Jump to content
⚠ Known Issue: Media on User Profiles ×

Greymane

Premium Member
  • Posts

    61
  • Joined

  • Last visited

Everything posted by Greymane

  1. An update for SKSE just dropped. Everything should be back to normal now. EDIT: Right, forgot. Now got to wait for the mods themselves to update. This is why we never let Skyrim update itself, my friends.
  2. So, this is a weird one that I haven't encountered before and so far can't explain, so I was hoping someone else might have encountered it before. The dinning room table in Breezehome is missing it's texture... and just that table. No other table anywhere in the world that I've seen is missing it's texture, including tables that use the same model. I have very few mods that touch Breezehome at all - ELFX, EmbersXD, ImprovedAdoptions, Moon and Star, and Alternate Start - and poking around in SSEEdit doesn't show any of those even interacting with the table. I also have SMIM and SMIM 2k Furniture Improvement, but as I said, so far the table in Breezehome is the only one in the game to be missing it's texture.
  3. Yeah. You can either change the settings long enough to let it update or just launch with the native (non-SKSE) launcher to trigger it. If you do change the settings, just be sure to change them back. I forgot to and now am stuck unable to launch my game till SKSE updates (don't feel like jumping through hoops to downgrade for what is hopefully a minor fix).
  4. If you're on Steam, you can try telling it to only update on launch. As long as you only launch using SKSE, it should in theory never update.
  5. Can confirm. They released a miniscule nothing update, just some UI stuff and access for Japanese and Chinese markets to something or another, but it was enough to change some numbers and make SKSE stop working for the moment.
  6. Everyone in the game speaks of dragon slaying as a great feat, yet whenever a dragon is defeated within a city or village the locals seemingly just allow the bones to be carted off to the garbage. So, mod suggestion: Whenever a dragon is slain in a city or near another major location, the citizens place the dragon's skull on prominent display somewhere. In some important cases, they may even put up the entire skeleton (for example, on the Western Watchtower outside of Whiterun after you slay your first dragon). There would obviously need to be some limit on just how many skulls go up, but it would be a nice way to show how important citizens of the hold consider the act.
  7. That makes sense, sLoPpYdOtBiGhOlE. What about just entering a conversation with someone? Would that be doable? I know there are mods like People Are Strangers, where NPCs are labelled 'Stranger' until you speak with them, then they get their actual name. So, there is some kind of switch being flipped in scripts there, related to at least using the activate/talk button with an NPC. Do you think it would be possible to do something similar, just with a one-time training effect to Speechcraft? Asking mainly due to be curious. Don't expect anyone to actually do it. Far as linking Speechcraft to dialog, that's already been somewhat done with things like Immersive Speechcraft, which I'd like if it didn't feel like it cluttered up dialog options in a somewhat unnatural looking way.
  8. Is there any possibility of someone making a mod that makes conversation, interacting with NPCs and picking 'fresh' dialog options (i.e. bright/previously unselected dialog choices), give a minor progress bump to Speechcraft? Not a massive boost, maybe just enough that if you seek out and talk with everyone in a reasonably sized settlement, you might gain an actual point or two. It's a mod that seems a bit obvious to at least attempt, but to my surprise when I searched the forum I saw nothing similar requested. It may be that it's something looked over and dismissed as impossible ages ago.
