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faffman

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  1. Entirely coincidentally with the impending AE update, I recently set up Skyrim in Japanese with the goal of using it for language practice. I couldn't get SKSE to work with it though, and I found out the reason was that the latest Japanese version was not the same as English; up until the AE update, the latest version was 1.4.4.0. This led to the decision not to play modded at all, not even with the unofficial patch, and to go achievement hunting, just like the old days. Enter yesterday, when the AE update arrived. Despite launching the game from Vortex, I could not stop the AE update, likely due to not using SKSE. I paused the update about halfway through and backed up what I'd been informed were the most necessary files, just in case I'd need them, but ultimately, the update finished. After the update, I noticed these files weren't enough, and now I wish I'd backed up the entire game folder. Playing the "updated" version, I noticed the game was more glitchy than prior to the update (I can mention what bugs I've encountered if it helps), and my PC was working harder and getting hotter despite using the same settings. After checking the current version number, to my surprise, it was 1.1.47.0. I don't know anything about game developing or programming, but wouldn't this number imply the current version is older and more outdated than what I played until yesterday? Needless to say, I am not happy with this downgrade, and I was hoping to find the means to get the previous version back, but even together with my more computer-knowing gf, we aren't sure what to do. I realise this problem is rather uncommon, and perhaps not relevant to a modding site, but can anyone shed some light on the situation? Worst case scenario, I have to either keep playing this glitchy mess, or go back to Oldrim, where I've already unlocked all the achievements. Additional information: I don't have my own copy of SE, my gf has shared her library with me, but if needed to fix the problem, I'm willing to buy my own copy. But I'm not buying AE (especially since the Japanese version isn't even released yet. tl;dr; Playing SE in Japanese without SKSE or mods, and the AE update downgraded the game from 1.4.4.0 to 1.1.47.0; now it's glitchy as balls, and I want 1.4.4.0 back.
  2. Now, for some reason, I can buy and sell from her as normal. I started a new character, and also did the delivery quest from Farengar. Not sure which part did it, but it seems to work as normal again. Strange, still.
  3. Whenever I ask Arcadia what she has for sale, she finishes the dialogue before the buying menu opens, and after that, I'm instantly on my desktop. No idea what mod causes it. I thought it might be CACO, so I disabled it and tried again; still CTD. Then I activated it again, and tried talking to all the other vanilla alchemists in the game: no issue, worked just fine. And no other merchant NPC has given this problem as of yet. Then I tried a separate mod profile with no mods aside from Alternate Start (to get there quickly), and then it worked, so it has to be a mod that causes it. I just have no idea what mod alters her and only her buying dialogue option. I'll try the long way of activating each mod one by one, but I'll post my load order in case anyone knows something. It's also my first time using Vortex; been out of gaming for a couple of years, and still used NMM back then, so I probably don't know all the features yet. In any case, thanks for reading. If anyone has experienced the same thing, please do tell.
  4. Nice idea, I've always wanted to play as a bear trap! (yes, I dedicated my 400th post to this, I regret nothing)
  5. This mod includes gemstone arrows. Not according to your description, but I used it in the past and it's quite neat. There are also enchanted versions of the arrows, if memory serves. http://www.nexusmods.com/skyrim/mods/19068/?
  6. Like the title says. I tried to use TES5Edit to see if any of the mods I use edit giants or mammoths in some way that either puts them at ridiculously high levels or that makes them immune to the Frenzy effect. The Frenzy poison I tried to use on them affects targets up to lv 63 or so, and since giants are lv 32 and mammoths 38, and I have used Frenzy spells on them on past characters, something's not right this time around. So, I request either a little .esp file that I can place at the very bottom of my load order that would make them susceptible to Frenzy poisons, or for a bit of help in detecting where the trouble is. My first suspicion was towards CACO (first build I'm using that for), but in TES5Edit, it didn't appear to have made any edits to any NPCs. Thanks in advance.
