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About Shaadaris

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Edit: Whooops, I somehow didn't see the "Mod Support" section when I posted this. I'm getting really bad at posting things in the right place >.> Hate to ask this, but if a mod sees this, please move it. PROBLEM ONE: Short Attention Spam So, I haven't been to the Temple of Miraak yet, and I've been just doing odd jobs for Neloth. A madman gave my the misc. objective to get the Black Book from Tel Mythrin, and once I had access to the Staff Enchanter room, I read it. Easy peasy. Well, okay, the book was actually pretty difficult. Anyway, I got through it all, completed the quest, went to click the exit after selecting my power of choice... and "You are unable to concentrate on what you are reading." Okay... So I tried the book in my inventory. Same thing... So I apparently can't leave Apoc. the intended ways. Tried reloading the save. No dice. PROBLEM TWO: "It was fascinating to watch those tentacles grow out of your eyes." So I know there's a third way to exit Apoc - to "die". Well, all the enemies are gone, so I had to use the water. It worked, and I was unceremoniously flung from Apocrypha back into Neloth's enchanting room. Success! Er, well, not really, since my screen was consumed entirely by the green-black solid overlay you get in the Apocrypha water. Still. Once again, saving and reloading did nothing to get rid of this. I tried multiple times with the same result. PROBLEM THREE: Never really left. So I finally "killed" myself with the whappy tentacles, slowly. I also tried killing myself in the water but staying above the surface to avoid the overlay. Both had the following result: Solsteim now has Apocrypha's sky. Permanently. Nope, saving and loading, once again, did not work. I tried re-entering the book, only to find that I once again had the first problem, and upon exiting using the same methods, I found the sky was the same. Basically, Herma-Mora hates me. Anyway, I have all of the unofficial patches, my game is up to date, and my load order is http://pastebin.com/AHBLKfh9 So I have no idea what could be causing this. This is maddening. I've had almost no major issues until this point, and that's 150 hours of gameplay on this character. ADDENDUM: PROBLEM THREE AND A HALF: Skystheim. So after re-running the entire dungeon by going back a save, I found that the sky was correct. I then went through Bloodskaal Barrow, and got the Black Book, Waking Dreams, there. I encountered Problem One again, what a surprise, and upon exiting-by-death again, I found that Solstheim had apparently picked up Skyrim's weather patterns. Everything was snow, everywhere, constantly, and it all had that tint Skyrim's snowy sections had, even in Raven Rock. I haven't played this DLC much, but I assume this is incorrect, since it's supposed to be ashstorms, not snowstorms. So it appears I've had the wrong-sky-and-weather issue as in Problem Three, but this time Skyrim instead of Apocrypha. Oh, and the best part is I've progressed enough before noticing this time that I can't go back and reload. So now I REALLY need to figure this out.
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- apocrypha
- dragonborn dlc
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Note: Since this isn't exactly a technical issue, I didn't put it in there. If it should be in that forum instead, please move it there. Before recently, I never knew you could switch sides after joining one faction or the other, but I've found myself wanting to do exactly that. I was trying to play a character from the Stormcloaks' point of view, but I've realized that after what this character has learned over her journey so far, she would definitely switch to the Imperials. The best part is, I haven't done the Jagged Crown yet, so I should be able to switch, right? Er... Not exactly. I'm doing the Main Quest too, you see, and I talked to Tullius about the peace council in Season Unending... ...Then I realized I had to get The Jagged Crown out of the way in order to tell Ulfric about the council... Now I have the crown, it says to take it back to Ulfric. So I go to Tullius to switch sides, and lo and behold he just spews some line about the peace council and walks away. I cannot open a dialogue box with Tullius to switch sides. If I give the crown to Ulfric I can't switch sides... Basically, I want to know if there's a way (using the command console, probably) to be able to switch sides to the Imperials by completing The Jagged Crown, even though I've already spoken to Tullius about the peace council in Season Unending. I would also like for this to flow nicely and not cause any big problems in the story (i.e. Jagged Crown item still gets taken from me, characters react as though I had done the side-switching properly, etc. etc.) PLEASE help. I've played this char for over 140 hours and I'd hate to have such an important part screwed up because Bethesda did stupid things with the code.
