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erikolaix

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Everything posted by erikolaix

  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?
  16. That actually solved my problem, the script compiles perfectly now. Even though reinstalling SKSE using the installer didn't have any effect, downloading the SKSE archive and manually updating 'game.psc' turned out to be the solution. Thanks, god of abominations, I appreciate it. Can't believe I missed the fact that there's already a German translation out there. I'm very happy with mine and will still use it though, and I'll upload it if the other translator stops maintaining his version. In any case I've learned much from this. Thanks again to everyone who offered advice.
  17. SKSE has been installed all along. I reinstalled it using the automatic installer just to be certain, and confirmed that all its script files exist in the script and source folders. I've also redownloaded SkyUI and installed it into the vanilla Skyrim folder structure. And just to be clear, everything I'm doing now is in the vanilla folder structure (I typically use Mod Organizer). The BSA was not extracted. I've removed all SDK scripts and reinstalled SkyUI SDK 4.1, as well. Trade & Barter's vanilla "TV_MCMScript.psc" script (which is the one I've translated) is still committing the same hate-crime against me, though. Here's the face of evil: http://postimg.org/image/iaqi9mn9v/ I tried compiling SKI_ConfigBase (which TV_MCMScript.psc extends) directly, and that works fine now. I know it isn't supposed to be recompiled though, so I removed the pex-file and replaced it with the vanilla one from the SDK 4.1 archive again. Any further advice on how I can make TV_MCMScript.psc recognize functions such as SetGameSettingFloat? I'm going through the documentation at Schlangster's site, but haven't found the answer yet. Perhaps the mod author used his own customized version of SKI_ConfigBase, where he's defined new functions such as SetGameSettingFloat, when compiling the script... would that make sense?
  18. My favorite games aside from Skyrim are Gothic I-II by Piranha Bytes, as well as S.T.A.L.K.E.R. by GSC Game World, and their lack of political correctness (including their realistic portrayal of gender roles) is part of the reason why. It makes them feel very authentic and immersive in a way that more politically correct games don't, and it's refereshing not to to feel as though you're being subjected to propaganda. I do think Skyrim is a touch too politically correct in the sense of gender roles, but I don't let it bother me, and if it does start bothering me I can adjust it by means of a mod. After all, we're free to make all kinds of politically incorrect mods. In example, if I want to make female warriors significantly weaker than their male counterparts, and make them occasionally break down and cry because they can't bear the psychological stress of battle, the Creation Kit allows me to do so. I don't really want to criticize Skyrim for being too politically correct though, because Bethesda were very bold in presenting a faction such as the Stormcloaks in an arguably positive light. The Stormcloaks are traditionalist nationalists who want to preserve their own people and culture, they're openly discriminatory against immigrants, and they have a male-dominated leadership, i.e. they're a very politically incorrect. Their real-life equivalent would be referred to as 'right-wing extremist', and in most other American RPGs such a faction would have been portrayed as villanous and antagonistic.
  19. I think you need to increase the value for "fVisibleNavmeshMoveDist" in Skyrim.ini. You can read about it at the bottom of this page: http://www.uesp.net/wiki/Skyrim:Archery
  20. Thanks again, you've been very helpful. I'm close now, but it seems there's one more hurdle to get past. I've moved all the SkyUI files into the vanilla Skyrim directory. This of course lets the compiler locate 'SKI_ConfigBase'. However it still generates errors, whether I run the compiler by means of the Creation Kit (launched independently, not through the Mod Organizer) or by means of Notepad++. No matter what script I try to compile, whether it's my translated one or a vanilla SkyUI script, I get these kinds of errors. In example, the compiler complains about this: C:\Games\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source\ski_configmanager.psc(61,1): RegisterForModEvent is not a function or does not exist However, when I open that exact directory, I see that ski_configmanager.psc in indeed there, and that it does contain the function RegisterForModEvent on line 61. There must be ghosts in the machine...
  21. Thanks for that, deceitful blue Paladin Ishara. The script was located and started compiling in the Creation Kit when I used the #1 approach. :smile: However, much like when I tried compiling it in Notepad++, it generated hordes of errors. So many complications for such a tiny thing. :-/ Any idea on how to make it locate 'SKI_ConfigBase' in vanilla? It's never been a problem when launching via the Mod Organizer.
  22. Thanks for the tip. I've configured it in Notepad++, adjusted ScriptCompile.bat, and successfully compiled a small script. It doesn't work for my translated script though, nor the vanilla one, so I suspect I'm stuck with the Creation Kit (unless it's bound to give the same errors... assuming it can even locate the script for compilation, which seems troublesome even though it can locate it for viewing).
