Jump to content

Alehazar

Premium Member
  • Posts

    235
  • Joined

  • Last visited

Everything posted by Alehazar

  1. YES, SPOILER ALERT - SERIOUSLY, A DEFINITE SPOILER ALERT !!! A glyph of repulsion combined with a glyph of paralysis can turn a group of enemies into a cluster of sitting ducks. A Rogue might actually be able to detect that a glyph of paralysis is a -magical- trap; and it can be disabled as one. Upon my quest on finding Jarvia, I'm in the Carta hideout where a group of casteless are waiting centered around a paralysis glyph. My Rogue stealths in a disables it. She backs up a bit and targets a dwarf with a scattershot. As she draws back on her bowstring, Wynne casts a repulsion qlyph on the obfuscated rogue, so she may be safeguarded from melee attacks once stealth is broken. Now, oddly enough, the paralysis glyph was disabled and dissolved into nothingness; Wynne's repulsion glyph touches the rim of where magical trap used to be -and, it triggers a paralysis explosion. What??? In my line of logic, that should not have been possible. Disabling the glyph, my party members can no longer suffer its constraining effects; and yet, the combined effect can still be triggered. So, is that a bug, an oversight, or the limitations of the game or how these enemy glyphs -the ones that are already in place when you stumble across them (they are not cast by an enemy mage during battle)- are implemented?
  2. I should learn to read first and -not- ask redundant questions. It's in the readme. Thanks again.
  3. Does it require a new game, a save before entering Lothering -or a save before entering the Lothering Tavern? BTW, thank you !
  4. A search of "Leliana" on the Dragon Age Origins Nexus came up empty for a mod that will add a second Enchanted Dagger to Leliana in the Lothering Tavern, where you meet the lay sister for the 1st time. It always seemed a bit of an oversight by BioWare, leaving the lovely Bard with a single weapon. Wielding two (Enchanted) daggers seems more probable. But when it comes to DAO modding, I'm completely lacking in both the Toolset and the -at the very least some rudimentary- knowledge to create a mod that would remedy this.
  5. As the title says; Ser Gilmore has a sword, but no shield -he cannot use his shield bash without it. It is just a minor annoyance of mine, but somewhat immersion breaking; one would expect a warrior who fights with sword and shield, to carry both. Going about his duties without a shield, it seems both sloppy and unprofessional. If I could add a shield through The Winter Forge, I would have done so, but Ser Gilmore's inventory is greyed out and thus inaccessible to me. (I thought I'd posted this request already, but my search for it came up empty).
  6. Cleansing Aura from the Spirit Healer Specialisation? "It can be used similar during The Attack at Nightfall, where it will heal the villagers and the knights, making it easier to earn the Helm of the Red." Source: https://dragonage.fandom.com/wiki/Cleansing_Aura
  7. If your Dwarven Warden -Noble or Commoner- survives the end battle (in DAO) courtesy of a dark ritual, does being declared a Paragon carry over into Awakening? Or is it something that solely exists in the End Slides of Origins?
  8. Not sure whether the following also applies to Oblivion, but in Fallout 3, a similar problem was resolved only when certain pre-conditions were met: "The editor will sometimes crash when editing dialogue infos. This seems to happen on Windows Vista or Windows 7 systems with Realtek audio cards and appears driver-related. A simple workaround is to plug a mic, headphones or speakers into the mic port."
  9. https://onedrive.live.com/?cid=10240A441C266944&id=10240A441C266944%217248&parId=10240A441C266944%21119&o=OneUp Can the part between elbow and wrist/partial lower arm be fixed; it look's broken.
  10. I'm not sure I understand what it is you want; you want to loot vendor chests? Or to lock vendor chests?
  11. Hello, is anyone interested in creating an S&W model 41? Many thanks in advance. see attachments.
  12. In the official Thieves' Den DLC, you can send out the pirates to plunder; a message will pop up when the pirates have returned and you can claim your share of the loot from the captain's chest. Last time they returned the captain's chest was empty -no loot; and now I can no longer send out my men to plunder: I will only get a reply that they need to be allowed to rest for a day. Sadly, they can basically wait for all eternity; the game glitched out -the scripts won't update. In a nutshell, is there a console command that can reset the plunder state of the pirates?
  13. An enjoyable read indeed. The drive and dedication you both possess and display -and share- can only serve as an inspiration for others to give modding a try. To me this is -at its core- what makes the Nexus sites great; a vast repository and exchange of knowledge and resources, made possible and accessible by those who run and maintain the site -and by everyone willing to contribute in whatever way they are able to.
