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erikolaix

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  1. I've just about finished modding Skyrim, but am left with two issues: 1. There's too much visibility at night. I want nights to be extremely dark. 2. Interiors are too dark (at daytime). I'm using STEP Core (as a base), which includes ENBoost and these relevant mods: Enhanced Lighting for ENB-LITE Relighting Skyrim I'm not using any ENB on top of this due to performance issues. However I am using Climates of Tamriel (with the optional darkest nights, lvl 3). Since I have to use borderless mode, I can't use the in-game brightness slider. However by using IMAGINATOR I can decrease brightness so that the nights are perfect. That makes interiors pitch black though. How would you recommend that I achieve dark nights and moderately lightened interiors?
  2. Playing for the first time in 3 years. I have: - Carefully installed the majority of recommended STEP mods (though more minimalist than 'Core') - Added a few favorite mods: Frostfall, Campfire, Deadly Dragons, RealVision ENB Now all that remains is to address these issues: - I don't want to level too quickly - I don't want enemies to scale to my level (there should be 'too dangerous areas') - I want more interesting combat and perks I considered PerMa for the combat & perk overhaul, but it seems far too 'intrusive' and like begging for mod conflict issues and CTDs. Am I best off installing the relevant SkyRe modules, or are there better alternatives?
  3. I'm returning to Skyrim after nearly 3 years, and would appreciate some advice. I tend to play very long term games, and lose interest if the game becomes too easy. So back when I played in 2013, I used a variety of mods for increasing difficulty. The most significant ones were the SkyRe overhaul, and the survivalist mod Frostfall. Would you recommend that I use those again, or are there new and better alternatives for 'hardcore survivalist' gamers? (I'm looking for some general pointers before I start my own mod research)
  4. Realistic Animal Loot The purpose of this mod is to increase immersion by making animal loot more realistic. It ensures that animals no longer carry gold or jewelry, and it slightly increases the number of antlers, horns, tusks, claws, legs, and/or toes you can harvest from them. In example, deer no longer drop gold or jewelry, and you can harvest two antlers from them instead of just one. The following animals no longer drop gold or jewelry: Bears, chauruses, cows, death hounds, deer, elk, frostbite spiders, goats, horkers, foxes, mammoths, mud crabs, skeevers, sabre cats, and wolves. You may however still find gold or jewelry in slaughterfish.Animal loot quantities have been adjusted as follows: Bears drop 3 claws, deer and elk drop 2 antlers, giants drop 3 toes, goats drop 2 horns, horkers and mammoths drop 2 tusks, and mudcrabs drop 3 legs. Formerly, these animals only dropped 1 of each.Note that this mod may be considered a very minimalist version of Xion209's excellent Realistic Wildlife Loot And Recipes, which I've been using up until recently and fully endorse. The only reasons why you may want to use my mod instead of his, is that mine has significantly increased compatibility with other mods while also being fully compatible with all languages. If you're interested in a larger overhaul, and have no compatibility issues, then his mod will likely be the best option for you. http://static2.nexusmods.com/15/mods/110/images/48626-1-1386702600.jpg Many thanks to the esteemed Trollberserker for this mod image (slightly adjusted). Requirements This mod requires the official Dawnguard and Hearthfire DLCs. Configuration notes If you're using Wrye Bash, then 'Realistic Animal Loot.esp' should be assigned the bash tags DELEV and RELEV, because it removes some loot items while also increasing the amount of other loot items.There's a slight conflict with Skyrim Redone (SkyRe) because it adjusts giant frostbite spider loot, specifically frostbite venom. For this reason, if you use poisons and wish to keep the SkyRe-edit, place 'SkyRe_Main.esp' after 'Realistic Animal Loot.esp' in your load order.
