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Strokend

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Everything posted by Strokend

  1. Sounds like you're using a mod that adds insect collision in, Joniggs. Do you have Moveit? Moveit makes NPCs move out of your way, but seems to have the added problem of giving NPCs that aren't supposed to have collision collision.
  2. Items in Skyrim can be owned by a variety of different NPCs, even in the same location. Sometimes, they don't have an owner aside from the game itself, other times, their owner can be anybody that uses that building. I believe that's the case, anyways, I remember testing raising disposition with the guy who had the golden claw, but still only being able to take some things due to his sister owning them.
  3. Skyproc already has a patcher for weapons and armor, and I've been told TOME's creators are making one for spells to be able to be leveled over time, heck, even potions are fixed up thanks to SkyRe's patcher. But I have not seen a patcher for foods. As things stand, for foods to be compatible with mods like Realistic Needs and Diseases, they have to be manually patched to fit it. Couldn't there be a skyproc patcher made to do this automatically?
  4. When I attempt to view the screenshots (the images above the download counter box), I can view them just fine, but using the arrow keys to navigate them only works for the first three. Hitting the right arrow key while on the third image just closes it, as though there are no more images, while trying to use the arrow keys on later images (4 and up) causes it to act like it was on image 1, going to image 2 if hitting the right arrow, or closing it if hitting the left. It's kind of a hassle to click each individual image, and so I would greatly appreciate if anybody knows a fix for this.
  5. There are some mods that allow spells to level up as you use them, growing a bit stronger, but what about something to do that automatically for the mods that don't have that? I would love to see a skyproc patcher that grabs all the spells and adds leveled forms to them.
  6. Are you allowing automatic updates through steam? If you don't have the Official Skyrim Update patch then it won't work.
  7. I don't see why steam would effect it--Steam launches Skyrim.exe not SKSE.exe
  8. What is the animation played what Hadvir or Ralof cut your bindings/cuffs? I ask because, through the use of "enableplayercontrols" the animation in which the player is still bound gets "Broken" and can result in it being recalled, which, in third person, represents the arms stuck inside the chest. Upon watching the various animations that call upon the bound animation as a starter, the arms get pulled out of the chest and then resume being bound infront, as they should be. I'm thinking that if I knew the ID or Form Name, I could just use the console to call it and fix the problem.
  9. I want a mod that sets the character to be immortal upon starting up the game (as in, upon loading or whatever, since it seems to forget you're immortal when you close the game), and then restores a modifiable amount of health upon reaching zero health. The script, of course, should watch for decapitation, or whatever other methods of dismemberment, so that it can turn off immortality and let the player truly die in such a case. This kind of mod would be helpful with any mods that effect the player when their health is low without risking their death.
  10. This problem persists even after forcefully renewing EVERY file with "Crossbow" in its name, so it's not an overwritten animation file. I even finally got around to reading what FNIS was telling me about the skeleton patch and checked it when patching my files, but the problem still persists.
  11. Crossbows work fine in the hands of NPCs, but when I try to use it, in first person, it's held like a one-handed sword, causing both hands to be useless, and if I'm in third person, it looks like I'm holding it right but if I try to shoot, all that happens is that the crossbow gets stuck in my hand, making it unable to sheath unless I change weapons. I did have some other mods, but is there an incompatibility with these mods that would cause the problem?
  12. What is the name of the script that shows the player in their ragdoll animation for a few seconds and then forcefully loads the last save upon death?
  13. If you're going to take ideas and have the time to post in a thread that you want to take the idea... Why not just take the idea? You don't have to have a person PM you, just say "I'll take this job" and get it done.
  14. Okay, thanks. They aren't too clear on it; the variable is named the same as the list that's usually applied, so I wasn't sure about it.
  15. Okay, now you're speaking in contradictions. If it's empty, doesn't that mean that without a mod, you get NO gems from them? If there IS a default script that it refers to when the field is left on default, then all I need to know is which list that is. (It's clearly not 75, gems aren't that common) I'm not saying I'll add gems to them, that would be way too overpowered, even at a nothing weight of 99. I added an item to LItemGems10 to get it while mining normal ores (none of them seem to use LItemGems75, I actually checked), and I want it to be possible while mining clay, too, but not by adding other things to it. I know how to make a new leveled items list if that's what it takes.
  16. So, clay deposits are fairly easy to find, but is it possible, without a mod to change their script, to get gemstones while mining them? I'm asking because I'm working on adding something to any mineable ore and need to know if it's a script I just need to change or if I need to make a new one.
  17. Okay, so I get that this wouldn't be doable with mod-added creatures, but some of the vanilla creatures are humanoid, yet not an actual race (non-Human souls). I'm not asking for the zombies/draugr and skeletons to be races, unless there's a way to keep their soul as is, but like, the Flame Atronach could be a race with a height of 1.5 instead of 1. Mind, I haven't personally gotten to witness the exact heights of races, but here's my estimation on what would be good: Flame Atronach: "Hover" animated 1.5 height race.Falmer: "Slouch" animated 1 height race (their slouch seems to be what reduces their height)Giants: Height 2 raceHagraven: Height 1Spriggan: Height 1Trolls: Height 1.25, "Gorilla" animations.Dremora: Height 1... They even look human, except for their horns. (Yes, I'm aware they've been made a playable race already, but that's not what I'm asking)The main reason I want this is to see their armor actually get removed when I take armor off their corpses. Making their souls require a Black Soul Gem is just an extra challenge (though by all means, if it does not have to be that way, keep it to Dremora only). Although in the case of Atronahs and Trolls, I guess they don't really have anything that could be considered armor (Spriggans got bark).
  18. One of the mods I'm using adds an Alembic to the game, but the only use for it is that if I drop it, enter sneaking mode, and activate it, it uses three firewood to make a fire, like I'm using a tinderbox from Realistic Needs & Diseases. Load order: Can anybody tell me why it's doing this? From what I managed to find in google, the alembic is supposed to open up an alchemy screen, not start a fire. PS: the two unloaded (=0) files in the list are included because they're in the Bashed Patch.
  19. No, just for females. If you do a search on males, though, it shoudn't be hard to find one. They may, however, like CBBE, be under adult mods as something combined with a nude version (where you have to choose when you install it). EDIT: Apparently "Better Males - Beautiful Nudes and faces" has an underwear version, but it's an option "download this instead" one, not a download the primary file and choose when installing one.
  20. Caliente's mod may have a primary purpose of being inappropriate, but it does have a setting to keep the underwear. It's in the adult mod section, though, so I can't link it.
  21. Probably not as doable as the several character swap ideas out there. I made a thread that mentions the disabling/modifying of quests, and there's also this older, buried thread. However, this thread is unique in suggesting an external patching program.
  22. Okay, I TRIED to look into doing this myself, but I cannot for the life of me figure it out. I'm using some mods that require quarried stone to make some of the items, yet none of the mines I found seemed to have any, so I did a quick google search to find out, I apparently have to have a heartfire home (or be near where it goes?) to mine quarry stone. I don't like that requirement. Could somebody make a mod that simply adds the random chance of getting quarried stone to any ore vein? I don't care if it's uncommon like amethyst, it's just something that would make this requirement a lot more reasonable.
  23. Nope, extracting them to the folder didn't work, and neither did deleting them. My character just stops stirring after one rotation of the spoon.
  24. Mind pointing out which files relate to which things? I've run into a problem with being unable to stay at the cooking pot myself, and would like to fix it. I may have fixed it, simply extracted all of the "craftingcookingpot" files to replace the existing ones.
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