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Are there any quest mods for FNV that can stand up to the level of writing and accomplishment of the vanilla game and its DLCs? Since making something the size of the base game is difficult, It can be a DLC sized mod that is essentially no different from Dead Money, Old World Blues, Honest Hearts and Lonesome Road. It's sad to say it - but I wouldn't be here asking the forums if I hadn't searched for mods like that before. Skyrim has a lot of amazing mods that are far better than the vanilla game. Some teams even recreate previous elder scrolls in new entries and coordinate massive projects, so we know for a fact these things are possible. But the Fallout community isn't as big, and I haven't heard of any mod DLC (let alone one that can equal the brilliance of the vanilla game). If you guys think of something that isn't quite what I asked but is still the best you have seen, don't be afraid to comment.
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As far as I know there's no option in-game to rebuild your base stats, i.e, if you want to convert 10 points of health to stamina and magicka and etc. So what command do I use? Preferably a clean one that doesn't screw things up. Is it player.modAV <attribute> <nn> or setAV <attribute> <nn> ? Or are there more?
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The forest area around Riften is notoriously known to be laggy. But no one knows what it is, and I don't know either. Is it the density of the trees and grass? Or an invisible glitchy shader that drags the FPS down? I can only speculate. Is there a mod out there to make it better? Has anyone tackled this decades old issue and found the cause?
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I closed my account last year. I still read Reddit offline while not being logged in because it has a lot of content and it shows up on google search fairly regularly. But yeah, I'm done with it. Interacting and posting there is off limits for me. It's insane trying to be a part of it, just like you said.
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You know, I've been thinking something. With 150 mods installed, Skyrim Special Edition has everything a next-gen game does - or at least what old, famous games from the past that were brimming with quality and care had. With mods, it can have intelligent and difficult combat. Professional animations. Good soundtrack. Beautiful or unique NPCs. Well written character dialogue (the sole courtesy of Interesting 3DNPCs mod). Amazing cities with trees and a cheerful design. Monsters and creatures that look respectable or fearsome. Challenging enemy-boss encounters. Incredible homes and castles for you to live in. With this many mods, the game has everything it lacks. Everything but a plot and quest missions that can be exciting to play. If the base game came out with these massive overhauls to begin with, the community would focus on whatever features it lacked. Nexus would practically only have new quest mods or mods that rewrite the guilds and main dragonborn quest from scratch, even if it's something difficult to do. I believe there are many amazing quest mods out there, as I played Darkend a few years ago. I'm saying if the game already had this much effort put in by Bethesda, modders would naturally focus on the only feature it lacked - a good fantasy story.
- 8 replies
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- writing
- emil pagliarulo
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HAHAHAHA. Yeeeah. I played the Souls series too.
- 10 replies
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- combat
- difficulty
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Yes, here I am. But not without a motive. The game stayed relevant for 13 years because it aimed to be a jack of all trades and succeeded at that up to a certain point. The potential of skyrim is amazing, but the execution isn't. And it's built upon 20 years worth of Lore that was created in the 90's largely by (Julian Le Fay?). The ES mythology is spectacular. You can see it's based on real mythology yet it has its own touch of creativity. The Daedric Princes and their realms, their visual designs, the indifferent Aedra and the many types of afterlifes for each people in Nirn. Immortality, The Heart of Lorkhan, The Dwemer... the original creators of the lore cared about writing and story. I also do. This is the factor that drove me to the Elder Scrolls series, mainly to its older entries. When Skyrim came out I expected something equally extraordinary or even better than what I saw, and in many cases I got that. Except for the writing and the gradual destruction and mocking of the original game literature (lore).
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- writing
- emil pagliarulo
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That's my point. Maybe the ideas of the quests themselves have some potential, but you always complete them knowing a big piece of the puzzle is missing. Dialogue recognition is easy for a company to patch. They have the voice actors and the programmers. They just had to go through every quest condition and add or remove new dialogue, testing to make sure everything was in line with what was expected from the story. It's the bare minimum. What you said would require additional effort to do. I always thought the developers could have created a new empty Skyrim map to serve as the background for large civil war battles. The map would be an almost empty copy of the regular world so the game could run a large group of soldiers fighting each other; you would be teleported to it whenever the quests demanded a significant battle. Someone made a fan game of Elder Scrolls Wars like an RTS, but I forgot its name. It had new maps suited for a battle, vast and with no creatures or NPCs other than soldiers. Also, a reduced number of trees. I based my idea off of that.