  5. Consistent Vignar Gray-Mane This mod adjusts the appearance of Vignar Gray-Mane so that he no longer looks like a Redguard, but like a Nord (which he is). He is given the same skin color as his kinsmen Thorald Gray-Mane and Avulstein Gray-Mane. I realize that it's possible for Nords to have darker skin, but it never made sense for Vignar to look so radically different from his own family members. The main file is the English version, and a German version is available as an optional file. The only difference between them is that in the German version, Vignar's surname will be "Grau-Mähne" instead of "Gray-Mane". This is a microscopic fix which has no known compatibility issues with other mods. Screenshots for comparison: BeforeAfter
  6. Ulvhild - Nord Housecarl for Lakeview Manor This mod is designed to enhance the Stormcloak experience by turning the housecarl of Lakeview Manor into an authentic-looking Nord. The main motivation for this is that when the Dragonborn is a Stormcloak loyalist and Falkreath is under Stormcloak leadership, it doesn't make sense for the Jarl to assign him/her a Redguard housecarl. The mod is by no means exclusive to Stormcloak characters however; it's a modest adjustment that may be applied to anyone's game, provided they've installed the official Hearthfire DLC. The Falkreath housecarl is originally named 'Rayya', but will be renamed to the Scandinavian 'Ulvhild' if you apply this mod. She'll naturally remain female, and she'll still use the same voice set (by Claudia Christian in the English version). Her skills will also remain the same. Aside from her new name, the following changes will take place: Her race will be adjusted from 'Redguard' to 'Nord'Her physical appearance will be adjusted to reflect her race (screenshot)She'll wield war axes instead of scimitars The official Hearthfire DLC is required. There are no known compatibility issues with other mods, and given the very limited scope of this mod I don't expect there to be any. The mod should be entirely lore-friendly as well, as the original housecarl is never referred to by name or race (to the best of my knowledge).
  7. If the timescale suggestion doesn't solve your problem, you should use the console to force the next quest "Dragon Rising" to start. This should work: SetStage MQ104 10
  8. Have you reduced your timescale in order to make time pass slower? Setting timescale too low is known to cause probems exactly like yours. Open the console and type "show timescale". If it's below 10, reload to before you enter Dragonsreach, type "set timescale to 10" in the console, then go give Farengar the dragon stone again.
  9. No problem, glad I could help. Thoros White-Stag sounds like a very suitable character name.
  10. For the sake of argument I'm going to assume you'll support the Stormcloaks (which makes sense if you want to roleplay Robert's Rebellion). When I play strategy games such as the Total War series, one of the first things I build is often a thieves guild. This is because I want to get started training spies and assassins. No matter how shady and amoral they might be, they serve a valuable purpose if you know how to direct them. They'll give you valuable intel on the enemy, steal their private documents, and take out high value targets. So, when waging war against the Empire, it'd be in the interest of Skyrim to have master 'intelligence gatherers' and assassins at its disposal. If not it'd be at a disadvantage, and at the start of the game the thieves guild is indeed in shambles. This is what might motivate your character; to gain influence and control over such resources, and strengthen them to be effective tools against your enemies whether it's the Empire, the Thalmor, or someone else. After all, Robert Baratheon had plenty of spies and assassins in the East, one of which attempted to assassinate Daenerys at his command. For examples of how strong warrior characters can be roleplayed in a thief/assassin guild, consider the episodes of HBO's "Rome" where the former centurion Lucius Vorenus and former legionary Titus Pullo take charge of the underworld. Vorenus becomes guild leader, while Pullo is his second-in-command and, among other things, assassinate a high-profile political figure in a very soldierly way. As for the College of Winterhold, you might seek to control it for the same reasons that the Templars seek to control the Mages in Dragon Age. They don't trust them, and believe that they require constant supervision and must be subjected to stringent controls. Most traditional people in Skyrim already seem to believe this, and Robert definitely strikes me as the type of person who'd be deeply distrustful of magic users. In any case though, Robert would probably want to learn how to put his weapon on fire like Thoros of Myr... or how to fortify his stomach to hold more wine.
