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keithapple

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  1. Obviously given warning to use it but i want to, especially for the outpost commanders and deposed nobles, a way to get rid of essentials that aren't contribute to quest anymore. Basically if any essential characters are stunned, they can be dragged around like it's Dead by Daylight. Then put it onto a hook (available as summonable and also added object in around Skyrim, especially near villages and inside cities) and they're taken by the entity - no, make it "lore friendly" - The Ideal Masters... To Soul Cairn. Not killing them, as it is needed as a failsafe.
  2. I have an idea: 1. The character creation has you start in a modern day bedroom (back in LE era and even to this day i see modern designs to Skyrim mod), with a room leading to a greenscreen for convenience. There is a modern day t-shirt and trousers, modelled to vanilla body for convenience 2. There is a "door" that doesn't lead nowhere, and trying to interact it has message like "you have a feel that you don't want to go outside, you want to enjoy the Skyrim game you just bought" (remind me how in Yume Nikki your character do the "no" head gesture if you're not sleeping) 3. To start, there is a laptop/gaming PC that can be interacted. You can: -choose either to start outside Helgen cave exit (Unbound completed, Before the Storm started) without anyone to accompany you, and you quickly figure out what happened as you see Alduin fly (alduin flyby trigger) -choose the vanilla start basically redoing the character creation later as well. 4. Regardless, you can use an added power ability to return to the bedroom anytime especially if you want to do greenscreen, store items, or to have a Well Rested rest, but interacting with the laptop/gaming PC will put you back outside Helgen (cave exit). But don't ask me i can't code, i mainly do retextures and editing existing values thru SSEEdit.
  3. As we all know that quest is the most annoyingly elaborate, and not in the player favor given that there's peculiar triggers. Here through this possible mod request you can immediately skip that infamous quest, by going straight to Calixto Corrium and killing him. There is a trigger after killing Corrium that turns Hjerim into a habitable home with all upgrades along with the key.
  4. Any time after completing (more accurately, failing) The Horn of Jurgen Windcaller, both Delphine and Esbern essential status are revoked, and you can provoke Delphine into attacking you and you fight back by killing her. Doing so will trigger an alternate Diplomatic Immunity through an added journal in Delphine's loot (where you directly go to the now unlocked Thalmor Embassy without the guise of a party) and allow you to kill Esbern after gaining his trust. Killing Esbern and looting an added journal will immediately start The Throat of the World, skipping Alduin's Wall. You can still unlock Sky Haven Temple anytime at this point. Note that without The Blades you have to win the civil war to progress to Odahviing. This will skip A Blade in the Dark. To note: -Make the mod as lightweight as possible -Repurpose vanilla dialogue if possible -Make it so the player can still align with Blades until the Paarthurnax quest by doing things as vanilla should be. -Note that the player can provoke the Blades into attacking them anytime. An alternate light mode will also skip Diplomatic Immunity by making the journal carried by Delphine directly point to Esbern. Another alternate light mode will also skip A Cornered Rat making it so that you can skip directly into The Throat of The World after killing Delphine after "failing" The Horn of Jurgen Windcaller and retrieving the horn, with quest messages justifying it if possible. With this, Esbern and Thalmor Embassy will be untouched, to prevent conflicts. I have zero experience in doing Creation Kit and have nasty crashes with it (but not with SSEEdit) so the mod request above will suffice.
  5. Yesterday got my game crashed randomly. Then i remember the issue that thought to be long since fixed. I disabled the offending service in Services (Windows Administrative Tools) which is turned on out of the box in a Windows 10 installation, because a desktop computer does not need that The game still crashed, then i got rid of the really problematic Rogue-Like Encounters mod (as some CTD causing bugs are reported as Fixed instead) I have no crashes so far as i play afterwards though i won't want to enable the services again as it is unnecessary. Just a question, does the "tabtip" (i call this for short) bug issue supposedly affecting vanilla and first reported in 2016 (the time Skyrim SE released) has been really fixed either from Bethesda or Microsoft? There is no clear report even after seeing the patch notes in UESP (and i won't look on KB updates on Windows due to how many problems have fixed). So what about the others, did the others have suffered such issue around 2020 to this day? I can't bear myself in my short freetime to test stuff in different configurations so i ask the others.
  6. I don't know about NMM, but you can get MO2 and xTESEdit to work properly with the GOG version at least. For MO2, there is a patch for the GOG / Epic games versions: Mod Organizer 2 at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) (look under Update Files -- after applying the patch, the next time you run MO2 for Skyrim SE, it'll ask you which version it's for; Steam, GOG, etc. I use separate MO2 installs for each game) For xTESEdit, start it through MO2 with the following argument: -D:"C:\Games\Skyrim Anniversary Edition\Data" -I:"C:\Users\NAME\Documents\My Games\Skyrim Special Edition GOG\Skyrim.ini" -P:"C:\Users\NAME\AppData\Local\Skyrim Special Edition GOG\plugins.txt" (Replace NAME with your windows user name) Edit: There is also a GOG version of SKSE. About the argument, no thanks, way too overcomplicated compared to renaming the GOG folders. GOG version of SKSE indeed launched shortly after, it was quick. But judging that there's launch-based mods (SKSE hooks i think) to fix borderless windows, alt-tab bugs, and even enable achievements... Somebody should be able to made the GOG executable to use Skyrim Special Edition folder instead of Skyrim Special Edition GOG. Especially how previous GOG Bethesda games uses the same file path as the other versions.