  23. Thanks, that definitely makes it much clearer. I've encountered a bizarre problem, though. I opened the Papyrus Script Manager, entered the script name, and successfully opened it in the external compiler. It was the correct one, so I closed it and clicked "compile". However the compilation failed, and informed me that it was unable to locate the script. This seems odd, since it was obviously able to locate it when I opened it... In case there was something wrong with my translation script, I restored all the vanilla mod files and restarted the Creation Kit. That didn't make a difference though, as it could still only locate the script when I right-clicked & opened it, but not when I tried to compile it. According to the Papyrus Script Manager, the script is already compiled, although I've never done so (only the original pre-translation mod author). Just to be clear: The file I've translated is a psc-file inside \scripts\source. There's a pex-file by the same name in \scripts, which I've never touched. Do anyone have advice on how to resolve this? P.S. I'm launching the Creation Kit through the Skyrim Mod Organizer, but that's never caused any problems before. I've tried placing the script (and it's folder structure) inside the Organizer's overwrite folder, but that didn't make any difference... and besides, I was able to open the script in the Creation Kit. Here's the error message: http://s15.postimg.org/yotnle2nf/Capture.png
  24. I've translated a mod from English to German. The translated dialogues lines from the esp-file work perfectly in-game, but the MCM Menu still appears in English. I've read that in order for the changes I've made to the psc-file to appear in-game, I need to associate it with a new quest. So, I've opened the Creation Kit, activated the relevant esp-file, duplicated the quest associated with the psc-file, renamed it (with a new Quest ID), and deleted the old one. Still, even though the psc-file is in German, and I start a new game, the MCM Menu appears in English. Can someone please tell me what I'm overlooking here? I only need to check that the translated strings look good in the MCM Menu.
  25. Hello, I'm working on translating Kryptopyr's brilliant mod "Trade and Barter" into German. This might seem peculiar since I'm not fluent in German yet, but I have high standards for the translations and verify anything I'm in doubt about. I've completed translating the ESP-file, which has been unproblematic routine work because all the relevant phrases in need of translation have already been available in the German translation of the unofficial patches (Skyrim Director's Cut). So, it has mostly been a matter of locating, copying and pasting numerous strings of text into the correct fields and testing it all in-game. Now I only need to translate the mod's MCM-menu into German. This is more challenging to me because all the translations must be done from scratch, and some of the terms are a bit too technical for me to be able to validate based on my limited German skills. Below you can see the English terms that need to be translated, and my suggested translations of them all. Some of my translations are probably in need of improvement, so dear Germans, I'd greatly appreciate it if you can look through my suggested translations and let me know what's nicht in Ordnung. Several terms tend to be very long in German, which can be problematic in the MCM-menu, so recommendation on how to shorten them down would be welcome as well. MENU 1 http://s7.postimg.org/4lbic1jjf/tradebarter_a.jpg Barter Rates = Tauschraten Custom Barter Settings = Benutzerdefinierte Tauscheinstellungen Settings = Einstellungen Independent Adjustments = Unabhängige Anpaßungen Buying Prices = Kaufpreise Selling Prices = Verkaufspreise MENU 2 http://s11.postimg.org/osa3lux5v/tradebarter_b.jpg Price Variables = Preisvariablen Status = Status Thane = Thane Faction Member = Fraktionsmitglied Faction Leader = Fraktionsführer Relationship = Beziehung Friend = Freund Ally = Verbündete Lover = Liebhaber Better Prices = Beßere Preise Race Relations = Raßenbeziehungen Default Race Relations = Standard Raßenbeziehungen Misc Factors = Verschiedene Faktoren Fence = Hehler Knowledgeable Trader = Sachkundige Händler Naked = Nackt Wearing Helmet = Helm Getragen Weapon Drawn = Waffe Gezogen Location = Lage Higher Prices in Cities = Höhere Preise in Städte Solitude = Einsamkeit MENU 3 http://s10.postimg.org/jrbchtoc9/tradebarter_c.jpg Merchants = Händler Variable Merchant Gold = Variable Händlerkapital Low Variability = Niedrige Variabilität Medium Variability = Mittlere Variabilität High Variability = Hohe Variabilität Base Merchant Gold = Händlergrundkapital Merchant Gold Fluctuates = Händlerkapital Fluktuation Apothecaries = Apotheker City Blacksmiths = Städtischer Schmiede Town Blacksmiths = Dorfschmiede Orc Blacksmiths = Orkischer Schmiede Spell Merchants = Zauberhändler Custom Respawn Settings = Benutzerdefinierte Aktualisierungseinstellungen Merchant Inventory Respawn In = Händlerinventar Aktualisiert in Perks = Perks Cost to Invest = Investitionspreis Increased Gold After Investment = Erhöhte Gold nach der Investition Inventory Changes When Invested = Bestandsveränderungen nach der Investition Master Trader = Meisterhändler My motivation for wanting to translate this mod into German is that I'm in the process of learning better German, and thus have chosen to play Skyrim in German, just as I've always played the Piranha Bytes games in German. I can be nearly obsessive-complusive about consistency, so having bits and pieces of English language in the game would annoy me. Finally a small disclaimer: Once this mod has been translated, I'm going to contact its creator (Kryptopyr) about whether he'd like to upload it as an optional mod on his Trade and Barter page, whether I can upload it as an optional add-on to his mod (his would still be required), or if I at least can share it on a German mod site. His will shall be my command. :smile: EDIT: I have updated some of the translations based on feedback from a user on the German "World of Elder Scrolls" forums.
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