  11. It would make sense for the Empire to outfit their soldiers with clothes and armor suitable for the 'northern theatre of war', as the climate of Skyrim is very harsh compared to the temperate climate of Cyrodiil. Yet their soldiers wear skirts while marching across the tundra in snowstorms. There's been a few mods that have addressed this by adding pants to the Imperial armors, and by giving them a darker and more 'rugged' look, but they're all either disbanded, flawed, and/or incomplete. In example, I think "Prometheus Imperial Winter Heavy Armor" has a better look for Skyrim, but it's been abandoned, and the cape is part of the breastplate which makes it incompatible with both Winter Is Coming and Frostfall. The same seems to go for "Imperial Armor Enhanced v2", which looks even better as it's been darkened as well. Both "Imperial Armor Enhancements" and "Darker Imperial Armor" are great as well, but alas they don't add pants. Perhaps there's someone here who's able and interested in making a consistent and compatible Imperial winter armor overhaul, in the spirit of the mods I've linked to? Ideally you might add pants to the Imperial armor types, give them a more rugged appearance, and ensure that they're compatible with Frostfall & Winter Is Coming. Hopefully at least one of the authors of the mods above would be willing to let you take over, as there's a quite a bit of great work in each of those. Incidentally this reminded me of the TV-series 'Rome', where the Roman Consul Mark Antony (James Purefoy) wore a significantly darker, less ornamented fur plate armor while waging war in northern Gaul. In any case, please consider this if you know your way around armors. Thanks.
  12. Thanks but in case I wasn't clear, I'm looking for a mod that enhances all Imperial armors, not a standalone armor for my own character. For an example of what I meant, you can view any of the mod examples in my original post.
  13. Thanks, but that mod isn't for me. It does too much, and half of the armors are too exhaggerated and/or weird-looking.
  14. I'm trying to find a suitable imperial armor mod, and could use some advice. Two basic criteria: The armor should look suited for the harsh northern environment (it should include pants), and it should preferably have a gritty realist look (as opposed to being very shiny and ornamental). Think of it this way: Stannis Baratheon should be proud to wear it, while Loras Tyrell should be disgusted by it. I think "Prometheus Imperial Winter Heavy Armor" has the perfect look, but it's been abandoned, and unfortunately has a few negative issues. In example, the cape is a part of the armor itself, so it isn't compatible with Frostfall. This seems to be the issue with "Imperial Armor Enhanced v2" as well. "Imperial Armor Enhancements" also has the kind of look I want, very dark and gritty, however it doesn't add pants. The same goes for "Darker Imperial Armor". The most endorsed mod seems to be "Perfect Legionnaire - Imperial Armor Reforged", but it's not for me, because I think don't like how it makes even low-level grunts look like shining knights wearing armor that's far above their station. Do you know of an imperial armor mod that adds pants, and enhances the overall appearance, without making Imperials look like fancy plastic shiny knights?
  15. I use the excellent ReProccer in order to ensure consistent stats for weapons and armor added through mods. However, I've run into a small problem. Because I play Skyrim in German, I manually translate item names for mods that haven't already been translated to German. In example, I've translated the aMidianBorn "Differently Ebony.esp" armors into German, as well as the weapons from "aMidianborn_Skyforge_Weapons.esp". After I've done the translation, I rerun the ReProccer, and check TES5Edit to ensure that the item was registrered in ReProccer.esp. This works perfectly for all items, EXCEPT... for some reason, arrows refuse to keep their German names. Ever since I started using the ReProccer, all arrows, including vanilla ones such as iron arrows, are displayed in English. If I edit a mod to manually set the arrow name to German, and rerun the ReProccer, the arrow simply isn't registered at all (even though other weapons I manually translated *are*). Here's an example. The arrow is registered in the ReProccer, but if I manually edit the highlighted name field (via the Creation Kit), then rerun the ReProccer, the ReProccer.esp won't include the arrow at all. I asked the person who's translated the entire Skyrim Redone (SkyRe) mod into German, and it seems he too has given up trying to translate arrows. Do anyone know why this problem persists, and if there is a way to resolve it?
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