- 8 replies
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- writing
- emil pagliarulo
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I have to say, I almost didn't install Skyrim SE and considered other, much better games instead. Why? Because whenever I thought of my memories with the game, a thought would often come up along with a grey, depressing feeling: "What is there to do there? And why play it?". I had no immediate answer to that. "If I'm going to end up feeling hollow after I finish all the questlines and reach maximum level like last time, I better not even try.", I thought. I decided to return for the mods. I heard so many new mods came out that made the game so much better than it was that I got excited to reinstall the game. This is, I decided, "The Modding Playthough". I'll play the game one last time because of the genius modding community behind it, capable of transforming that sandbox into a game worth every second of my time. As I progressed through the first main quests and a few necessary side ones to obtain a some key items that were important for leveling, I realized I wasn't going to pretend those paper airplanes were real ones taking me to wonderful unexplored lands and vast riches of adventure. I'd simply throw them away like they're supposed to be thrown. If I have to complete a Bethesda quest for whatever reason, I'll set the difficulty to novice, close my eyes, hit everything, skip every dialogue and get the item I want or the condition I need. In a few lines, here's what I thought were the critical arguments that better represented my views on the major quest chains. The bad outweighs the good in every quest, so I'll be focusing only on that instead of trying to balance their mistakes for the sake of sounding impartial. These mistakes make up for 70 or 80% of the overall experience. Main Quest: A serviceable quest where you're the chosen one and now the Lore has dragons for popular convenience. Definitely because Game of Thrones was famous at the time the game came out. And the battle with Alduin at the end, a "Dragon that can Eat the World", is just one more dragon fight? The implementation of the lore contradicts the lore itself, and what you see isn't what you get. College of Winterhold: A lackluster Harry Potter ripoff. Existed because Harry Potter's last movie was out at the time. Savos Aren is Dumbledore, Ancano is a mixture of Voldemort and Severus Snape. Every teacher in the college has a unique questline, and so does every teacher in Harry Potter. And in the end, you battle Ancano with the Staff of Magnus and not with the game's magic. Reminds you of a certain battle scene between Harry and Voldemort? Wait, there's more. Savos Aren's past is revealed in Labyrinthian and you're able to peek into it just like Harry. And the students who disappeared in the Midden due to a summoning going wrong? The College of Winterhold has been ripped off from the Harry Potter series top to bottom, side to side. And it's a grotesque one. If only it did something better or something different... Companions: It's even worse than the Fighters Guild in Oblivion. Zero out of Ten, as if the student - Bethesda- left their test blank and the teacher - us - gave them a zero. I won't comment on the werewolf gimmick twice because it existed for the same reason as in the Dawnguard DLC (see below). Twilight has both Vampires and Werewolves. Thieves Guild: The beggining tricks you into thinking this is an intelligent quest. But the first thoughts of intelligence come to your mind as soon as Mercer tries to kill you in Snow Veil Sanctum. Why did he do that? There is no explanation. Trying to explain his motives away is doing the writing for the writers. Why didn't Gallus stop him if he suspected him to be taking the treasure from the vault? Why didn't Brynjolf or Delvin check the vault periodically to verify everything is there - or even to use the riches and the gold? So Mercer is morally blamed in the end for being the better theif and stealing what he wants so he can enjoy the pleasures of life. Hmmm... right. Dark Brotherhood: A ripoff from Oblivion's Dark Brotherhood. The same story of betrayal but just slightly different. Also, why is Astrid onto you for no reason... again? Is it because the Night Mother chose you to be the Listener and not her? If so, I think I side with her here. Her reasoning is better than Mercer's, but it's essentialy rooted in the same problems. Once upon a time there were RPGs where everything you achieve is through your efforts and choices alone, or through a small talent and much effort (See Pillars of Eternity I). Why can't you just opt out of this stupid fanservice framework of being the special chosen messiah by God? And the quest at the end to murder the Emperor of Tamriel, politically one of the most important people in the game, besides being extremely anticlimatic and easy has no effect in the Civil War or elsewhere in the game. Dawnguard DLC: Twilight came out at the time and it was popular. So Emil thought: "Look! They're making money!". And then he just wrote an outline based on "what he knew". Damn, his vampire Lords looked ugly and goofy when transformed. Speaking of overall design direction, every human or monster in the game is ugly when it should be beautiful and ridiculous when it should be cool and impressive. Ugly people have to exist for the sake of diversity - and diversity is beautiful. So how about making them contrast with very fine looking people and also give every named NPC an unique face touched by design? Vanilla Serana could use that. Dragonborn DLC: Fine, but once again you have no choice. It's essential that RPGs give you a choice, as it's an aspect of the genre. You had to kill Miraak and become Hermaeous Mora's champion in his place. By the 20th time they pull this chosen one crap you start to feel depressed. Side Quests: I can't recall ANY of them. I have no idea I even played them. I think most were dungeon fetch quests with some lore behind it, but I can't remember what I did in them or their names and goals. I can't even remember their enemies. Civil War: Ulfric is or was a Thalmor Agent, as per Emil's rule of shocking twists for the sake of shock. The questline is very short when it should be long. The battles aren't epic fantasy combats for territory and cities as we see in LoTR. They're gang wars. A radiant quest takes care of assigning which soldiers you'll fight in each city and that's about it. The NPCs, due to oversight or bug, will sometimes say the war is still going on after you kill Tullius or Ulfric - talk about immersion breaking. Also why do the hold guards scale to level 50 and the imperal/stormcloack soldiers remain in level 10? Once again the implementation of the lore is destroying the lore itself. The guards were only made to scale to you this far so Bethesda could keep the game with a generic "crime/challenge" framework that after a while has nobody giving a damn because they played all of this filler content and left to another game to TRY an recover the pleasure and the time they were robbed of. I condensed the criticism. This isn't 5% of it. If I have to play these for any useful power or (very rarely) because I actually choose to, I'll grab a scissors and cut the blank paper. "Novice>Kill everything>skip every dialogue>fast travel>complete". I have zero respect for people who despise writing and yet are in a position where they call themselves writers or are in charge of writing a story. Anyway... Skyrim's vanilla quest chains are a mass of depression and grey. I played it once a long time ago and at the time the hype and the taste of something new masked this disastrous mess of a "plot" they shoved down our throats. SO, with that out of the way I intend to be much more generous with modders. Can you people recommend quest mods you thought were amazing? I may even play a few not that great mods here and there if there's at least some merit in it.
