I don't know if there's a way to allow you to click on a door and get an option to lock it but, there is a really simple script you can add to a door that will tell it to close and lock on its own after it's been opened. I don't remember the exact wording for it but, it's something like Event OnActivate (ObjectReference AkObjectRef) Utility.Wait (5.0) Function SetOpen (false) Function SetLockLevel (255) EndEvent That's something you'll have to make using your creation kit. What I've just written would be used for interior doors so that once a door is opened it'll close and lock again in a few seconds. For something like the front door to Breezehome, you could probably get rid of the wait and setopen lines so that it just has the activate event, setlocklevel, and the end event. I'm not 100% sure. It's actually pretty easy to make right in your own creation kit though, provided you're willing to spend a few minutes experimenting and once you have that script, you can add it to any door you want to. If it's to be used on a house your character owns and you want it to require a key you'll have to be sure to set the lock level to 255. That's the require key setting. Otherwise, you would go 1, 25, 50, 75, or 100 depending on how difficult you want it to be for a door to be picked.
  14. This made me laugh and reminded me of my legacy characters, the Dings. There was Bill Ding, Stan Ding, May Ding, Fay Ding, and Wade Ding.
  15. Dragonlance fan? They're a dying breed. Hopefully someone makes them.
  16. Hi. I was wondering if anyone would know the answer to this question. If I do something like modify a vanilla armor by doing something like removing pauldrons or cutting away part of the chest piece so the stomach is exposed, is it possible to just take the vanilla textures and reapply it to that modified armor or will that cause graphic errors in game? I'm still really new to all this stuff and was just curious. Thanks in advance to anyone that responds.
  17. It sounds like an entertaining mod but, I wouldn't recommend tagging it as lore friendly. Nirn is in its own little universe with it and its moons. All the stars and the sun that orbit it are actually rips made from when the Aedra left this universe. Even with coming up with a story for trying to plausibly explain why the Enterprise is here, this pretty much throws lore out the window.
  18. I do know it's possible for a quest to track all current locations of specific NPCs. Download this mod and rip it open to see how the creator did it. http://skyrim.nexusmods.com/mods/29886//?
  19. Don't know but, that is very cool. I hope someone tells you so I can find out too. XD
  20. I sometimes think they should have thrown out the essential tag all together and just used the protected status for characters. I can understand them not wanting quests to be broken because of something like an integral NPC to a quest getting killed by bandits or a random vampire attack but, players should be able to off anyone and everything that they want to. Bethesda games have always had the freedom to play any way you want as a major selling point, after all, and if I decide that I want to kill an NPC and break a quest in the process, that's what saves and new playthroughs are for.
  21. I could be wrong but, I think it's possible to use the newest version of blender without even downloading any nifscripts for it by saving a file in 3ds format and then importing that to nifscope and exporting it as a nif.
  22. This is both right and wrong if you really stop to think about it and goes very far back into the earliest days of humans and propagation of the species. Women were the ones that raised young because, for one thing, they were the ones that gave birth to them. If you look at other predators, it's not too rare for the female of the species to actually actively try to keep males away from their children for the simple reason that a male may kill the young so that it won't become a future potential threat to their dominance. Considering that humans usually only give birth to one at a time instead of entire litters like other animals do, it's not outside the bounds to reason to think that this instinct was even more pronounced among early women. There's also gestation period to take into account. With it taking approximately nine months for a woman to give birth to another human, every woman that became pregnant would be unable to participate in hunting for food for an extended period of time. Not for the full nine months, obviously but, it doesn't take nine months for a human to starve to death and it's unlikely that early women would have shared the food that was meant for their children with another woman simply because she was unable to acquire her own nourishment. At the same time, one man was able to impregnate multiple women with little to no consequence for him and could continue with his day to day activities. In short, men were the hunters because they were expendable and it originally had very little to do with concepts such as oppression as most humans were too busy trying to stay alive to even give such thoughts consideration. Due to the high mortality rate that comes with attempting to kill dangerous animals with only the most rudimentary of tools, only the most successful males were alive to help create the next generation of humans.
  23. I don't know if you'd need to go to that large of an extreme but, it would be effective, if a bit time consuming. I would advise that you go back to the pages for all the mods you've grabbed and thrown in and look over them carefully to see if there's any reported conflicts. If there are, check to see if you have those mods installed as well seeing as, like someone has pointed out, you've got a ton of mods that are basically fighting with each other over how your game runs. I also noticed that you're using a lot of pretty resource intensive mods. It could be that you're simply pushing your computer harder than it can handle.
  24. Actually, I think I did but, when I was having constant CTDs I was having a hell of a time finding the problem until I did spent a day doing something similar. It did pay off in my defense, haven't had a single problem with any mods since then.
  25. Just at a glance, I can already spot one problem. Climates of Tamriel is not compatible with Realistic Weather Overhaul. Uninstal both of them and then try putting back in the one you want more. The way NMM works is it copies information from 7zips and then pastes that into your game, leaving the information in the actual 7zip unchanged so, doing it that way will ensure that there isn't anything still overwritten by the other mod. If you don't have Skyrim Script Extender, you might have to get that as well and use that to start your game. I'm not familiar enough with all of your mods to say for certain.
×
×
  • Create New...