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CptGolem

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  1. "Farengar! Farengar, you nee-" ~CTD~ Irileth keeps giving me CTDs when she speaks. It's like a barrier keeping me from getting through the main story. I googled the ctd, and apparently others had the same thing... but none of them shown a resolution, except starting a new game. I started a new game and made my way up to when she is sending the guards to Riverwood. I didn't ctd before because I skipped that part, but I know now that if I stayed I would have ctd'd. ------ Just tried to skip and ctd'd after exiting Whiterun. Does anyone know what is going on? Sources say that mod-checking won't work, although I bet is the cause. EDIT: Disabled all but the mods I'll be using for the battle. It worked fine, and now I am free with Lydia. Yay!
  2. Re-installed the game and started new with a lot of mods. The past few days I've been narrowing them down to remove all CTDs. But now with that out of the way, I am stuck with combat issues. I use Duel Combat Realism and SkyRe. I can't imagine any other mods that would do it, as the only animation mod I am using is Immersive Animations. When I am Healing the animation prepares for healing someone else and then raises the arm to heal myself. It takes double the time to start healing, which is too late imo. Can anyone tell me what is going wrong? EDIT: Haha! Fixed it lol. SkyRe was the problem. Tried to uninstall it before but got launch CTDs... but that was because I was totally oblivious to a certain compatibility patch that BOSS didn't recognize. Fun fast paced action for me! :D Oh and I reverted from Duel 7 to 5, I might go back now that SkyRe is out of the way.
  3. Around a week and a half ago I went mod crazy and installed more mods than I had before. It worked fine until I ran into some problems with Dynamic Naming. After a day of fixing that I then realized that I ctd'd every time I tried to wait. I think fast travel and saving was fine. At first I thought it was because I was near a few npcs that had their name changed during the uninstallation and reinstallation of Dynamic Naming. So I just went to my player home in Riverwood, saved before trying the bed. The bed crashes the same way. I kind of gave up, and earlier I saw the warning on my screen about AFT changing the timescale. I unloaded the mod, but it did nothing to fix the issue. Now my character is stuck in 11pm at Riverwood, and I can't seem to escape it. By the way, I am running into a bit of instability, as well. Here is my load order: By the way, this was all BOSS sorted a few minutes ago.
  4. Choosing either side has its flaws. A) Join the Stormcloaks and have the freedom of Talos worship, with the cost of discriminating/racist nords and a terrible king. B) Join the Imperials and stop the tyrant, bring (temporary) peace to Skyrim, keep a good queen --- but lose their freedom to the Thalmor. In other words, it's all up to the Emporer would should happen next, and another war with the Thalmor seems likely in every option he takes. So there could be a mod(s) that make a questline for each epilogue? Here is how each would break down: These questlines would either provide happy endings, or open up to more drastic stories in the future. Stormcloaks The Dragonborn will get involved with a few things with the argonians and maybe the khajiit. They can't take a ruler who doesn't treat them fairly. A second rebellion would not be a great idea, but there are other options. The argonians at the docks at Windhelm will ask the dragonborn for aid. They would like to settle somewhere else. What they mean is to build a new town, just for them. They will live in a secluded place, with a tavern and maybe some water nearby. The dragonborn will be sent to look for some people to help sustain the community (like hunters), particularly people who also feel offended by the nords. The story brings the player to build a diverse community living in a calm place. Khajiit caravans will still continue their rides throughout Skyrim, but now they have a place to call home. Some NPCs will actually ask the dragonborn for help to leave Skyrim altogether, and go back to their homelands. For example, a group of argonians would like to take a carriage back to Black Marsh, funded by the dragonborn. It may be bad for business, but at least it is a good deed on both yours and Ulfric's side. By the way, he isn't supposed to know about the secret settlement. Imperials I am thinking of a secret conspiracy that someone wants the famous dragonborn to get in on. The Imperial legion is pressured a few times into joining in, and the story goes from there. I am unsure if this is to once again try to make Skyrim an indedpendent nation (this time with at least 90% of the province supporting, as no enemies are being sought out, besides the Thalmor), or a conspiracy to assassinate the Thalmor in Skyrim effectively, as a Second Great War becomes imminent, we must be the first to strike - otherwise suffer the consequences of not being prepared... and maybe stock up on forces. It all roots from Talos worship, I guess. It is also to prepare for the war. The questline would end before the war begins, but oh well. It would be fun, anyway.