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Okay, we've all been there... We walk up to the gates of a town, have a quick chat with a guard who drones on and on about his cousin off fighting dragons or whatever, and you enter the gates... Oh hey, 2 Master Vampires, 3 Thralls, and numerous Death Hound variants snuck past every guard in the city and are somehow in the middle of the the capital of Skyrim. Half the guards in the town did not notice them and still don't notice them, and they've killed 3 people before anyone even starts to go inside. Anyway, here's what I propose; a mod to fix this nonsense: -Random Vampire attacks are less frequent and appear outside the city walls, making their way into the city, and being noticed by guards, instead of suddenly popping into existance in the middle of the market or outside the inn. -There are less enemies. They should be trying to sneak in, and then when that doesn't work, try to fight their way in, not be launching an all-out offensive with the obvious initial intent of killing everyone for no apparent reason (don't Vampires need blood to survive, and living people tend to offer more blood over time...) I would suggest that if they attract enough attention, they try fleeing, but I doubt Skyrim's buggy AI would be able to pull that off. -The enemies are lower levels. It seems the moment you get to level 10 or so, every vampire attack is only Master Vampires. The levels should be balanced out a little, more with Masters only showing up later, or maybe even have it so the levels that attack are completely randomized. After all, these don't seem like very organized vampires. I think with these three fixes, it will make the Vampire Attacks more immersive, less of a serious annoyance, and more fun. It will make more guards notice them, as they should, and also give mods like "When Vampires Attack" more time to kick in and get the people to safety.
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- vampires
- vampire attacks
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I'm unsure how simple this would be to make, but this is a mod which would be rather nice for both roleplaying and general gameplay purposes: -Alchohol and Chems can no longer insta-addict after the first use, bar perhaps some of the more hardcore ones. -The addiction chance is based on how many you drink in a short period of time: ALCH: 1 in 3 days won't do anything, 1 per day has a chance, 4+ in a day and it's almost a 100% chance. CHEM: 2-4 uses in a week has a chance, 5+ in a week is far more likely to cause an addiction, and more than 1 or 2 in a day is a 100% addiction. I don't know how easy this would be to make. I'm sure the first part would be easy, but I'm not sure about the tracking timespan and number of uses; that said, it would be really useful for those who feel they have to savescum to avoid addictions on the first use of medx or whiskey, or those who are roleplaying a character who likes to have a drink once in a while but won't suddenly become hopelessly addicted to vodka after a single drink.
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Oh, thank you. I thought the Report function was soley for reporting bad behaviour and such. I'll try to keep that in mind next time ''>.>
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CERTIFICATE: When I went to log in here to post a Mod Suggestion (yes, that one that's in this section... Apparently browsing the forum while typing a post in another tab is a bad idea because it causes the post to end up in the wrong place?) Firefox came up with a big warning message saying that this website's certificate was incorrect, according to an Avast report. Since I added an exception to get onto the site, I can't really find the specifics to give, but it looked pretty serious. Before anyone asks, yes, my clock is set to the right time. I know that can cause problems. LOGIN PROBLEMS: So I found out why my mod request ended up in this section - when I first went to post it, the site had apparently logged me out in the middle of posting, which then made it come up with a big warning message saying my security key was not the same as when I clicked to make a new post. So I logged back in, but I apparently did so in the wrong tab and then went to post it again, unaware that I was now in the wrong section... Many apologies for that. However, this seems to be a big issue since it happened AGAIN when I frist went to post this (originally just about the certificate) and that's how I found out that was the problem... So... Dunno what the deal is with that. Let's hope second time's a charm again with this post (though it would be nice to get the correct section this time...)
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- certificate
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EDIT: OH GOD SERIOUSLY I WASN'T EVEN IN THIS SECTION WHEN I CLICKED TO MAKE A NEW POST WHY IS IT HERE?! Someone please move this to Mod Suggestions... It has been moved. CONCEPT: I'm honestly surprised nobody's done this yet... I'm looking for a mod to be made where after you tell a [Hold] Guard that you'll pay off your bounty, they take the money and any stolen items... And then leave. As in, you don't get sent 1/2 way across the hold in an instant to the prison despite not serving any prison time. That's it. Just, guard takes the money and items off you (putting them in their inventory optional) and then the guard goes back to their business and you go back to yours. REASON: An aggravating incident kicked this off for me. I was in Markarth on my way to Karthwesten to deliver a sword, which according to the Orismer who gave it to me, was basically a letter saying "I'm angry at you" to her daughter. So I was on my way, when I met a group of Thalmor. Now, I don't like Thalmor... Long story short they didn't survive, and the prisoner they had was set free... I may have also eaten them a little afterward - only the blood, I'm a Vampire not a Cannibal! Well, I arrived at Karthwesten, and just as I'm about to go into the miner's barracks to hand over the bloody huge, heavy sword, "STOP RIGHT THERE CRIMI-ohwaitwronggame... You've committed crimes against yadda yadda you know the deal." So apparently... I did... Something. The bounty wasn't high enough to have been for killing the Thalmor, no witnesses anyway, and nobody saw me... eh, drinking... 40 whole gold... Impressive, eh? So I said I'd pay off my bounty... And... Suddenly, I'm transported back to Markarth, which, if the game was to scale, would probably be a day or more away, except that it happened instantly. Oh joy, now I get to spend another 10 minutes running back to Karthwesten because I don't use fast travel... I just noclippied there because screw that this makes no sense anyway.
