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rsanagustin

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  1. http://www.nexusmods.com/fallout4/mods/471/? This gentleman (props, Jedi!) came out with a mod that allows you to get the follow...dialogue. You can command the followers to go places, but my god, write those ref's down to keep them updated...the problem is, you can't order them to "follow" you. And they dont count as "True" followers, so you can stack more than one. So me, I got two militiamen. I use their refid and type in the console "Setalert 1" so they have their weapons drawn. The question is...does -anyone- know or can find out the script command package that actually makes them follow you? As it is, they stay. They just need to activate the follower AI package to get them to start following you around. Anyone got the tech skill to see how to force the Companion Follower package on them via console?
  2. Bunp! Anyone done any console tinkering to figure out if this works or not?
  3. Any quickie mods or console commands to make a character walk/run toggleable?
  4. So, yeah. Been a wuff for a while now...had 100% resist disease and all that. And today, one of Potemas vampires hit me and I got the vampire disease -_- And its no longer in my active effects (resist disease.)...happen to anyone else/help?
  5. I get what you mean. I for example, if I had Ulfrics ear, would have -never- let one of the new Jarls onto the throne...considering I knew how he would be running things if certain traits ran in the family. I think though, part of the reason for that is you're forced to account for your actions. I felt guilty as hell after ousting the ruler from Whiterun, because he genuinely cared for his people, and was a lot kinder/closer to my character than Vignar, though Vignar was by no means a villain or even a bad guy. Thats the essence of War though, one needs to be accountable for ones actions, choosing between evils, making the best out of the worst situations, and just the same, competant rulers were forced from their rightful dues by my characters hand. The Dragonborn isn't king, so I do think its important to retain the element of "Things changed - by the way, you probably arent going to like all of them."...after all, you're a cog in the rule of the leadership, and nothing more. You had no more say in who was going to be REALLY running Skyrim than you/the Jarls had a choice in the concordant the elves presented the Empire with. Good reason to go home and start a war, eh? Might make for an interesting post-plot twist, but Id like to try to make the plot as lore-friendly as possible, though theres plenty of small rebellions that never make it into the annals of history.
  6. Anyone else get the feeling that the questline for the War is too short, on either side? I would have thought that the radiant AI would have been able to generate more battles than that, or it at least, has the ability to, taking the same base scrips it uses for the encounters (on either side) and re-applying them to...fort this or fort that in the wilderness. Hell, why fight over a fort? Why not fight over a ruin, or in a field, or have the occassional raiding party outside the city since the Stormcloaks and Imperials seem to mind their own and (default AI behavior wise) dont seem to involve civillians in their fighting, though coming upon a group of stormcloaks or imperials around farms raiding for their crops and such would be interesting. Either way, its going to take me a while to get familiar with the Radiant system, or at least, see if I can replicate the battles like they're done in the Civil War quest arc (IE, 94% of enemy remaining). Anyone interested in a mod like this, or better yet, willing to help? Also to note...I havent finished the civil war questline, but I doubt Ulfric, Tullius, or Legatus/High King/Some crazy nord so-and-so are going to be handing out quests to mop-up bands of disenfranchised (and angry for such a short, decisively won war, obviously X_x) imperials/stormcloaks (after all, would Ulfric's Zealots/Just as zealous Imperial Legionnaires stop fighting? They do seem to have a shared, hardheaded, mutual, bitter hate going on; and neither side seems like it would be willing to roll over for a new high king/queen/grand puppet person either way.)...though, by all means, if they do, please inform me to the contrary so I can stop grinding my teeth xD
  7. I absolutely, totally agree...though...I do believe the nature of Skyrim itself, its setting, from spoken words from previous Elder Scrolls games and even the current one..."Life is short."...not saying "Make it into Porn!", but it would be a world rife with loveless, one night trysts in a land where, as one character put it, "Life is short in Skyrim. And dangerous."...though of course, things might have changed for the more conservative in the 700 years since oblivion/morrowind. Though I doubt it, considering courtship as it is is "Your single? Lets get married and make viking babies!" Irregardless, a strong historical presence, especially prior to the 21st/late 20th century, is missing. Prostitutes. Im having difficulty imagining why Bethesda left them out, considering their pervasive (though justified) presence in New Vegas. Did it seem to like anyone else Bethesda was trying to absolutely avoid any sort of controversy whatsoever in regards to sex/nudity, considering the absence of prostitution and even the more recent "Fade to Black" sex scene implemented in the two most recent, previous bethesda RPG's?
  8. Derp. Question already answered X_X sorry for not reading.
  9. Note on this...because I have done it trying to get NPC's to behave differantly. The coding equips everyone with default gear. If you use removeallitems it -will- replace itself as soon as you leave the area you are in. I was a little peeved because all my companions who should be up close kicking a** in melee whupped out bows and pecked at the enemy from a distance :\ tried "Removeallitems", next thing you know, they pulled another bow out of their rear end.
  10. Was hoping Id be able to chat with ya about a few mod related things! Send me an email when you get this, even if you arent intereted, Id rather be rejected than ignored and all.
  11. Errr...Tyrtanis? Did you get my message?
  12. Im a bit of a skilled vocalist myself, professionally coached and able to mimic most accents perfectly. Not that the gruff "Farkas/Vilkas" style voice needs much effort (see Christian Bale in the Batman movies for referance). Id probably make a fairly good imperial. I work for free, too!
  13. I remember in Oblivion, people expanded the battle for Kvatch. That, and with the Daedric Invasion mod (Random Daedra spawns vs. Fighters Guild. Town Guard, Legion, Etc), Im pretty sure someone will release a more immerse mod to give Skyrim that "Wartime" feel. Thats what I was hoping for...the encounters have been too few and far between to give me the idea of a brutal civil war and a land in strife, "Battles" being more like Skirmishes to me. Then again, mods like that tend to kick the hell out of non-super powered gaming computers, sadly :\ It'd be something for a fortunate few to enjoy, though Im sure a "Lite" version would be possible. Worst comes to worst, once the CS comes out, I'll freeze battles and add about twenty more fighters to each side once I get RefID's...its how I did it in New Vegas and Oblivion before the "War" styled mods came out. I was able to run about 50 vs. 50 in new vegas (NCR vs. Legion...or Fiends. Or whoever I felt like xD) without any slowdowns on the highest graphics (12 gigs ram, quad 3.7ghz processor GTX 480 vid card)...Id be interested to see if Skyrim would be able to run battles of that size on my rig. However, the process of doing that doesnt feel natural and sort of interrupts the natural flow of things. Which is why a mod would be better! I may give it a try myself, though Id have to find out exactly how random scripted encounters (Bandits, etc) are calculated, and if they're relative to player location in a cell or markers have to be specifically placed.
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