  7. As some might know, Sneak Tools implements water arrows that can be used to put out fires, and with ST you can also use frost spells to do so. This is good for mods that alters Sneak so that it is partially dependant on lighting, like Ordinator. I thought of some other ways to put out fires, if your character uses neither bows nor magic for example. First, smaller fires like candles and lanterns could just be blown out, it really seems redundant to me to whip out your bow or alert the whole bandit camp with a spell just to put that out. With a simple activate option, you blow it out. Bigger fires, like torches and campfires, could be put out with a fire blanket of sorts. You could craft a fire blanket at a tanning rack, and with it in your inventory, you get the same activate option as with the candles mentioned above. Obviously, the big fires at giant camps are too much for it. And finally, if you use magic but not Destruction, some simple Illusion spells that put out fires. I did find a mod that adds an Illusion spell that does this (can't remember the name or what I searched for), but it uses the same visual effects as Pacify (the expert Calm spell that explodes into a cloud), and I'd prefer something more discreet. I was thinking more in the lines of a silent and invisible wave that can put out fires from a distance, but that doesn't alert enemies, though they might if they're close to the fire when it's extinguished. How about it?
  8. I don't know about the stones, but I think you can sleep safely on Solstheim if the DB questline hasn't started.
  9. I haven't used Throwing Weapons Redux since 2014 I think it was, and I'm currently using it for my assassin character instead of using bows. I should first say I'm only using throwing knives for now and haven't tested the other ones yet. The mod works decently enough. The knives do fair damage for what they are (possibly too much if we're realistic about it), and they're fairly easy to hit with once you get the hang of it. They also give sneak damage since they're used like one-handed weapons, but since they're classified as war axes rather than daggers, the sneak damage isn't too high, which is only fair and good. In the MCM menu, you can add perks related to throwing weapons, if you don't want to use the perk tree addition. I use perk tree overhauls, so the MCM option is good to have. Now for the problems. The mod hasn't been updated since 2013, so I don't really have hopes that the author will do any more work on it (though if he sees this thread, cheers mate). For starters, mostly when I use sneak attacks with the knives, and sometimes in actual combat, the game takes a second or two to register the hit. I could throw three knives at an elk while sneaking without it even running away from me, and when it finally noticed, it was already dead. So a bit faster performance would be golden. I don't mind the knives being classifed as axes, since that way they can't abuse dagger sneak damage perks. But since they are classified as axes, they also aren't silent to use if you stand too close to an enemy when throwing. The enemies do notice the knives and enter combat mode if the knives land close to them, so they should be usable as a distraction or misdirection, but since you make sound when simply throwing them, that doesn't work too well. So make the throwing action itself silent, for throwing axes as well (given their size, not too big), javelins can be discussed if they should be silent. And my biggest problem, since I'm an assassin character, is that poison doesn't work reliably with throwing weapons. You can apply poison to a throwing weapon, and it will show that green drop in the items menu, but even if you equip it and throw it, you still have it in your inventory after throwing, meaning you throw one of the un-poisoned ones. The exception is if you poison the last knife of one kind (steel, for example), then the poison will affect the target, but then you have to drop all other steel knives, throw the poisoned one, and then pick the other ones up again, and they are dropped individually rather than in batches like arrows are. So a reliable poisoning system is needed. Finally, only a personal preference, I think it makes more sense to make the throwing weapons level your one-handed skill, unlike the archery skill which TWR does, since you only use one hand to throw. And if I wanted to use the archery skill for ranged attacks, I would just use bows. Sorry for the textwall, I hope I described the issues clearly enough. Anyone feel like tackling this?
  10. If you use Timing Is Everything, you can select your required character level and prerequisite quest for the cultists to appear. Just set it to level 80 or something and they won't ever appear. Then you can just go to Solstheim like a regular traveler, from the same dock in Windhelm.
  11. I believe this was requested not long after Skyrim's release, but I didn't see any mods for it, so I thought I'd try. How about when you have two weapons equipped, when you're asked to confirm if you want to poison your weapon, instead of showing "Yes - No" it shows "Right hand weapon - Left hand weapon - Don't poison" Would this be possible?