  5. So what happens when all the enemies of a fort have been defeated? Forgive me for starting this thread if guards and people don't already do this, but should there be a mod that allows for guards and/or people be spawned at a fort once liberated? And be quests for them too. Perhaps a new questline for the companions, the legion, or even be guards of towns? All of them intertwining? There is a bounty hunter mod out there and this could be a nice addition to it. For example; Let's say Fort Dunstad was overrun by bandits. At a local city/town there'd be a quest available via guard/imperial/companion/adventurer/traveler. That quest would give the player an opportunity to be rewarded for liberating a hold by the bandits or other enemies. Then after doing so, the fort/hold would then be populated by military intelligence and guards, or travelling citizens, or adventurers. You know, a place that holds security and is open to travelling people, and also seems as if fighters hold camps here. Now of course Fort Dunstad would conflict with this mod because of the civil war quests, but other forts that seem to have no importance to the player once liberated. This mod would allow for the importance to return. For more immersible liberations, you could be accompanied by followers or other NPCs that help fight the enemies of the forts. A simple version would be like so; 5 guards 2 imperial soldiers 1 imperial officer 3 others (traveller/adventurer/hunter etc) Optional navmeshed existing NPCs to approach forts So if you already killed everyone at the fort, the mod could fix the issue by having the fort be populated a few days after you killed the last guy, or when being asked to accept the quest, there could be a dialogue option saying that Fort XXX is already free of trouble. Or more bandits etc would be spawned upon being given the quest, making you return to that fort to get rid of the enemies again. And depending if you already killed everyone or not you might have to deal with more enemies. This could be a separate mod, but here's one that runs along this one: mobile bandits and/or new bandit bases at hidden places in Skyrim so that if you liberate all the forts and feel that the adventure is over, this one would continuously spawn them at their homes. Or liberate them if you'd like. I doubt this mod would exist in the near future because it does look hard and long to make, but it is an idea.
  6. Skyrim seems to be missing lots of immersion with mods that add more houses to cities/villages, NPCs with questlines, and most of all; more lore-friendy clothing. I can't seem to find any clothing mods out there that bring more immersion with how everyone dresses in the game. There isn't much variety and neither is there any on Nexus. So I'd like to see two types of overhauls for Skyrim: Immersive Cities/Villages and Immersive Clothing (realistic). Immersive Clothing I can't stand that all you see for clothing mods are revealing and "sexy" looking clothes for the players. Guys... this is SKYRIM! The coldest place in all of Tamriel! Of course it's nice to dress barbaric, but keep it that way. Please. What we need are more normal and "cool" looking clothes for the players - and the NPCs. More villager clothing for players who just like to live the life, or look like an adventurer/explorer. Add in some more farmer, bartender, blacksmith and other occupation clothing. You could also combine some clothes with light armors to provide more for rangers and adventurous players and NPCs who live a normal life, but take on quests for the sake of it. Or a few heavy/clothes armor variants for those who use heavy armor. Perhaps some outfits suitable for mages? And last but not least, weather friendly clothes. As far as normal villager clothing goes, that is the main goal for this overhaul request. Remember, Tamriel is clear to be on the verge of a renaissance, so middle-class clothing would be a bonus (low grade middle-class). The biggest part of this is to keep it lore friendly! Oh, and more capes/cloaks/scarves and such - and hats, are great additions to add to some that are already there! Immersive Cities/Villages There are already a few of these kind of mods out there that add more buildings, NPCs, and even quests for the player to enjoy. But for people who like to upgrade the cities to have a much more immerse population, they'd be required to combine two or more, which can lead to conflicts or not being able to use this mod or that mod. The ones out there now (imo) still have a somewhat unsatisfying upgrade to their cities/villages. When I upgrade Whiterun with said mod, it would allow for approximately 8 more houses, around double the NPCs, some shops and vendors... but then the exterior is but a bare wasteland. So I get an exterior version. However, this mod has many conflicts and doesn't provide as much. And btw, I wouldn't recommend enhanced versions that only provide flora. Skyrim is a tundra anyway, and it's buildings that these cities need, not flowers. Here is how I picture a populated Whiterun - the biggest trade city: Do this for other cities :3 http://kulocity.files.wordpress.com/2013/02/watching_over_whiterun_by_professorpwnage-d560sm42-fw.png Residence would have streets, many houses, lots of NPCs, quests, children, some decoration, and other stuff all around the vanilla Whiterun. The inns would have people coming in and out all the time, as well. The same goes for the trade that goes on. Some new villages are a bonus, as well. Now that is a repopulation mod! XD Both of these kinds of mods do take lots of time and development, so I'm not sure who'd be up for the job, but it would be a jackpot project.
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