- 8 replies
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- emil pagliarulo
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Thanks! I'll keep the solutions you guys posted in mind if the bug happens again. I rolled back an earlier save as an urgent measure because I didn't know if anyone would answer the topic.
- 3 replies
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- slow walking
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I had a random bug after fighting a dragon priest (I think) where the player character can walk, run and stop normally - but keeps walking forward very very slowly nonetheless. This slow, glitched walking animation keeps playing nonstop even when standing still. Sitting on a chair, using a Forge, sleeping and even being ragdolled by a Draugr doesn't fix the animation. Other idle animation mods can't play because the glitched player keeps walking forward without actually moving. I have MCO, SCAR and an Elden Ring animation moveset installed, but removing all of them didn't fix the problem. If I load an earlier save, the glitch vanishes. I think it may have something to do with movement speed, but I have no idea of which variable to reset. It probably happened during a fight where I was ragdolled while doing a power attack or slowed down by a dragon priest's frost magic. But that's just speculation. I have no idea how this bug came to be, and a thorough google search left me with zero results. I'll load an earlier save for now, but that doesn't solve anything! The glitch is still there and it could happen again.
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- slow walking
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Hey. I'm back again with yet another question. I'm specifically referring to architecture. That's not a retexture of the existing houses in 4K nor an expansion to make the city bigger. I'm talking about their design. I couldn't easily find what I was looking for through a google search. Maybe any of you know anything?
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Let's talk about GTA for a second (just kidding. It's just a brief example). In games where the main theme is playing as a criminal, the police stars increase until they reach five. Each level has stronger and stronger police officers, making SWAT, FBI, helicopters and even tanks appear. I just realized Skyrim could use this system in its own way. Bethesda made the hold guards follow the player's level up to level 50, but that's a cheap solution. Level 50 in the vanilla game is the absolute pinnacle if you don't mod it: dragon priests, dragr deathlords and other legendary enemies are stuck at this level. Hold Guards don't have their abilities, but the game makes them strong anyway. They can take down dragons and master vampires in groups. The devs made them that way to "supposedly" keep the challenge of committing a crime alive, which means they aimed for a consistent wanted system but failed miserably. Having guards be that powerful just for that reason is a cheap implementation to the issue and just shatters immersion. Instead, the wanted system could use a simple solution. Let's say our hypothetical mod tracks the fact the player killed all the regular hold guards in town which are all locked at a maximum level of 25 - half their intended cap. The player's bounty is now enormous, and the Jarl will request reinforcements. In a matter of hours, 4 level 50 guards arrive to take the player down. If they are killed, the Jarl requests assistance from Ulfric himself or the Empire. Two level 75 legates arrive, with several combat perks - being worth the collective power of an entire battalion. Keep in mind this system of few and powerful enemies is, besides being interesting, thought to be useful since the game has difficulty in handling multiple actors fighting in the same space. After the player kills them, the last wanted level involves fighting an Empire or Stormcloack General fully geared with top armor at level 85+ with more health and perks than their previous legates. This means you have to fight an Ebony Warrior type of enemy. If you kill him, the game either resets your bounty to zero because even the army couldn't take you down or the Jarl himself approaches you with a final offer of clearing your bounty for half the price. If you refuse, another general comes in... and so on and so forth. This is just an example of the concept I had in mind. The wanted levels could be more and more diverse, but I'm sure you all get the idea by now.
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Ok, SO... I found the solution. But it's not what you might think. It's a mixture of weird, unexpected and definitely a blank Hisoka expression like this on my face: I used to be a programmer, and I used to be really good at debugging. In this case I tested and ruled out every major and minor possibility under the Sun... only to find out this is how the mod works. I was chasing a ghost, and that's why the bug seemed either "causeless" or with a cause/source so complicated for this kind of situation it involved something beyond Skyrim or MO2, deep into the operating system. After extensive testing, it seems Supply and Demand really doesn't store the price fluctuations when you load your game, but always updates them correctly when entering a new cell. This means that if you load your game and the prices aren't there, you just have to cross a loading screen on a different cell for the values to turn back to the way they were - thus making the mod's effects permanent as they were intended to be. Anyway, this serves as an example of that maybe, if the problem is nearly impossible to solve, you're trying to find a cure when there's no disease.