  9. "I been looking for you. Got something I'm supposed to deliver. Your hands only. Let's see now... what's this? Another museum opening in Dawnstar? They certainly must enjoy their history. It looks like this time you're to be the guest of honor. I suppose congratulations are in order. Now, if you'll excuse me, more deliveries to make!" Silus Vesuius has had a revelation. Nearly being eaten alive by the servants of a murderous Daedric Prince of destruction, revolution, and ambition will do that to a fellow. Perhaps, just perhaps, a museum devoted to the Mythic Dawn isn't going to pan out quiet as well in practice as it sounded in his head. For one thing, no one is coming. This is likely do to the Mythic Dawn being a murderous cult who are almost solely responsible for the destruction of the Empire. Then there is that whole bit where Mehrunes Dagon betrayed and attempted to murder him. That put a damper on the whole business? If you can't trust the Daedric Prince of Destruction, who can you trust? As it turns, the Dragonborn, who rejected the gift of wicked power and acted selflessly to save Silus life. What a hero! What a legend! And what better way to pay the Dragonborn back than to create a place dedicated to preserving the history of this fascinating, mysterious figure while it's still fresh? Bring your family! Free dragon balloons for the kids! The Dovahkiin Museum The Dovahkiin Museum would offer players the opportunity to build a museum dedicated to their favorite hero of Skyrim - themselves. Built just outside of Dawnstar, the museum would be one part business, one part trophy room. Building the Museum would require the player to have finished the quest 'Pieces of the Past.' Despite the flavor text, Silus Vesuisu would not have to survive for the museum to be built. If the Dragonborn chose to take Mehrunes Dagon's offer, instead Silus long lost brother Arcturus would arrive in Dawnstar to arrange the construction instead. Of course, neither of the Vesuisu brothers would have the financing to make their dream come true, which is why they would contact the Dragonborn to attempt to enlist their help. This could be in the form of funding, though if the Dragonborn is a more hands-on sort then they could acquire the resources and build the museum themselves. Once the museum has been constructed, numerous improvements and expansions could be made. While the quality building itself would contribute somewhat, the ultimate success of the museum depends entirely on the fame of the Dragonborn. The more quests completed and more friends made, the more display options will open and the more money the museum will make. Even at it's most profitable, the museum will never make massive amounts of gold, but with time can at least offer a modest return on the initial investment of money or effort. Informational plaques about the people and objects displayed could be bought or built. Costumed impersonators could be hired to serve as tour guides for each wing as well. The Main Hall is the first structure built and serves as the entry point to the museum, with doors to the other wings. In addition, it will have displays and trophies relating primarily to the main quest that had been completed, such a the bones of Mirmulnir and alcoves with Greybeard or Blade dioramas. Build Prerequisites: Completing the quest 'Pieces of the Past' Potential Guides: A Greybeard Impersonator, a Blade Impersonator The Civil War Wing would commemorate the events of the war itself. The Dragonborn could color it as they see fit, depending on their politics and alliances, slanting things in favor of one side or the other or else playing fair down the middle. Build Prerequisites: Picking a side in the Civil War. Potential Guides: An Ulfric Stormcloak Impersonator, a General Tulius Impersonator, a Stormcloak Veteran, an Imperial Veteran The Historical Wing displays treasures and architecture from various ruins the Dragonborn has visited in their heroic journey. These include a working draugar puzzle door with displays for each unique dragon claw key (the Golden Claw can be bought from Lucan Valerius for a significant cost) and a rideable Dwemer elevator. Build Prerequisites: Clearing a certain number of dungeons. Potential Guides: A Dwemer Impersonator, an Ancient Nord Impersonator The Daedric Vault is an extension of Silus' previous museum and house artifacts of the Daedric Princes. Replicas can be bought for display for those artifacts the Dragonborn has completed the quests for, but chose not to accept. The Vault also includes statues of the Daedric Princes, displays for related memorabilia such as mannequins for Robes of Vermina or Mythic Dawn and live daedra (depending on those the Dragonborn can summon). Build Prerequisites: Completing at least one other Daedric Prince's quest after 'Shards of the Past' Potential Guides: An Azura Impersonator, a Meridia Impersonator, Sheogorath (not an impersonator, the actual Daedric Prince) The Hall of Arms is a more general armory, designed with ample display room for any other weapons and armor the Dragonborn might think notable. An on-site smithy can be built, complete with a resident Apprentice Blacksmith to put on a show when the Dragonborn isn't around, under a floor grill for visitors to watch. Build Prerequisites: 50+ in any Warrior or Thief Skill Potential Guides: None The Grand Arcanum is the magical and literary counterpart to the Hall of Arms. A display room for books, magical tomes, staves and robes, and obscure alchemical ingredients. A fully functional magical workshop can be built and a Winterhold Dropout hired to entertain visitors. Build Prerequisites: 50+ in any Mage Skill Potential Guides: None Dungeon Adventure! Be the Dragonborn! would be an interactive experience where, for an extra fee, guests could see what it's like to live the life of the Dragonborn as they crawl through a tiny dungeon fraught with traps and peril. The Dragonborn could take part in this tiny, family-safe adventure, watch from the sidelines, or play the sadistic puppet master by springing traps at the push of a button. It's all fun and games till you 'accidentally' hit the button that lets the frostbite spiders loose. Build Prerequisites: Building the Historical Wing Potential Guides: A Falmer Impersonator, a Paroled Bandit The Dovahkiin Museum Giftshop is exactly what it sounds like. An annex to the Main Hall, merchants can be hired to sell snacks and gifts to visitors, while special chests allow the Dragonborn to offload as souvenirs anything that might not be up to display quality. Build Prerequisites: None Potential Guides: A Dragonborn Impersonator (who says nothing at all), a Lydia Impersonator
  10. Bethesda has come to you for the concepts of their next two DLCs. One is intended to be similar in scope to Hearthfire - a small package expansion to add something interesting, but far from epic or game changing to keep players entertained. The sky is the limit on the second, anything short of a whole new game. Lets hear those concepts.
