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Strokend

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Everything posted by Strokend

  1. Removing the bow bash in favor of casting spells sounds a bit interesting, I'm not sure how easily implement that would be though. In regards to weapons you can ready while still being able to use that spell, what about darts or slings? Darts would be fast, low damage, while slings are slow and high damage.
  2. I really don't get why people don't like the idea of their files still existing, just being hidden. People still can't access them, it just means that the files can be restored or examined by authorities. If the latter were a problem, it was already a problem before the change. The former isn't a problem.
  3. I don't know how well it does with guaranteeing repopulated dungeons, but Ultimate Deadly Encounters does have random encounters during dungeon crawls, and will randomly add new entities as you progress.
  4. Took a quick look at the mods available, True Bound Weapons basically summons a weightless, worthless weapon into your inventory, but you cannot enchant or sharpen them. I'm not really sure how sharpening would work though? I don't think you can make it take a different soulgem as it gets sharper, but if you had graded conjured weapons, perhaps each grade could require a stronger gem (So basically: Petty, Lesser, Common, Greater, and Grand Bound Weapons). If you went that route, you might as well make it its own smithable, costing the soulgem and requiring knowledge of the spell to make. Since Bound Weapons are conjured through magic, it would make sense to require Arcane Smithing to sharpen them regardless of enchantments, if possible.
  5. I would like to clarify something about the Curfew: I want the gates to lock during night. Immersive City Gates just locks gates in general, regardless of the time. I'm not looking for a day-time lock, but maybe have the guards suggest taking a nap in the stables (optionally adding a usable haypile there to do so), or to persuade, intimidate, or bribe your way in. It would also be interesting if the gates could be lockpicked instead of needing a key, for players who either distract the guards or have the quick hands perk. Adding ways to sneak in--such as the river grate just to the right of Whiterun's entrance--would also be an interesting change. Maybe have it lead to an actual sewer like the Whiterun dungeon escape route uses, so the player might encounter random Skeevers, thieves, or murderers as they sneak in that way. Obviously towns that don't have gates, like Riverwood or Falkreach, wouldn't be able to be locked up, but guards near the walls could warn the player to either hurry to the inn or pitch a tent to sleep for the night. Riverwood doesn't have any guards to start off with, so until Balgruuf sends them, the player could safely wander about that town at night (regular citizens shouldn't care that you're out at night, it's not their job to enforce any curfew).
  6. SkyUI not only sorts stuff in fancy ways that you can customize, it has an "Active Effects" tab that shows you the current effects on your character and how long they'll last. I don't think I use anything else to add the GUI effects, and I also have a little time-bar on the top right. The Active Effects tab still has to be opened up manually, but it's very easily accessed on SkyUI, and the icon is there without opening your magic tab.
  7. Lerabones' Loki Armory has Loki-styled helmets. Not sure any of them focus on the circlet style, but it's a start. Honestly, I always like seeing circlet variants of things. Less armor, but also a bit less weight and compatible for mage builds--or just people wanting to still see hair.
  8. Are you using a mod that alters smithing requirements or how perks are handled? Nightingale armor comes with an enchantment, meaning you need to have Arcane Blacksmithing to enhance them, which might be modified by perk mods. According to the UESP wiki, carrying Fine-Cut Void Salts can immediately "hide" normal void salts when tempering, so make sure you aren't carrying any of those.
  9. Even if you have stolen goods, they're just transferred to a chest in the hold's dungeon. Grab a basket, head on over to the dungeon, give the bored guard his party hat (hide his face under the basket), then loot the confiscated goods.
  10. You may wish to take a look at the UESP wiki on console commands. Of particular use to you: incPCS can be used to advance your individual skills, and addperk adds a specified perk.
  11. Two separate ideas I had that I figured would be simple enough, but one look at the creation kit and I can't even figure out how to get started on it, let alone add things in... Curfew Launderers
  12. Regarding this bit, Hunterborn would let you go through the process of skinning and processing the animal, there's potential for compatibility there.
  13. To a degree yes, but it just doesn't look good here, and if I can easily see all the snow, it ruins what I'm going for (absolutely no vision without a torch/candlelight) Another note would be that Skyrim doesn't have nearly the amount of light pollution that modern society does, so nighttime would be significantly darker On the contrary, the starry skies make more light without light pollution. That's why I mentioned the rural areas, there's less light pollution around farms and such.
  14. I mean, it makes sense. Even at night you're still getting some light, the snow is one of the few things able to still reflect it well. Living near rural areas, I've seen snow during dark nights, and it always stands out.
  15. You can try looking into Leanwolf's Better-Shaped Weapons. Mentions longer arrows under Progress.
  16. Why not just list the specs anyways? Maybe somebody will tackle it free of charge, and your money can go to a donation on it of your own choice in value.
  17. Are you using mods that conflict with each other that don't have patches to resolve the conflict? If you are, then you should only need to make a merged patch for the conflicting mods anyways. I suppose my own knowledge on the subject is years old too, but even I don't remember anything about needing to include literally everything, just the conflicts.
  18. Just at a glance I'm already seeing a few bathing mods that make use of soap... In Bathing in Skyrim, you craft "five bars" of soap when you craft it, or in other words, you craft a single bar of soap that lasts five uses. Super Simple Bathing does the same thing. Again, which mod are you asking about having more soap for? Shouldn't be too difficult to make a mod that just makes crafting give you even more soap.
  19. I think the idea of doing the quest before was to force it to progress the current one through the questline instead of the console.
  20. 2) yes-ish... >>> I use Melt Down Everything. It *might suit your needs. I think there are others, idk, maybe even better, but that's the one I happen to know. it works fine for me. Afaik, It does not do everything you want (bone meal for instance), but tbh, I don't think I've ever thought about it. I just use it for metal. Currently I'm trying out Complete Crafting Overhaul, but I may try that out at some point too. That's not really what I was thinking: Dynamic Things and Dynamic Things Alternative are designed to read random "Static" barrels and turn them into containers that have the randomized list of loot in them. It just always feels out of place that you can open random barrels but then suddenly these ones are pointless decorations? I tried out Alternative to see how it compared, unfortunately that left me disappointed as only a very limited selection of barrels got transformed, so I got the original port to see if it still works the same. The original also allows me to chop down trees and break apart rocks, which is fun.
  21. A lot of the old, abandoned mods actually have replacements rather than ports, it's worth looking around for things that carry similar features. SE does look better, but I don't know that it'll be "worth the effort", especialy if you hadn't already started it; since you have already done a lot of work, maybe it will be by now? The closest to making it worthwhile I can think of is if the mods are abandoned for LE but continued on SE, and you really want those newer features.
  22. It's been a while since I had to use merged patches, but I believe you only have to include the mods that have the conflict. The patch gets loaded after the mods that have a conflict, so the merged information is included all together, rather than one mod erasing the information of a previous mod. Of course, you don't want this to happen when you have a patch to bridge those mods already--if you have something like that, make sure you load the compatibility-patches after the merge-patch. Only put compatibility patches into a merge patch if you (for some reason) have conflicting compatibility patches.
  23. Soap...? What are you talking about? Sload Soap, perhaps? That's an ingredient for alchemy, not intended for direct consumption. If it's something from a mod, you should try asking about it in that mod's page, or at least link to the mod if you're asking for a side-mod to go ontop of that.
  24. Have you checked your options through the launcher? If you try to launch via steam, you'll get a window that includes an options button, click that, then click advanced, and make sure your decals are set high. The comparisons I can find for this are all for LE, but it'd make sense to also effect SE.
  25. I think the autoreset only happens if you stay away from the area for a long enough period of time, right?
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