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Everything posted by XunAmarox
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To be honest, I don't even like joining the war effort since you have to swear loyalty in life AND in death to whoever you're joining and you know in TES those "and in death" oaths are literally binding.
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Has anyone else noticed that to do the vast majority of the large quests that you end up getting totally shafted? I mean... You join the Companions, you have to become a Werewolf. If you choose to stay a werewolf your soul is bound to Hircine destined to be forced into his Hunting Grounds for all eternity. Luckily this is one of the least bad ones since you can cure your lycanthropy at some point and you're not stuck with it forever. The Thieves Guild however is not so forgiving. If you want to become the Guild Leader you have to sell your soul to Nocturnal and serve her for all eternity guarding some stupid dark cave after you die. Boy, doesn't that sound "fun..." That one was actually really upsetting. They just kinda force it on you. I remember my first playthrough I straight up quit the quest and walked away when they said all that nonsense. Ah and the Dark Brotherhood... the highlight of the Elder Scrolls games. Look what happened to poor Lucien Lachance. You end up serving Sithis for all eternity and someone down the line is going to be able to summon your ghost to fight for them in the name of the dread father. Then there's of course every Daedric quest where you become a Daedra's champion... you can pretty well assume you're going to have to serve them in the afterlife as well and they'll drag your soul to their realm of Oblivion. Though it kind of makes you wonder just who you're going to end up with if you're the Champion of every Daedra out there as well as promised entrance into Sovngarde, bound to Hircine, Sithis, Nocturnal, and more... If you play a character that tries to avoid having their soul ganked you're actually quite limited in what you can actually do. You can't even do the Dragonborn content seeing as to how you have to sell your soul to Hermaeas Mora just to kill Miraak. I suppose the Dawnguard content can be done, assuming you side with the humans. I'm a bit iffy on whether being a vampire would assign you to Molag Bal after death, which is quite possibly the worst fate imaginable in the Elder Scrolls series, though at least you become immortal and can live a very long time... and there is a cure that you could happen to take a few millenia down the line.
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What I'm trying to do is change the value of all armors and weapons to 5x their current value, so for instance something that has a value of 20 gold would be 100 gold, 25 gold value would be 125 gold and so on. Thus far I've manually changed most of the armors but there are a ridiculous amount of weapons, probably like 2-3x the amount of armors that there are and manually doing every single one seems like it'll probably give me carpel tunnel or something... there has to be an easier way than changing every single item's value manually. So uh... Is there any kind of global value setting using either the construction set or maybe SKSE or something? I don't want to have to do all of this when I really don't have to and I could have just changed one little number instead. The only variables I've been able to find are... fBarterBuyMin - Lowest price the player can buy an item for (in percentage of item value) fBarterMax - Highest multiplier/divisor for buy/sell prices fBarterMin - Lowest multiplier/divisor for buy/sell prices fBarterSellMax - Highest price the player can sell an item for (in percentage of item value) But they either don't work or they're confusing as hell. fbarterbuymin -> 5000 = something that sold for 200g will sell for 6g, but you still buy at 210g fbarrtersellmax -> 9999 = nothing fbartermax -> 9999 = nothing fbartermin ->9999 = 200g sell becomes 3g sell and it remains 210g to buy What's more... fbarterbuymin -> -1 = everything has no value selling and everything is super expensive buying fbartermin -> -5000 = ^