  11. Not much, as I stated originally. Still, I was open to being surprised by something, if not remarkable, at least rock solid and well thought out. Where as the reviews, which are for and by console players, are all coming in a tepid. I'm sure you're right about Hearthfire being a bigger deal for the console players than PC gamers. I like Bethesda though and keep wanting them to catch me off guard and make me pleasantly surprised. Dawnguard did, so I was hoping Hearthfire would too. That's all personal perspective though. I had mostly started the thread to mention that the reviews had started coming out, since it hadn't been brought up yet.
  12. A quick Google search can turn up more than a few reviews for Hearthfire on the 360 and the general impression from reviewers so far seems to be summed up as "Meh." For a five dollar DLC, you don't expect anything too amazing, but it is a little disappointing to see how underwhelming Hearthfire apparently is. Home building and decoration is sounding extremely uninvolved and far from the modular, highly customizable experience the trailers implied. Adopting children is also looking bland, though that is no shock. Skyrim does not have a history of deep, involving NPCs, but it really sounds like the adopt-a-kid thing is particularly a non-effort. Haven't read much so far about how the radiant quests to defend against marauding bandits and monsters is, but it's hard to see how that could be a redeeming part of the DLC. I was sort of looking forward to Hearthfire and will probably still drop the money on it, but with reservations and no intention of supporting any future underwhelming mini-DLCs. Even at the low cost, there really doesn't sound like any particular advantage to it over the home-building mod already available. If nothing else though, perhaps it will provide more resources for modders to work with.
  13. Already have the dragon woodcuters axe, it was made by dfac364, one of I.T.E.M.'s moddelers. Compliments to dfac364. That looks amazing. Question though, will the alternate material work tools still function as work tools? There was another mod someone mentioned in a different thread that added a couple of alternate-material pickaxes, but none of them could actually be used for mining. I was curious if this was just an oversight on that mod or something in Skyrim that wouldn't allow multiple tools.
  14. -Woodcutters axe and pickaxe for all kinds of materials(orcish, daedric, elven, steel, dragonbone,...) Makes me do a jig of joy. Best of luck with this, Sk0rpio.