  7. As we all know for the GOG version the documents settings is now in My Games\Skyrim Special Edition GOG instead of My Games\Skyrim Special Edition That is the only issue for the GOG version. Is there a way to edit so that the executable of GOG version of SSE to use My Games\Skyrim Special Edition (which i believe does not infringe since it only change file path detection) Since a lot of legacy modding apps (such as NMM community edition and MO2 also SSEEdit) rely on My Games\Skyrim Special Edition to work. So far i workaround by renaming the folder but i have to add the GOG again before playing the game. Not fully tested but it works.
  8. Defender (which came out of the box with Windows 10) should be more than suffice especially that it updated almost daily and lacks annoying pop-ups, offers, and notifications as it didn't even have subscription.
  9. Got a problem with a constant CTD/Force Close (just dumped out to desktop, no error message whatsoever) whether i try to fast travel to Whiterun after clearing Northwatch Keep and successfully escorted Thorald out. It seems to be unconnected by how long i play and how i reproduce the error is how i play from beginning (not continuous though) up to that quest. The game is very stable otherwise, and saving manually after having successfully clearing Northwatch Keep and escorted Thorald out (i do it to prevent corruption caused by loading an autosave made before a CTD) instead of loading recent autosave made before the crash, allow me to fast travel back to Whiterun and finish the quest, also playing as usual. Still wonder what caused this CTD because this CTD happens regardless if i use "problematic" mods such as BFS effects (yep it works on SSE) or not, or FEC or not. I also tried, after completing the quest, fast travel to Northwatch Keep, walk around to Icewater Jetty and surrounding areas, and fast travel back to Whiterun. No problem. Load Order and Papyrus log linked (idk how and why i cannot permitted to upload). I didn't use USSEP for personal reason, the fact that sometimes it causes crash (that has to be fixed in next iteration of USSEP) and script conflicts, also, judging experience playing Skyrim LE since 2013 to 2019, how USLEEP did not actually prevent CTD caused by some other factors including engine limitation. I also still reluctant whether or not to "clean" the master (original, vanilla) files because others said some "dirty" edits are necessary to make it work ("it just works") and some who "cleaned" the master experienced additional problems instead. I never add/remove mods/plugins in the middle of the game, if i add/remove/edit mods/plugins i start from the beginning. P.S: Unlisted mods available such as UNP Body Fit Clothing SE and Gemling Jewelry SE. Not a meshes/texture problem since i do qasmoke testing of wearables/clothes/armor without issues and the conflict has been resolved by myself. Load Order Link: https://drive.google.com/open?id=1mp4t5TDkp1L5u8p2SjZDJrgk3h7jyM6C Papyrus Log Link: https://drive.google.com/open?id=1NZlWXApMmCAOzQ2a59faF8vQ9KpiF1fs
  10. Sorry for bumping but it seems like Bethesda won't bother to fix this dman kind of problem that persists even in SE. Thanks for the fix by the way.
  11. The quest "Walk in a Park" causes in a definite crash with obtuse and unpredictable reasons and it also happens to console versions of Fallout 4. How it crashes? When you follow Old Longfellow it causes a definite CTD for some who unlucky. You can "bypass" this mod by walking straight to Acadia, in which when you return you got prompt that Longfellow cabin is unlocked and Old Longfellow is available as your companion, gives appropriate comments, and unlocks his cabin. My idea of workaround is: Complete the quest as soon as you finished defending the Hull, thus avoiding the game to point you to Old Longfellow. Put Old Longfellow somewhere, not in the bar maybe, but around his cabin. Or somewhere else.
  12. Since Doom (the 1993-1994 classic) has been widely ported unofficially not only across different operating systems but also systems unlikely to play such game, and how robust the current Pipboy and Terminal is to the point that it can run minigames (not to mention how script extenders work out wonders), how about thinking of putting Doom source port in game, just like how virtual PCs in Doom 3 can be modded to run actual Doom? (FYI there is no use key in Doom 3 and all of the buttons are touch pads so as you close in they display mouse cursor to interact with) At the very least it should be able to run "legal" IWAD (basically the game files) Doom shareware or Freedoom (a specifically made version with all the Doom trademarked assets removed, changed into community made aspect for free and open source distribution), then it will be able to run actual classic DOOM IWADs and its sequel up to Final Doom.
  13. In response to post #24649629. sorry for the typo, i mean there's a rumor about Steam updating Skyrim and other games to lock down the game content to not allow external files (including mods) to be integrated to their games... please tell me that this isn't true...
  14. What's done is done... but i heard a rumor that a new Skyrim (and updates for other Steam games) will lock down the game content to not allow external mods (mods that are not from Steam Workshop) to be installed... please tell me that this isn't true.
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