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I've been through quite a few playthroughs at this point. I've killed him in some and let him live in others. In what I think would be the truest approach, I'd say the Dragonborn was meant to kill Alduin and the rest is up to them. But they aren't meant to join the Thieves guild, Dark Brotherhood, nor choose a side in the war. Here's why: We see clearly that making deals with daedra (Sithis/Nocturnal) will bind your souls to them both in life and in death, and if you pay attention you also bind your soul to either serving the empire or serving Ulfric in life and in death as well if you join the war effort. You could never become a god like Talos if you bound yourself to another. As a werewolf you're bound to Hircine. As a vampire? Molag Bal perhaps (and that has to be the worst of all) albeit you will be immortal and could potentially live an incredibly long time. I like to think of my Dragonborn as the Hero of Cyrodiil on some playthroughs since I was a vampire. On some others, I simply acknowledge that she became Sheogorath. But what a sad fate.... she went completely wonko if that's the case. If I wasn't incompetent at scripting I'd probably edit that quest in Skyrim myself and have it so Sheogorath is still the Hero of Cyrodiil as I left her, and not completely insane. So pretty much all you can do in Skyrim without being bound to a Daedra is pretty much killing Alduin, killing Miraak (edit: sorry, remembered you have to become Hermaeas Mora's champion so that's out of the picture), maybe getting married, adopting a kid (or a few), and adventuring - nothing that involves selling your soul to a daedra though! Ah but you could become a bard or archmage I suppose. You could probably also cleanse the Companions of their link to Hircine and if you really wanted to become a vampire as long as you take a cure some centuries later. As far as things go, you're perfectly within your limits to kill Paarthurnax, depending on your temperament, as well as every single other dragon in existence. The way I see it, they were already killed (aside from Paarthurnax) and if you let him live then quite a few others will live as well and by the time they become a threat you'll be long dead and who knows what could become of the world. There were dozens that left with him and sure they may say they'll try to follow his ways but what's to say they won't rebel and go back to their old ways? If it were just Paarthurnax alone I would say leave him there at the Throat of the World. He's a pretty good guy and has good intentions... but good intentions tend to have the worst of consequences sometimes. So, Paarthurnax dies, all dragons die. That's how I think it should be, for the greater good.
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I got this when I installed realistic ragdolls, xp32 skeleton, and dual sheath redux after having already installed another skeleton first and schlongs of skyrim. It was taking armor off a male that caused it. I fixed it by just reinstalling schlongs of skyrim.
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I had this problem no matter what I did after I uninstalled the mod to install realistic ragdolls/xp32 since I was using a different skeleton first but it didn't have the right shealthing. It turns out that the ONLY way to make it go away is to load a save before you ever activated dual shealth redux in the first place. Kinda dumb to be honest, but I guess that's just how it is.
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Right so, I'm trying to figure out how I can convert to editable poly so I can use something like shift+page up so I can grow my selection so I can select all the connected faces but not lose the BSDismemberSkinInstance and Skin because if I convert to editable poly then export I don't have either of those things and it doesn't work in-game. I took the cloak thing from the Yarl's clothes and put it on the Barkeeper outfit and retextured it. If you want a peak at what I did so far, here check it out: It was actually meant to be on the CBBE version from Caliente's Vanilla Clothing pack thing but I get a CTD if I even try to replace the yarlclothes with the barkeeper mesh from that, which is pretty weird. So yeah, how do I do that? I'm using 3ds Max 2012.
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This problem still exists with the latest version. I just got it after I installed Locational Damage which didn't show up in my MCM, and I uninstalled Player Headtracking and then my MCM was just completely blank until SkyUI registered Locational Damage except there's no contents, just the title. I ended up loading a save before I installed Locational Damage (Player Headtracking still active but disabled in the save). The MCM for Locational Damage didn't load until I changed zones and saved and loaded the save, but everything ended up alright.
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Blog Piece: Nexus plans for stability and infrastructure improvements.
XunAmarox replied to Dark0ne's topic in Site Updates
Well you can say that it's pretty boring, but I think it sounds pretty exciting. :P -
Well... nothing is more annoying than some little bastard shooting arrows into you from who knows where (where's the honor?!). So... a mod that removes the ability for NPC's to use bows would be great.
