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ghoulrainbow

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  1. Oh, I love those elves! The Altmer is perfect. The Morrowind and Skyrim elves always kind of looked like birds and your Altmer reminds me of a raptor, it's just the best. Everything about this is absolutely stunning. Are the skin tones for the Altmer and Dunmer going to be as pictured, or will they be closer to lore in the final version? I can't do anything with script but I know my way around the basic Creation Kit. If there's any work that's relatively simple but just repetitive or time-consuming, then I have plenty of time and I'm totally willing to do any of the boring stuff, just drop me a message.
  2. I second rapiers, sabers, and foils for a duelist rogue character. Bonus points if they're created as a new weapon type which calculates damage from dex/str like daggers and is affected by the Lethality passive. Bonus bonus points for a parrying dagger in the off-hand which adds to the character's defense score.
  3. I realise there's already a mod to skip the labyrinth, but how about a mod to add a mental resistance check during the Sloth Demon's speech so you can resist being put to sleep altogether? The sequence of events therefore could go something like this: Sloth tries to put you to sleep. At this point the dialogue bar appears. With a mental resistance higher than, say, 40 to 50, you have the option to resist Sloth's spell. (1b) Otherwise (or if you just really want to go to the Fade), the dialogue option is simply something like "Cannot... resist..." and the Fade sequence begins, as in vanilla. If you pass the mental resistance check, you stay awake and fight Sloth as a boss battle in the physical world. Your companions' mental resistance scores are also checked. Those who fail the check are put to sleep for the duration of the battle. Killing Sloth grants you the same amount of experience as killing all enemies in the Fade sequence (fair's fair, since he would be a rather harder boss without a full party and your Fade shapeshifting abilities), and wakes your sleeping companions. At this point, Niall could turn up as a ghost in a cutscene. (Given that it's less than lore-friendly for his actual spirit to come back, well... maybe he's already died and it's just a helpful spirit impersonating him, so that you can save the mages whose dreams it's watched over in Kinloch Hold.) His lines could easily be spliced from his original dialogue in the Fade: Looting Sloth's body confers all of the attribute points you receive in the Fade onto the Warden-- or a unique Tome of Physical Technique which confers +21 attribute points, restricted to the player character.I'd love to make this myself and I'll definitely have a try, but I know next to nothing about scripting so I thought I'd throw this out there in case anyone else would like to make it first. :smile:
  4. Necroposting (hah) but I have this exact same problem, and I think it started since I installed Lord of the Dead but I can't be sure. Could it be because the zombies have an OnDeath event to turn into ash piles, and zone-travelling with a zombie involves them being flagged as dead, moved into the new zone, and then having the script to raise them as your followers reapplied? But the zombies are running their OnDeath event to turn into ash piles instead of ragdolls, before they can have the "zombification" scripts applied to them? I'm sure I sound like a five-year-old to anyone who knows the first thing about Papyrus but I'll try going into the CK and unchecking their OnDeath boxes, or TES5Edit to see if any of my mods altered what happens to zombies when they're defeated. I have no idea how you'd fix this in PS3 though.
  5. It bothered me in Morrowind that Riekling Raiders are not considered separate entities from their boars, and that they don't even fall off on death. It bothered me even more when Dragonborn did it! Morrowind had Unboarable Rieklings, which knocked the Hunters off their boars when health reached 45%, at which point either the boar or the Riekling would die. Would it be possible to do something like this for Skyrim? Thank you in advance!
  6. Hello! I wanted to add some mohawk hairstyles for women into Morrowind, and I was looking at the hairs from Nuska's Character Mod Resource Pack for Skyrim. Particularly I'd like to port these ones: http://static-3.nexusmods.com/15/mods/110/images/48409-1-1385915490.png http://static-3.nexusmods.com/15/mods/110/images/48409-1-1385915594.png It seems like it'd be relatively straightforward as it'd just require placing it on top of the head correctly and putting ears at the sides; no fiddling about with hairlines. Also, they don't look like they have tonnes of polygons which might cause issues, seeing as Morrowind is quite venerable by now. However, while I've looked at all the resources I can find, I still don't know how I'd go about it because I'm an idiot modelling newbie. Is it feasible? How would I go about doing this?
  7. I would love to know if this is a thing which exists, or if anyone would be interested in this project. There are lots of absolutely gorgeous mods which give characters photorealistic/hi-res skin textures, but they all seem to be aimed at making characters more beautiful and flawless. I like making young, beautiful characters, but I also enjoy making flawed, old, or ugly ones! So I would love to see some high resolution skin textures, especially for women, which add things like-- pockmarksacnerosaceaburn scars/sunburnwrinklesrough skinlarge poresweather-beaten skinolder skinuneven textureeyebags and dark circlesobvious, cakey, patchy makeup (think medieval zinc or even lead powder) I have some skill with painting and Photoshop, so I would really like to start on this project myself. However, I'm working abroad at the moment and only have an old laptop which can't run Skyrim above 5 fps (!), so I can't really test high resolution textures or work on them as fully as I'd like. If something like this already exists, please tell me where I can find it! Thank you!