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if i had the time i would have already made an anti material rifle that fired mini nukes like missiles and given them stats that would cause them to do bullet damage as well as explosive damage for the lols. though i only mentioned it because several people have said things similar and behaved like that is how copyright works. also wait till you meet some of the other characters, you will want to facepalm a lot. oh find The Cuckoo's Nest it is just Northwest of where you will find the antenna thing for the Think Tank. by the way a lot of the denizens of the DLC are a tad OP for the recommended level. I'm 10 levels above reccommended so I should be fine... Maybe. I plan to explore the whole place before leaving since this is my first playthrough.
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- old world blues
- gear
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yeah, we didnt need your permission; but sounds like a hilariously fun albeit OP weapon to goof off with. anyways have you talked to the folk in the Think Tank? because once you do you will know they honestly had no plans to take anything from you... sorta... kinda confuses me as to how... sorry spoilers i wont finish. though to play the DLC without your starting gear would be nice, because it really did feel like OWB was setup for it and they didnt end up going through with the idea. who knows, i say just put your stuff into the chest in your room and forget about it. or reload a save before you went there and leave everything behind. Note: you will be able to go back to Big MT after you're done and all containers in the SINK are safe for storage. Yeah I just got through the initial uber-long conversation-cutscene... Then I "spoke" to 8. (Kinda wish after the science check translations would appear like the wiki has for a few quotes) Everyone is a Large Ham, chews the scenery around them, and is hilariously oblivious and dysfunctional with eachother... This DLC is going to be amazing. That said, yeah I know I could just drop everything and forget about it but still... It'd be nice if there was a mod to do it automatically. Y'know, immersion and stuff. Probably isn't even that hard to make. I imagine it'd just be a process of copying and making some edits to code from Dead Money. I'd do it myself but I'd rather not figure out how to use NV modding tools just to make such a small thing. And yes I know nobody needs my permission to make the ridiculous uber-gun. Just thought I'd include that for the fun of it and in case someone did want to ask permission to make one (though I doubt anyone genuinely interested in doing so would view this thread).
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- old world blues
- gear
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So I just started OWB for the first time... Never been into it before or even seen any gameplay of it... ... Aaaaand immediately I'm disappointed. I'd heard you get surgically altered at the beginning, and yes, it gave me an awkward hospital gown... But my hat and glasses were still on... And my gun on my back... Now since I haven't played much at all yet I don't know if there's a logical reason for this... But really I feel like it would make far more sense if your dangerous weapons and unsanitary clothing, etc. were confiscated by a security system or something for the majority of the DLC like in Dead Money. That and one of the things I like about Dead Money is that you have to be careful and start from the beginning (sort of). You can't just bring in your Infinity +1 Nuclear Powered Anti-Material Rocket-Propelled Gauss-Cannon™* in and figuratively (or literally) nuke everything. So... Basically I'd like a mod that does this. Removes your equipment a-la Dead Money and puts it somewhere you can't get to until late in the DLC - or maybe even when you get back to the Mojave. *If someone wants to make a NuPAMRoProGaC™ mod you have my full permission so long as you please send me a link and for the love of The Great Beyond do not put it anywhere near Goodsprings.
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Aha, it's as I thought, the culprit was ReAnimate. I guess when the script went over the npcs it disabled and re-enabled them in an attempt to fix an animation bug, but didn't realize that they weren't bugged and as a result... made them bugged? I dunno, but when I removed ReAnimate it fixed the problem in my test saves. Guess I'll just have to deal with the occasional T-Pose.
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Well I can probably rule out all three that you mentioned because Strangers only runs once and NPC greetings only affects the distance already-friendly NPCs greet you at, and so the only one that might have to do at all with aggression is Run For Your Lives, and it only affects people in towns while my bug doesn't. Not to mention I've had all three of these mods running together since I first installed Skyrim and this bug is only manifesting itself after 45 hours of gameplay. I think I might know what's causing it though. If my solution doesn't work then I'll try yours. That said, the profile tip is very helpful, thank you. I forgot I could do that, and was really worried I'd break my (asides from this bug) stable installation. Thank you. Either way I'll post my findings here for people in the future having this issue. Nothing peeves me more than when I'm having a bug, I find a post by someone else with the problem and they just go "oh nevermind I fixed it." HOOOOOW?
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Here's a new one... I've seen a few posts about this before, but the causes have always been undetermined or not caused by a mod I have. (Also I'm not posting this in the modding section because it says to go there for issues with specific mods which... well, I don't know the cause of this, though I do assume a mod is responsible. If this is not kosher, feel free to move this thread elsewhere.) I've noticed that when entering new cells, interior or exterior, sometimes (not always) the NPCs will spawn, walk around/do whatever for a few seconds, disappear, then reappear in their original starting positions. This would be fine if it didn't also cause any aggressive NPC to have their aggression value set to 0 upon the reappearance, making them basically walking punching-bags (or in my case stabbing-bags). My Mod List is as follows: My Load Order is as follows: I used Mod Organizer for the profile and LOOT to set load order. This is kind of a game-breaking bug so any help would be appreciated.
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- bug
- aggression
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