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eaterofwords

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Everything posted by eaterofwords

  1. So, we know that when you try to punch a monster in the face, you get damaged and stagger. Does a mod exist that removes this effect so we can go around facesmashing drowners for the fun of it? Been looking, and though I have dim memories of a mod years ago that did something along these lines, I'm not finding anything anymore.
  2. So, I found one, but it wasn't exactly what I was looking for. Figured I'd ask here. Is there a mod that, regardless of 1st or 3rd person, holds your weapon at rest at all times unless actively shooting or using iron sights? Would love one so when I shoot, the weapon pops up and the moment I cease fire, it's back at rest. None of that up %100 of the time jazz. :) Thanks in advance for any help!
  3. And that is why I love the Paarthurnax Dilemma mod. Any option to put Delphine in her place is a good one.
  4. ESO's development is independant of the single player Elder Scrolls games. Sure, Zenimax and Bethesda are under the same roof, but they've said time and again, that the development of the MMO will NOT impact the development of a new Elder Scrolls game. They are big enough to have more than one team work on more than one project it seems. Heres to hoping htey keep their word. And take note of all the improvements the modding community has made to the game and make sure a lot of the smaller basic functions are included in the vanillia version. (MOAR PHYSICS BETHSDA!)
  5. I'd like them to make the next one have the entire continent avaliable. Hell, they could just remake Cyrodill, and add expansion packs for the other countries. I'd buy that for a dollar. I would really like to be able to explore the entire world with modern tech behind it instead of being stuck with Arena. Or an mmo where the entire central portion of the world is going to be a gank fest of open pvp.
  6. I had a funny little thing happen today. I was clearing out a bandit cave, and one bandit got hit with the greatsword decap killmove. As I was raising my sword to lop off his head, he said, "You mind not swinging that thing around here?" Fun times.
  7. Providing you installed everything correctly, ( I'm assuming you did ) sometimes it takes a while for the MCM to register a new menu. Give is a minute or so. If it still does not work, un-install it, and try again. Or use the NMM. I'm guessing you don't because of the "extract into Data" bit in your post. :P But if all else fails, and you don't have some strange aversion to it, it helps to make installing and removing mods a breeze. A light, tropical breeze, carrying the scent of coconuts and palm trees. And fish. Because the ocean ALWAYS smells like fish.
  8. Just as the title says. We know it. We've seen it. Every time our PC gets knocked back, be it from a dragon thumping you with his tail, some nasty thing fus roh dah'ing at you, or just taking a happy tumble from a steep cliff, as soon as we start flopping around, the normal play camera switches to a more "cinematic" style hovering watch-you-while-you-flop camera. But I've been recently plagued by an irritating little bug where my PC will get blasted back at some point, and that 3rd person FloppyVision camera it swaps to freezes. So I can get up. I can swing my sword, but my camera is forever stuck viewing whatever piece of landscape I was standing on before getting tossed out of frame. So, my question is this: Seeing as how we can completely disable the cinematic kills in the .ini with the disableVATS line, is there any way anyone knows of that will disable aforementioned camera, and just allow the regular old "playing the game" camera to stay on target?
  9. So, wondering if it is even possible to either create a mod or tweak the ini file so the camera is centered in third person view for sheathed weapons and melee combat, but moves over to an over the shoulder view for archery so your characters head/armour/whatever isn't getting in the way of the view. Been looking around, and though I can find plenty of camera tweaks, I can't find anything like the above.
  10. I had this problem and it took a bit of searching to fix it. but AFTER I followed the instructions I found, the thieves guild questline was broken. Brynjolf never held up his end of the bargin to distract the people so you could frame Brand-Shei. It took more digging to figure out why. I won't detail every thing I did to have to fix my problem, because I had to enable some disabled nps ( something I did without knowing full well what certain console functions actually did. Learn before you leap ) But here is the Solution. Exit Riften. While outside Riften, toggle collision (type tcl in console) and run through the gates, into the open world version of Riften. Any NPC's that may be missing will probably be hanging out in the market square. In my case, it was Brynjolf, Brand-Shei, Ballimund, and a few others. I do NOT know how to find the Ref Id through the console, so make a note of the NPC's that spawned in the open world and look up their Ref Id's online. Leave open world Riften, toggle Collision back on (same command as before) and re-enter the city. Once inside, bring up your console and enter: prid (then enter the Ref Id of the character you want to transport back into Riften) then hit "Enter" Now type: moveto player and press "Enter" Do this for each NPC that was hanging out in the purgatory of open world Riften, and BAM! The people are back where they should be, and your questline should work fine afterwards. Do NOT use the Base ID for the character in question, and do NOT use the player.placeatme command to fix this problem. It just makes a copy of the NPC in question and most likely won't fix your broken quest line. (at least, it didn't for me. This was only MY version of the problem. It MIGHT work for you, but the way I described seems like the better route to go. Maybe a bit more time consuming, but it's better than restarting from scratch and loosing your high level character, now ain't it? :P) IF you used player.placeatme <baseid> and disabled the originals in open world Riften, type in prid <charactersRefId> and hit "enter" That will target them in console so you can re-enable them via "enable" in console and port them to the real Riften with moveto player. You can disable the clones without screwballing your questline. Just make CERTAIN you're disabling the right one. Should have "ff" at the start of the id after you click on them in console. (Okay, so I lied about not telling everything I had to do to fix it. HORRAY for the mistakes of ignorance. But hey, I learned something. That's a payoff.) i didn't find this in these forums, could be because it was never asked, could be because my search-fu is weak. My main goal is saving others the time and annoyance I suffered through to get this problem under the rug. If there already IS a detailed set of instructions for fixing this little problem, Moderators, feel free to delete this post. If not, hope this helps some poor blighted soul out there like myself. :smile:
  11. So, I searched around for a while, and though I found the question asked a few times, I never found an actual answer to it. But anyway, the question is this: Is there any way one could disable the cinematic camera that occurs during a kill move, but KEEP the actual kill move. So instead of my camera wonking out and giving me weird views where I can't actually see whats going on, the kill move shows the same way an NPC kills you. No zooming, no rotating around the character, just the animation for the kill move playing with the regular camera angle. Like I said before, I found the question asked a few times, but they were dated a while ago, hopefully enough time has passed that someone out there has learned enough of how Skyrim works to figure this out.
  12. So I've got one I haven't noticed mentioned that might fall into this kinda stuff. I don't have any screenshots of it, so bear with me for the description: You know the way the world colours change when you use the Become Etheral shout? How everything gets a bluish glow? Well, that happens at random times to me, and wears after a random amount of time, or after I leave the area it happened. Not only that, Ghosts bug out on me as well. While they actually look like ghosts (i.e. they are transparent and glowing) they are also intangeable and invulnerable. However, when they attack, they keep the whispy aura, and loose the transparency. They look like a normal mob, but have a smoky arua about them. When THAT happens, they become vulnerable to attack. As far as I know, thats not an ingame feature, and I have NO mods installed that change ghosts in any way. The previous bug I mentioned where the world takes on the Become Etheral look also tends to proc a lot when I'm around ghosts. Any ideas? I'm not a modder, nor am I really savy with Papyrus or the creation kit. Basically, if it can fly, I can fix it. but when it comes down to PC's and whatever obscure rituals you guys do to fix 'em, I'm about as useful as fake tits on a zombie. So when it comes to figuring this kinda thing out, I'll need a link to some instructions to get you what you might need.
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