  8. I have this recurring problem recently where Dawnguard quests won't progress and scenes won't happen. On my last savegame, it happened in the Soul Cairn where Valerica wouldn't come to the barrier and talk, and when I used the console to complete Beyond Death the whole questline basically fell to bits. When I tested this on a new character, it all worked perfectly and I couldn't replicate the error. This time, I started the Dawnguard questline before doing anything else and took no new quests while I was doing it. I got through the Soul Cairn with no problems and everything progressed normally until I got both Elder Scrolls in Seeking Disclosure, at which point the "return to Dexion" objective did not present itself. I used the console to get the objective, but on completing it the next quest did not start. In my Papyrus log, I get errors like this (this one was when Chasing Echoes should have started and didn't): Error: Cannot call AddToMap() on a None object, aborting function call stack: [DLC1VQElder (03005DA9)].DLC1_QF_DLC1VQElder_01005DA9.Fragment_13() - "DLC1_QF_DLC1VQElder_01005DA9.psc" Line 59 [05/10/2014 - 01:10:45PM] Error: Cannot call SetStage() on a None object, aborting function call stack: [DLC1VQElder (03005DA9)].DLC1_QF_DLC1VQElder_01005DA9.Fragment_13() - "DLC1_QF_DLC1VQElder_01005DA9.psc" Line 64 [05/10/2014 - 01:10:45PM] warning: Assigning None to a non-object variable named "::temp0" stack: [DLC1VQElder (03005DA9)].DLC1_QF_DLC1VQElder_01005DA9.Fragment_13() - "DLC1_QF_DLC1VQElder_01005DA9.psc" Line 64I've googled this error but haven't found anything. When it broke in the Soul Cairn I got a very similar message, saying that it couldn't run scripts on a none object (at the point where Serana should have run up and called to Valerica). I'm not using any mods which should affect the Dawnguard questline, and I haven't added or removed any mods during this game. I can post my full log, load order and any other information if needed. Can anyone help with this, please?
  9. Oh, okay! Sorry, I got misled; I didn't mean to condescend. I thought it would be a bit odd to have them down there anyway! Sure! It's pretty simple actually, just go to your Skyrim.ini and add or change the following lines to [Papyrus]: bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1 Now all you need to do is start your game back up and play around either until it crashes, or until you get issues. If you get issues but don't crash, open up the console and enter dps, which will dump all the information to a log. In your Skyrim folder there should now be a folder called Logs. Go to this folder, and in it should be another folder called Scripts. In Scripts there will be a file called Papyrus.0.log, which you can open with Notepad. Here's some links about interpreting the log and looking for bugged mods: http://forums.nexusmods.com/index.php?/topic/703954-are-you-having-constant-exterior-ctds-ive-finally-found-your-solution/http://forums.steampowered.com/forums/showthread.php?t=2844636 If you don't spot any obvious errors pointing to a certain mod then paste the contents here, that'd be grand. :smile:
  10. Oh, thank the lord! I've been having all kinds of problems that suggest a fresh installation is in order, but I've been really unwilling to face 6-8 hours of Steam hogging all the bandwidth and throwing a fit every time my connection goes. (Joys of living in a remote rural area.) Thank you so much!
  11. Did you use BOSS or some other tool to sort your load order? For instance, while it's probably not related to this bug, the Unofficial Patches should be way further up in your load order. It ought to go something like-- Skyrim.esm Updates.esm Unofficial Skyrim Patch.esp Dawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.esp Lighting mods generally work better at the bottom of the load order. BOSS sometimes doesn't do that (it always puts RLO somewhere in the middle and makes my game flip out over interior fog... it's very useful but not a perfect tool) but it makes life easier. One thing I definitely notice is that you've got both Realistic Ragdolls and Force and Belt-Fastened Quivers. Both of those are skeleton replacers and it's possible that when ragdolls are created when you kill NPCs, conflicts are happening. I don't pretend to be an expert but the description of Belt-Fastened Quivers points out that it's not compatible with RR (and that there's a combined skeleton, but it's only for BFQ v1.0). Could you perhaps make a Papyrus log and post the results?