  14. Playing through the Quest "The Replicated Man", I usually go for a peaceful resolution. This last time however, I agreed with Harkness' own assessment, that a more bloody course of action was called for; I left him to deal with the dear old doctor. A little while later I returned to Rivet City's science lab on an unrelated event and witnessed the confrontation between Zimmer and Harkness. Once the dust cleared, Harkness left and I searched the bodies of both Zimmer and his synth bodyguard Armitage. Both had an android component in their inventories. I figured -since Armitage was a synth- that the component was a bit of tech you'd expect to find in such an advanced robotic humanoid. But Zimmer having the same sort of gizmo? Was he just carrying replacement parts for repair purposes? Or does it mean that Zimmer was a Synth himself? Or that the real Zimmer was still at the Institute and he sent a synthetic copy of himself to retrieve A3-21? Maybe the people at Bethesda wanted to hint at that possibility. Or it is an Easter Egg of some kind -a more subtle reference to the movie "Blade Runner". In the movie, it was Harrison Ford -who played Deckard- who insisted that his character simply had to be human and not a Replicant. Making Deckard a Replicant would undermine the whole premise of the film; or so I read. So making Zimmer a Synth, would be akin to making Deckard a Replicant -and maybe it's up to the player to decide the significance of the android component in Zimmer's inventory. Maybe trying to pickpocket both Zimmer and Armitage could be the tie breaker; if only Zimmer has the component in his inventory -and Armitage does not- when he's still alive, then it is likely to be nothing more than a spare part.
  15. @AmaccurzerO: I'll give it a go to see if it pans out -right now, I created the mod without the timer, so when Moriarty dies the required effect is instantaneous -no notes and no quests involved. I do appreciate the input, but my frustration in getting the timer to work (epic fail), somewhat curbed my enthusiasm to create this mod as I initially intended. I certainly see this as a future release. So, many thanks for your time and advice.
  16. I need to set up two timers: upon Moriarty's death my current script checks whether my player killed Moriarty with or without being added to the MegatonCrimeFaction. A New quest is started and I need to incorporate these timers within this Quest. If killed without a crime report, I need a countdown of 24 ingame hours and then add a specific note to my character. If killed with a crime report, the timer needs to be three days, as after 72 ingame hours the people of Megaton won't care anymore about my PC killing Moriarty (provided my PC left Megaton and stays away for those 72 hours.) And then the letter needs to be added Since time (ingame hours ) is handled as a Float, I really don't know understand what I need to do, I do not understand the notation of seconds, minutes, hours within a script; or, more in general, how the game registers the passing of time and how specific actions can be attached when a certain amount of time has expired.
  17. I want a quest to initiate when Colin Moriarty dies. How do I even begin? How will the game register when Moriarty dies and the quest can kick into gear? Nevermind, I think I solved it. Please, close or lock thread.
  18. Thanks, flamingaxe! That's just what I'm looking for. I'll try it when I'm able to -some other game has my attention atm. It is not what I had in mind, but here you go: https://www.nexusmods.com/oblivion/mods/48689
  19. I see what you mean. However, the script I intended to use is not designed to permanently set the Infamy to zero. If you drop the object, you should automatically regain all the Fame and Infamy -and possible bounties- you already had, just before the object gets added for the first time. Whether it actually will, remains in question. Thank you for your thoughts -it's appreciated.
  20. I generally play characters that are on the wrong side of the law in Tamriel. And the Knights of the Nine expansion really requires your character to have Infamy of 1 or less; otherwise it becomes a real chore to meet the ingame requirements. Since my character usually has an Infamy that exceeds the minimum -and it just keeps on rising- I wanted to introduce an item to the gameworld (throught the player.additem console command) that seemingly redeems my protagonist. I reworked the script that was originally attached to the Grey Cowl of Nocturnal and attached it to a custom crystal ball. Script is in attached file. Does this have a chance in hell to work as I intend?
  21. Under Terms and Conditions at #4. "Competition Duration and Deadline": starting date January 26th 2018 and closing date January 28th 2017; so, I reckon I missed the opportunity window?
  22. Has already been posted some 2 odd years ago, but without any serious response. Can it be done and if so, how?
  23. I don't know what to say, but thank you -thank you very much. From what I've read, your solutions -don't worry, i'll pick only one- should [in theory] do the trick. Seems like my Warrior will now have a decent shot in successfully smiting evil mages. Once again, thank you! I'll be sure to endorse once I've put the mod through its paces; this might take a while though -I scrapped my old Warrior and my new one is just starting her Origin story. I hope that people who share(d) my frustration will check out your solution and give it go.
  24. Holy Smite, Mana Clash and Paralysis Explosion are not listed in this mod.
×
×
  • Create New...