  15. Oh ho! Fantastic! My request is apparently being fulfilled before I even make it. Now that is prompt.
  16. Barcibus' Steel Woodcutter's Axe is a good start, but I don't think it goes far enough. For those of us who enjoy the oddity of killing dragons with hand tools, it would be fantastic if some demented yet well intentioned modder would make a texture or item pack that included mining picks and wood axe's that ran the full gamut of materials. Imagine the thrill of mining ebony to make an ebony pickaxe so you could then mine more ebony or chopping down ghosts with a silver woodcutter's axe. Or even living a simple life in Riverwood, cutting logs for a living, with an axe made from dragon bone. The possibilities are endless. (Despite joking around, this is a serious request and not in any way a mockery of the steel woodcutter's axe mod, which I use and love. I'm just aware of the absurdity of the request)
  17. I'll chip in with a shallow but honest answer. Vanity. I am extremely vain and find it easier, with the mods available, to create a female character who appeals to my sense of design and aesthetics than a male one. I am not even talking attractive, as it has nothing to do with the urge to stare at female anatomy. More that the overwhelming majority of clothing and armor choices I find appealing are available for female characters rather than males. Oddly, it's also true that the overwhelming majority of clothing and armor choices I find abhorrent to my sense of design are only available to female characters, but that is another matter. In some other games, I'll play a female character for story purposes. In Mount & Blade, for example, I always play a female character because it makes the unwritten narrative more interesting. In that game, if you are a playing a female character, you are the only female war leader in the entire game and all the more amazing for it. In Skyrim, however, that is not true. Despite the occasional pretense the game tries to make to the contrary, there are no gender restrictions or cultural expectations to defy. Women, without fanfare, operate in every role on every stratum. Their equality is so unremarkable within the world that not a single character remarks on it. I do like that aspect, but it also reduces gender to a purely aesthetic choice which only returns things to my first reason.
  18. I guess I'm in a minority, because I think this looks pretty fun. Much as I really would love to see the role playing expanded in more meaningful, less gimmicky ways, if they must do a gimmick this is one I'm happy to see them do. I don't doubt that some elements are going to be pointlessly shallow, like adopting kids (unless this includes a massive rehaul and expansion of how friendships, romances, and marriage play out, which I doubt), but I personally love the idea of an in-game house building mechanic. Now they just need to include a shop-running DLC and the ability to buy out the Mythic Dawn Museum and transform it into the Dovahkiin Museum and they'll have hit all my gimmicky desires.
  19. Not to sound rude, but I think the entire question is somewhat irrelevant since it's predicated on the assumption that any DLCs produced will nessessarily have stories which take place AFTER the events of the vanillia game or in some way rely on them. This has largely been untrue for Elder Scrolls games, however. While I think it would be neat if they tied very strongly into the plotlines of the vanillia game, I'd wager it more likely that they'll exist as mostly seperate expansions.
  20. I'd like to call this more of a communial pooling of ideas than a mod request, strictly speaking. I've no skill to perform it myself, beyond writing, and would never expect a modder to do it for me (but would not object). By and large, I was satisified with the faction quests in Skyrim. Some were better than others (Thieves Guild compared to, say, Winterhold Academy), but I enjoyed them. Yet, what ultimately bothered me about all of them was where they ended. In each and every quest line, the player be named leader of the faction. This SOUNDS interesting, at first, until you realize that becoming leader is the END of quests. You may still have a few radient quests you can perform, but as for story related things? That is it. After spending the entire quest line being bossed around, told what to do, insulted, and generally unapprecited, your deeds are at last recognized and you are raised to a position of authority... and then never given a single chance to exersize that authority on anything. You never get to plan a heist as the Guildmaster of the Thieves Guild (nor are you ever called upon to defend Nightingale Hall, despite that supposedly being the ONLY earthly disadvantage of being a Nightingale) or organize a study expedition as Arch-Mage of Winterhold or lead a warband as Harbinger. I would LOVE to be able to set off a questline where the Academy, under my leadership and by my order, begins focusing it's talents and resources on the restoration of Winterhold City (instead of ignoring it beyond to say "Yes, yes, very sad. IT WASN'T US. All that human loss, that we had nothing to do with. Now, do you mind running along, bothersome little Arch-Mage? Since what happened wasn't our fault or anything."). 'Push back' the sea to uncover old wreckage and deal with old ghosts, send or take my students and staff out to adventure (Practical Applications of Magic 101) and gather treasures and knowledge from dungeons, negotiating loans from school resources to people attempting to restart industries in the town and having to deal with the troubles when some turn out to be untrustworthy or hampered by outside forces and the potential internal backlash from the facality at the cuts to their own salaries this might result in, trying to reach a state of peaceful co-existance with people who distrusts us and a Jarl who actively dispise us and may even seek to sabotage reconstruction efforts regardless of the hurt they do his own people... Opinions? Ideas? Lets hear both.
  21. Oh, I like that. Would be nice if the equipment gave you some kind of benefit for wearing it as a set too, ala Nightingale Armor. "True Thane" or some such. Though, for that to work the Axe of Whiterun would have to be a one-handed weapon instead of it's typical two-handed form.