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I updated my colors after Mardoxx explained what all the stuff I didn't know was, though I dunno if it would apply for this poll: http://i.minus.com/iVlnGgPwv9dfs.jpg The only things I'm iffy about are Raven Rock and Telvanni Tower... As far as I can gather, Raven Rock is supposed to be a town in Solstheim, and if it has its own unique icon then it's probably a major city there... but also, it's possible it could be abandoned by now and just a palace or landmark... so that would need to change accordingly. And Telvanni Tower... I'm not sure if that's going to be an entire town or just a palace sort of place... that'd have to change accordingly as well. I dunno. Anyways, about the color set... I started out with the idea that not everything needed unique colors because it becomes overwhelming and confusing and similar places should share colors to reduce clutter and make things easier to find on the map. So to do that I went through and reorganized the whole thing to make sure it all made sense. I tried to use mostly desaturated warm colors to that end. As for the coloring itself... I went with a yellow/orange (same spectrum) combination for the Major Cities & Palaces because I wanted them to be visible but not obnoxiously colorful, but still look related (e.g. same spectrum). They could have been about any color, but I thought a warm color would go best with the rest of the colors I chose which were also in the warm color spectrum. I went with a very desaturated light brown color to indicate settlements because they're things that shouldn't really stand out that much and aren't a threat, so they should have a very mild color. For dungeons (e.g. very dangerous places) I gave them red as per the natural color response stimuli of red meaning danger so it indicates that the places is probably going to be hostile and dangerous, but I kept it very light and desaturated since these places are numerous as to not overwhelm the map with colors and become overly obnoxious... For the other world locations I went with a darker brown since they're more important than settlements though generally not as hostile as the more dangerous locations. The dark brown is a bit more vibrant, but brown tends to not be a color people associate with colorful and vibrant, so I figured it wouldn't draw too much attention other than making them noticeable. As for the couple of special things, I wanted them to be very identifiable. Daedric Shrines are very rare in the world and attributed to Daedric Princes, so I wanted that to really stand out on its own. Dragon Lairs, a very dangerous and very unique set of places on the map and there aren't that many of them. With the Doomstones, I wanted these to have their own color and stand out more than other things because being able to find and change one's sign is pretty important. Giant Camps I made a lighter slightly more saturated red than the dungeons because they aren't really dungeons, but they're still extremely dangerous places. As for Stormcloak/Imperial camps, I wanted to give them their side's respective colors: red and blue. Now, the player markers... Those are things the player is going to be seeing all the time and they tend to be vitally important. That's why I chose to go with green for the markers indicating places the player needs to go, since I made sure not to use the green spectrum anywhere else on the map so they would be noticeable. I left the generic markers a desaturated green, but made the player's custom marker a very bright green to be still in the same spectrum of normal markers, but to really pop out. I made the locked door thing an orange-ish color to indicate you can't go that way or it needs a key or whatever so it would be obvious but not stand out too much. And the player marker itself... I was actually really iffy on that. At first I had it a really bright red to make it stand out, but after I went with red for dungeons and Imperial camps I decided it might get too washed out and be hard to find... so I gave it a unique color. I went with the blue spectrum since very few things used that, but went much brighter so it'd be immediately noticeable and really pop out. Anywho, that's my basic reasoning behind my coloring.
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I suspect if the main site's datacenters are on the east coast of the US then that would certainly explain the performance the past couple of days...
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I'm not blocking anything. I keep my NoScript disabled for Nexus sites.
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Oh also, it just came to mind... But I've also been getting a lot of warnings saying that I can't download files because they're set to hidden (which are clearly not hidden), and then having to refresh the page to try again.
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I'm getting this non-stop on the Skyrim Nexus while trying to load pretty much any mod page. The ones that do load, many times don't load the content tabs and when clicking one it's either Content Loading forever or back to the connection reset page. I don't know if this is the right place to post this, but I didn't see it anywhere and just wanted to bring it to attention. It's been happening since... yesterday I believe? Anyways, I hope this helps.
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I've found it impossible to "Intimidate" the Whiterun Guard to get into Whiterun. Even editing the Intimidation perk to multiply the value by 999999 or even set it TO that rather than multiply it, even setting my level to 100 (in addition to the former). Dem Whiterun Guards doesn't afraid of anything. x_X P.S. Seems it was game design to include (Intimidate) options for NPC's that are more than "Foolhardy" (e.g. Intimidate will NEVER work on them).
