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Everything posted by Vaelka
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Imperials/Stormcloaks hostile after Main Questline
Vaelka replied to CaarosKingOfChaos's topic in Skyrim's Skyrim LE
I think after completing the Season Unending quest, your standing with either the Imperials or the Stormcloaks decreases depending on who you aided more in the negotiations, hence the hostile encounters. It's not a bug. Admittedly it has been a while since I've done the main questline, but I believe that may be the case.- 9 replies
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- imperials
- stormcloaks
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(and 2 more)
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In response to post #41271475. #41271555, #41271810, #41272480, #41275420 are all replies on the same post. I agree with this 100%.
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Do you plan to switch to Skryim remastered/special edition?
Vaelka replied to Crossforge's topic in Skyrim's Skyrim LE
I'll likely make the switch once the modding situation is sorted out. I have a stable game right now running a bunch of different things so until the remaster can match that, I'll stick with what I have. -
Sounds good. This is how guards should have always been, imo. Best of luck with your project!
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In response to post #27527609. #27527849, #27527994, #27528224, #27528879, #27528919, #27529224, #27529299, #27529544, #27529909, #27530019, #27530539, #27530744, #27531059, #27532069, #27532379, #27532479, #27532774, #27534654, #27536949, #27537029, #27537364, #27537434, #27537699, #27537784, #27538114, #27539284, #27542064, #27542384, #27543549, #27544024, #27544079, #27544349, #27545064, #27547409, #27549534, #27554170, #27554760, #27554915, #27555635, #27559975, #27561095, #27561920, #27562995, #27565100, #27565465, #27566025, #27566285, #27567170, #27570770, #27572065, #27576690, #27576960, #27579905, #27595795, #27598485, #27607280, #27608280 are all replies on the same post. Wow- I thought that there would be more of us ladies as well. Interesting.
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ok, i got one more question, how i can know if the mod is working when the mod doesn't appear in the plugin If the mod doesn't have a plugin, chances are it's an ENB or a retex. If it's an ENB, you'll know right away whether or not it's working. For retexture mods, the easiest way is just to find the object that is supposed to be retextured in your game and see if the appearance is correct.
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Use the command help "snowshoes" 4 You will be given a numeric code for them that you can plug into the X value: player.additem X 1 As far as I know, there are no set locations for the snowshoes- they just appear randomly.
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http://elderscrolls.wikia.com/wiki/Category:Skyrim:_Fences There are also mods that add in fences outside of the thieves guild. Also, if your speech skill is high enough, there is a perk to make other vendors fences as well.
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It's not too complicated for me. I was looking for a good city overhaul, and when I couldn't find what I was looking for, I decided to try and make my own. Publishing Dawn of Whiterun and creating the other overhauls were a bit of an afterthought really. My skills are still fairly limited. Now that I'm not working on cities anymore, I just learn what I need to as I go to tweak my game here and there. (For example, I spent today scripting spells... though with varying results) I've also found modding is a good gateway to learning other programs, etc.
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Dawnguard and Dragonborn DLC .esm's "aren't active" in LOOT
Vaelka replied to dietrdev's topic in Skyrim's Skyrim LE
This is probably obvious, but have you made sure that they are checked in the launcher/NMM/whatever you use? -
I believe this is a feature of AFT.
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How do I get serana to have the light foot perk?
Vaelka replied to Minorthreat's topic in Skyrim's Skyrim LE
You could make a quick change yourself in the CK. Just load it up, find Serana, go to the correct tab (I believe it's the SpellList, but that's just off the top of my head), right click and add the Light Foot perk. Alternatively, you should be able accomplish the same thing with console commands. I don't know what you tried, but clicking on Serana and using the addperk ### should do the trick too. -
This looks really cool! Do you plan on having the followers in the vanilla system or will they have their own recruitment system? Also, I'd be happy to create the camp for you if you want. Just send me an idea what you're looking for (location, etc).
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I think the Portable Backpack mod used to do this. It's hidden on the Nexus now, but perhaps the author has it hosted elsewhere.
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Hard to say. I think aside from a few cases, the people who have been working on mods will continue to do so. I guess we'll see how this all plays out in the coming weeks.
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Now that paid mods are gone, it's time to count the casualties..
Vaelka replied to Erinaea's topic in Skyrim's Skyrim LE
I understand where you're coming from, but I don't think that continuing to call people out for using the paid mod feature will do anyone any good, especially if it's being based on "could have" scenarios. The situation was handled poorly by many people on both sides of the argument. Let's not rehash it. Personally, I'm curious to see what the SkyUI team will say and I sincerely hope that Chesko returns someday. His contributions will be missed. -
The paid mod feature may have been removed from Steam Workshop
Vaelka replied to Erinaea's topic in Skyrim's Skyrim LE
I'm glad that Valve and Bethesda decided to take the paid mods down as well. It's been an ugly few days, no matter where you stood on the issue.- 50 replies
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- skyrim
- paid content
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Sure thing! To your first question, the answer is yes. I'm not sure I understand the second. Another good thing to do is to keep a new folder on your desktop of all the .esp files you have edited, so that if you ever accidentally delete the mod from your manager, you will have copies of your changes saved separately. You can avoid the confusion by just keeping the mods installed too. Just edit the files and play the game.
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Which is better donation? Premium or normal one?
Vaelka replied to suksas's topic in Skyrim's Skyrim LE
It's really just personal preference. When we check the box that allows donations, we can choose premium, paypal, or both. So if a modder has just one or the other enabled, you know their preference. If they have both, you could probably just ask them what they prefer if you're curious. Honestly, most people are just thrilled when someone takes the time & money to donate at all. :) -
ENBs always have a performance impact. I'd recommend looking through the mod author's suggestions for improving fps or trying a less demanding preset.
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List of all PROS and CONS mentioned by community for paid mods
Vaelka replied to Nazenn's topic in Skyrim's Skyrim LE
Another con is that a lot of people use third-party programs like 3dsmax to make mods and assets made with these can't be sold without a commercial license (which a lot of people don't know about, so it could lead to trouble in that way too). -
So you installed a mod (I'm assuming with NMM?), edited it in the creation kit, uninstalled it, then reinstalled it? Basically what happened is NMM keeps mods in a separate folder and when it installs them, it copies them from that folder into your Skyrim/Data. When it uninstalls, it simply removes the copied versions. Now, when you made your changes in the CK, the version in Skyrim/Data was updated to reflect the changes. However, when you uninstalled the mod, your changed version was deleted and when NMM reinstalled, it used the version from its own mod folder. To avoid this, you can change the version in NMM's folder or simply keep a backup of the version you want and re-add it to Skyrim/Data as needed.
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You could download a multiple follower mod. I believe there are a few that allow you to set locations for NPCs to hang out in when they are not actively following you (I think My Home is Your Home might do this too, idk). It would also allow you to manage outfits.
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Here are some tips: You don't need to convert .esm files to fix the grey face bug. Not sure why you were trying to do that. You need to load the .esp that contains the actors with the grey heads into the creation kit for them to appear in the list. If you are not sure what mod they are from, open the console in-game and click on them. The first two digits of the number that appear refer to the id of the mod. You can cross-reference this with your list in NMM, etc. After that, simply follow the directions of the link I gave you above. The CK can be pretty overwhelming at first, but you'll only need to go into a small part of it. It's pretty unlikely that someone will upload a fix for this, as vanilla NPCs don't have this problem on their own, and patches for mods require permissions. Honestly, it's faster to export the facegen data yourself. Plus, you'll know how to do it if you encounter the problem again in the future.
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I could be mistaken, but I believe that the exterior cells of Markarth are in the Tamriel worldspace.