  22. One of the stranger and more amusing things that ever happened to me took place north of Whiterun. It was my first playthrough and I'd just obtained the third word of Unrelenting Force. As I wandered about on foot, alone as I'd left Lydia at home to watch the house awhile, I was randomly blasting anything I happened across with the Shout. Bones were sent flying, a helpless goat launched through the air, for unknown reasons there was an iron dagger on the ground that I actually managed to fling into a wolf. Then, just as I was unleashing another Fus Roh Dah, a man darted out from the side of the screen. I had no idea where he had come from and expecting a bandit, entirely on reflex jerked my gaze towards him. Forgetting for an instant that I'd already started my shout. Well, sure enough, the poor fellow was hit by it at almost point blank range and hurled clear down the road. He bounced a few times, but I could hear him making unhappy noises, so I prepared a healing spell and started towards him, prepared to render aid by way of apology. I had barely taken a step however when out of nowhere, without so much as a wing beat or a roar or a warning note of music, a blood dragon thumped to the ground behind the fellow. The man had just enough time to shout something before the dragon lunged forward, snapped him up in it's jaws, shook him around like a chew toy, then flung him off to parts unknown. The dragon then instantly flapped it's way back up into the air and sailed off towards the horizon, not giving me so much as a second glance. I looked, but I never could find that mans body. I still have no idea who he was.
  23. All of what this man said. I've enjoyed the game anyway, but there is something truly disappointing about how static the reactions you get from people are. Take Whiterun, for example. I warn them of the dragons, help (if not almost single handedly) kill the first dragon slain in living memory, get named Thane, buy a house, help out every single person in town I can help, prove instrumental in saving the city from being overrun by the Stormcloaks... and the guards still all give me lip every time they see me and Irileth continues to treat me like a stranger worthy only of scorn and suspicious. No matter what you do, where you go, or the titles you hold, everyone still acts like you're just some nobody adventurer they can boss around and treat like any other murder-hobo out there. Even if the world is never physically changed by your actions, you'd at least think the people would care, but... nope. At best, you'll randomly get a line from someone you've helped about how they like you. Of course, another thing I that disappointed me was how many assumptions the game makes about your character. You're often informed of traits about your character that you might not want to be true (see: The Taste of Death) or that are just blatantly untrue. After having my character work his butt off chopping wood, hunting, and crafting goods to afford or handcraft every last thing he owned, walking into Riften and having Brynjolf tell my character that he hadn't earned any of it WITHOUT the option of "Punch this smug bastard" in the dialog ticked me off and disappointed me to no end.
  24. You know, thinking about it, the one big thing I'll give to the Stormcloaks side is the issue of alliances. Not that the Stormcloaks make any or seem willing to, but the alliances the Empire are willing to enter into show their desperation. They're willing to support blatant incompetents such as Siddgeir or openly corrupt ones like Maven Black-Briar. Their policy of putting into power anyone willing to even temporarily support them and tow the line stands a very good chance of biting them badly in the end and even in the immediate sense is not in the least bit good for Skyrim.
  25. I'd like to see DLCs that build off the Skyrim storyline and off each other as well. For example, we're told that there is still rebellion in Hammerfell. So, the first DLC takes place there and the choices you made in the vanilla game start to show. If you sided with the Stormcloaks, you must convince them to intervene on behalf of the Reguard - no easy task when you're talking about the Sons of Skyrim who hate outsiders. You go in as the Dragonborn, spreading worship of Talos and rumors of Nord aid to come, until the Jarls feel so pressured they must step in. If you sided with the Empire, they WANT direct intervention but under the terms of their treaty with the Dominion they cannot without risking a renewed war. So, you have to go in covertly, aiding and fostering the rebellion in Hammerfell to such an extent that the Empire can justify moving back into the region to 'stabilize' it when the Thalmor completely fail to. Building that plot line slowly up to the point where the final DLC takes place back in Cyrodiil as it's caught in the throws of a second Great War with the Dominion - with you either leading the Empire reunited or as Dragonborn at the head of a loose alliance of provincials.
×
×
  • Create New...