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The first influence for me was the same as most players. Getting your head nearly cut off for no reason tends to leave a bad taste in one's mouth - and you would have, if not for Alduin. Though it's strange Alduin chose to attack there of all places. Why save the Dragonborn? Or if not the Dragonborn, why Ulfric? Or maybe Alduin could just sense the Dragonborn's presence somewhere there and decided to kill everyone. I think it was one of his first actions upon returning to the world... makes sense to wipe our your biggest threat right from the get go, especially in such a vulnerable spot. The next was the banning of the worship of Talos and how the Empire was basically a puppet to the Aldmeri Dominion. The Thalmor secretly kidnapping people in the middle of the night didn't help matters either. The Empire wasn't going to stop it any time soon, but the Nords sure as hell would. Problem is, if the Thalmor invade I'm not sure if Skyrim alone could hold them off on their own. If they were no longer part of the Empire and the Empire didn't send aid, then it would open way for a Thalmor land invasion on Cyrodil. But I could just never really get over the Empire bowing down to the Thalmor and turning a blind eye to the Thalmor. What was worse was that in Skyrim Ulfric's challenge to High King Torygg. In Skyrim the ways of old are sacred and Ulfric's challenge was legitimate - Roggvir said it himself. He should be High King. A grieving wife refuses to see that, and an Empire does not want to lose a province. By right, Ulfric should be High King. A true Nord would be bound by honor to carry out their duty to their father's fathers. I believe Ulfric's claim to the throne has legitimacy. It should also be noted he studied with the Greybeards, he was accepted as a student... a very rare thing to be accepted by the Greybeards to learn the way of the voice. The following will be spoilers... read at your peril...
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None of the interface images load at all for me on the Skyrim Nexus. Here's an example: http://i.minus.com/iwEmlbUX1loyT.png edit: Try to shift+refresh now, that fixed it for me.
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Skyrim Blender NIF Import/Export Tutorial
XunAmarox replied to XunAmarox's topic in Skyrim's Skyrim LE
Just search the Nexus. There are at least three 3ds tutorials that I've seen so far. Might have to go digging for them. Here's one of them: http://skyrimnexus.com/downloads/file.php?id=3874 -
Eh, you wouldn't want to replace the exe with an older version like that. Just manually patch the exe yourself. There are programs like that that work for any program, you know. Not just Skyrim. Try something like this: http://ntcore.com/4gb_patch.php There's a better one I used to have with a lot more options, but I can't remember what it is and can't find it...
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I don't think so, no. I've played it this long only cause I got it, but... I don't think I'll be able to play it even up to January. It just doesn't have very good replayability for me, and overall... it was pretty underwhelming. It felt very unfinished to me. Like, how Babette has no real dialog and the way the main quest ends, and many other things... I just feel like... I dunno. Maybe wait 6 months or a year for a wealth of good mods to be out, then go ahead. It may be cheaper in that time, too. Right now it's really probably not all that much worth it to be honest. It was "okay" as a game. But when you compare it to something like Dragon Age then it starts to feel really mediocre. I dunno, that's just my personal thoughts on it.
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Tutorial - Adding objects in cells for Skyrim
XunAmarox replied to Xylozi's topic in Skyrim's Skyrim LE
Would this make it any easier?: http://www.uesp.net/wiki/Tes5Mod:SkyEdit -
Importing Oblivion Mods without Consent?
XunAmarox replied to maniczombie's topic in Skyrim's Skyrim LE
They tend to not allow you to do it in threads here. It's probably not a HUGE deal if it's just that since it isn't really like you're uploading and distributing it somewhere that'll ever be seen by more than a small handful of people, assuming you definitely give the original authors full credit... but... I'd probably advise against it since they tend to be really strict here about copyrights and whatnot. Maybe private messaging it to some friends would be okay since it isn't publicly distributing it. But, it tends to not be something we discuss here. If you did it, it would probably go unnoticed to be honest since so few people would even see it, but if someone did ever happen to notice or report it, you're likely to get a really nasty warning or banned. The staff here tends to take copyrights and whatnot very seriously. Even mentioning it might get you banned... kinda scary. If you're going to do it, do it for yourself. But, it's best to veer on the safe side and not to distribute it even in random forum threads. Just... be patient and beg the original author for permission to convert their work. And if they say no, well... tough cookies I guess. At least you have it though. -
Races do have different heights. For instance, Bretons are considerably shorter than Nords.
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Construction Set for Skyrim, where is it?
XunAmarox replied to Hannibalektr's topic in Skyrim's Skyrim LE
Here's a nice find until the CK is out: http://www.uesp.net/wiki/Tes5Mod:SkyEdit btw, yes, Beth did give a timeframe... end of January.