  12. I posted yesterday about Dawnguard being pretty broken for me in my latest game, but I've narrowed down the problem now and I would really like some advice. Basically, the problem is that the scripts are not firing properly throughout the whole DLC questline. So far I've encountered, among others, these script-related bugs: Agmaer didn't run up and chat about being nervous-- I didn't see him at all when I went to join the Dawnguard, but then came out to find him killed by bandits who'd followed me into Dayspring Canyon (suggesting his status had been changed to non-essential)Valerica doesn't initiate conversation upon being approachedThe barrier doesn't come down after killing the KeepersValerica doesn't lead the PC to the BoneyardDurnehviir had been set to Essential (as with Agmaer, I have no idea why! I checked in the CK and made an .esp to change non-summoned Durnehviir back to non-essential, which allowed me to kill him)Valerica didn't lead me to the Elder Scroll and the box was not interactive (had to disable it in the console to take the Elder Scroll: Blood)Once I had the Elder Scroll: Blood, the objective in Seeking Disclosure for finding it was not fulfilled.Finishing one questline continually doesn't trigger the next to start (giving the Scrolls to Dexion didn't trigger Unseen Visions, for instance, and I had to start it with the console)The Draw Knife was missing, and adding one to my inventory did not allow me to harvest the Canticle Bark, had to advance the quest stages manuallyOnce I'd collected the Ancestor Moths, they did not dissipate upon reading the ScrollsThe gate did not close when reading the ScrollsVampires did not attack after reading the Scrolls. I've made a Papyrus log from just before entering the Ancestor Glade. I used some console commands for the sake of brevity: killall to get rid of the Spriggans, tcl to get across the log that I always fall off. Serana didn't recover from killall for some reason, which is actually in the log... I also used console commands player.additem to get the draw knife (it didn't work) and subsequently canticle bark (it didn't trigger the next stage), and setstage dlc1vq06 10/20/30 to trigger the next quest stages. I stopped at the point at which the moths should have dissipated. Here's my log, which is just frighteningly chock-full of errors: There's no .psc files mentioned there so I don't know if it could be a mod that broke it, or if my DLC is just really broken. Here's my load order: I'm completely stumped by this point, because the whole Dawnguard DLC seems to be absolutely broken to pieces. It's beyond the point at which I can just nudge it forwards with the console and move on. I have the Legendary version on disc, which I downloaded and installed through Steam. Is this a problem with Steam's downloaded files? I verified the game cache and all was well (it just said "1 file failed to verify" as always, basically just resetting my graphics and interface). Has anyone else had this issue, and what on earth can I do about it? I'm willing to just make a new character and get over the lost time (it's by Bethesda after all... it wouldn't be the first time) but I'm worried that this issue is going to start popping up again if I do. Is it likely to be a corrupted save file, or does this point to a larger problem with my game files?
  13. I did this quest before a number of times before installing the Legendary edition, and all went smoothly, but I've got a whole host of problems with this quest now. The only difference is that it's the first time, playing on the Dawnguard side, that I've asked Serana to make me a vampire in order to go into the Soul Cairn. I am running all Unofficial Patches. Firstly, when I got to Valerica she wouldn't come over and speak to me. I tried waiting an hour, twenty-four hours, reloading the save, going through the barrier and hitting her down to her knees, moving Serana over to her, and moving her over to Serana, but I couldn't get her into a conversational mood at all. Eventually, I fixed this by using the console command setstage dlc1vq05 20, bumping me forward to the "speak to Valerica" stage. For some reason it hadn't triggered, or if it did then not properly. Next, I went and killed all three Keepers and ran back. This time Valerica still wouldn't chat, but in addition the barrier hadn't come down and she was still unreachable. I used moveto player on Valerica, and then her dialogue triggered and I was able to get the "follow Valerica" objective. However, the barrier still wasn't down. I looked this up online and while I couldn't find any information on the barrier glitch, other people said that if Valerica doesn't lead you then once you got to the Boneyard, the quest should progress normally. So I used tcl to get through the barrier, unlock on the door, and went into the Boneyard where Serana and Valerica spawned next to me. I then got the "kill Durnehviir" objective. Now I went to fight Durnehviir, and it was all progressing normally until he reached 0 health. Instead of dying, his health bar jumped back up to full. I tried killing him with a different weapon just in case, but he miraculously recovered every time his health bar was empty and started attacking again. I can't kill him at all! Setting the quest to the next stage with the console doesn't fix it, as he's still attacking me. Using the console command killall does nothing. It's as if he's been marked as essential. I recognise that one bug leads to another-- and that using the console to debug, especially when it comes to quests, can cause further bugs to happen-- but there's no way for me to get around this. I've tried loading from earlier saves and I still run into the first bug, Valerica won't talk. I'm not using any mods that change Serana, Valerica, or the Soul Cairn. There are a couple of mod issues I considered: I have Vampires Rebalanced installed. I don't see any particular reason why the changes this mod makes, which are generally pretty minor, should break the quest, and it's never given me any other problems, but it's worth noting since I've never played the quest option where Serana turns me.The weapons with which I'm trying to kill Durnehviir are modded (the bow from Bound Weapons Redux and Dawnbreaker from Daedric Dawnbreaker) but, like VR, have never caused me problems. Additionally, seeing as the entire quest so far has been bugged to Oblivion and I've had to use the console to keep it moving, not being able to kill Durnehviir isn't exactly a glitch coming out of the blue.I set the timescale to 4 with every new character I make as I find 20 a bit too fast, especially when using Realistic Needs and Diseases. I know that setting the timescale to too low a value can cause problems with quest triggers, but I did the same thing with characters where this quest went as smoothly as a baby's bottom. I never set it below 4, either-- internet sources generally agree that that's the minimum safe value. Since installing Dragonborn, I've had problems absorbing Murmilnir's soul, so Durnehviir's immortality is not the only dragon-related problem I've encountered. Has anyone else had these glitches, and if so, is there anything you can do about it? Here's my load order, for the sake of interest:
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