  12. I don't know about your own ideas, but some years ago, I had a mod that made bandits neutral to you after actually begging for mercy, instead of attacking again after getting back up on their feet. It was called simply Mercy, if memory serves.
  13. So first of all, I'm not a modder myself, and certainly no scripter. I received this script from ymf331 after a little request on the Mod Requests forum, but there's something amiss in it, and he told me to ask if anyone here could tell what it is. With Ordinator, you can place bear traps, which is kind of what my current build centers around. But even if you have the Light Foot perk, which appears to be same as in vanilla, you can still take damage from your own bear traps (and in my case die everytime it happens, because I haven't invested in much health). So this script he made was supposed to make the player safe from their own bear traps, if they have the Light Foot perk, which I do, but it didn't work, and ymf331 couldn't try it out himself for reasons. So can anyone tell where the issue is? Many thanks. Scriptname ORD_BearTrap_Activator_Script extends ObjectReference ; ----- ORD_TrapHitBase_Script HitBase Bool Property ORD_StartOpen = true Auto Float Property ORD_LockpickingDamageMult Auto Perk Property ORD_Loc50_BigGameHunter_Perk_50_OrdASISExclude Auto Perk Property ORD_Sne50_LightFoot_Perk_50_WasLightFoot_OrdASISExclude Auto Actor Property PlayerRef Auto ; ----- Event onReset() GoToState("Closed") Self.Reset() EndEvent ; ----- Event OnLoad() HitBase = (Self as objectReference) as ORD_TrapHitBase_Script HitBase.ORD_Damage = Math.Ceiling(Game.GetPlayer().GetActorValue("Lockpicking") * ORD_LockpickingDamageMult) Utility.Wait(0.50) If ORD_StartOpen ; PlayAnimation("StartOpen") PlayAnimationAndWait("Reset01","Trans02") GoToState("Open") EndIf EndEvent ; ----- Auto State Closed Event OnBeginState() If PlayerRef.HasPerk(ORD_Loc50_BigGameHunter_Perk_50_OrdASISExclude) BlockActivation(true) RegisterForSingleUpdate(2.5) EndIf EndEvent Event OnEndState() UnregisterForUpdate() EndEvent Event OnTriggerEnter(objectReference TriggerRef) EndEvent Event OnActivate(objectReference akTriggerRef) PlayAnimationAndWait("Reset01","Trans02") GoToState("Open") EndEvent Event OnUpdate() PlayAnimationAndWait("Reset01","Trans02") BlockActivation(false) GoToState("Open") EndEvent EndState ; ----- State Open Event OnBeginState() HitBase.GoToState("CanHit") EndEvent Event OnTriggerEnter(objectReference TriggerRef) If (TriggerRef as Actor).HasPerk(ORD_Sne50_LightFoot_Perk_50_WasLightFoot_OrdASISExclude) Return Else PlayAnimation("Trigger01") HitBase.GoToState("CanHit") GoToState("Busy") WaitForAnimationEvent("Trans01") HitBase.GoToState("CannotHit") GoToState("Closed") EndIf EndEvent Event OnActivate(objectReference TriggerRef) GoToState("Busy") HitBase.GoToState("CannotHit") PlayAnimationAndWait("Trigger01","Trans01") GoToState("Closed") EndEvent EndState ; ----- State Busy Event OnBeginState() EndEvent EndState ; ----- Event OnTriggerEnter(objectReference akTriggerRef) EndEvent Event OnActivate(objectReference akTriggerRef) EndEvent ; -----
  14. So with Ordinator, you can place bear traps with the Lockpicking tree, but you can also die to your own bear traps if you aren't careful. I tried getting the Light Foot perk, but I still died to my own trap. So I simply request a little patch to fix this. And yes, I did request the same thing on the Ordinator mod page, but EnaiSiaion understandably has a lot of comments to answer, so this is just until he sees it and maybe decides to look into it.
  15. I would also like the expired male version. It should have been on the Nexus from the beginning.
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