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SecretStash

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Everything posted by SecretStash

  1. +1 Horses are such a waste in this game. I never use them simply because I have to get off to fight every frostbite spider I come across and then my horse either runs away or gets itself killed by trying to attack an entire pack of ice wolves. I think there should be a right hand swing/cast, left hand swing/cast, and archery option (although aiming and steering may prove tricky) . Sprinting on horseback while swinging should include a damage multiplier. Also It'd be cool if there were some combat trained horses (soldier's, DB's, etc.) that could automatically trample (when sprinting), and hind-kick / rear-up & hoof (any opponents that get too close).
  2. I'm actually clearly not the first to mention this but my initial search somehow missed this giant thread: http://www.thenexusforums.com/index.php?/topic/461713-dismember-your-foe/page__p__3809791__hl__dismember__fromsearch__1#entry3809791 I'll just send more attention that way than. Please go there for more info on Dismemberment mods.
  3. For the most part this game is built the same way Fallout was and they included loads of gory limb-loss in that game, I was surprised when I found that missing from Skyrim. They already have included beheading. There are dismemberment meshes/textures for limbs. Why can't I hack limbs off my opponents? I'd love to have some occasional kill-cams where I cleave an arm at the shoulder, or have them collapse over after removing a leg. There should be the same accompanying blood-spurt that comes with decapitations and then bloody stumps remaining. I'm no where near talented enough to create something like this, but I know enough about how this game works to know that it is entirely possible. The dismemberment should be easily accomplished by using the decapitation resources as a starting point, creating actual animations to accompany dismemberment may be far more difficult though. Hopefully some brave modder out there wants to recover Bethsoft's goal-line fumble here?
  4. +1 I posted in a separate mod request thread an idea to allow all those extra dragon souls to be used for permanently enchanting weapons. This would allow all weapons to function normally yet allow players to permanently enchant items at the expense of a hard earned dragon soul. Very similar to what you're asking, but still keeps some gameplay in the soul-charging process.
  5. I like it. Have the dragonborn, be non-essential, but whenever he/she died, the player could go locate and help/kill the next one to spring up.
  6. How about instead of favoring items/spells/weapons and then having to use the obviously designed for console favorites menu, let us have a menu open when we hit "f" that let's us assign it to the number keys 1-0. Been that way in pc games for years because it is quicker and works when you have the buttons to allow it. Saddens me every time I have to use the favorite menu simply because it reeks of console design.
  7. I'm loving this idea. Here's my take on what i'd like: Allowing for multiple starting points, eventually the player can pass by the western watchtower where they are attacked by a dragon. With the help of some guards from white run and some random traveller on the road you defeat it. Then the dragon's soul goes into the random traveller, hence they are the dragonborn. Now unfortunately they have been given this responsibility, yet are far too feeble to accomplish anything on their own (basically a plain clothed npc with ability to learn and perform shouts, but sucks at all else, Frodo-esque). The guards quickly usher dragonborn back to whiterun, we hear "dovakiin!", and the player can go retrieve the dragon born as a follower to lead up the 7000 steps and protect as they discover their destiny, or the player can just go on about their business, leaving the essential, yet nearly useless dragonborn waiting for help. Additionally, it'd be rather fun to have the dragonborn become more combat agressive as the game went on and they learned more shouts. Initially they would run from combat, but return to you once the threat was gone, eventually they'd harden a bit and try to support the player with shouts. They would never wield swords or posses magic, but they could use shouts in combat, and take quite a beating before crawling to safety. Eventually, by us as the player leading the dragonborn to learn more shouts they'd be able to step up to the task of fulfilling their destiny, letting us sit back and watch the world be saved. Very much a LOTR style twist to the story, but I think it would be quite fun to play.
  8. Can some skilled scripter make a mod (esp, dragon script, skse,whatever) that will automatically take the gold from any container I open and place it in my inventory. I'm lazy and get bored of searching 200 draugr corpses, clicking several times just to take their 4gp a piece, and leaving everything else because I don't want it. If I could just open the corpse/chest and have the gold automatically put in my inventory and then let me either close the chest or take other items, that would be ideal. I guess the only reason someone wouldn't want this feature is if stealing or pickpocketing something specific from a container and not planning on taking the gold, for this instance, maybe incorporate a way to enable/disable the auto looting of gold.
  9. I'd love a perk at the top of the two-handed tree, or one-handed tree, or both (maybe requiring both?) that would allow the pc to select to wield vanilla two-handed weapons in just one hand with a spell/shield/2nd weapon in the other. Or they could still select both hands on the two-handed weapon and continue using it as a two-handed weapon. I've seen lots of mods that accomplish this with unique items, or some that merely turn vanilla 2-handed items into permanent one-handed items, but none that match what I'm wanting.
  10. Same here. I think we're stuck waiting on Beth to fix the issue, which isn't high priority for them. :/
  11. I'm on PC and just had this exact issue occur, so it isn't exclusive to console. I know there's console commands to advance a quest but I'm not sure where to begin with that. I even attempted to assault the guard and let them take me to jail. I wound up in Cihdna mine and was unable to initiate the needed dialogues in there to do anything other than just serve my time and get released. :rolleyes: Any help would be great.
  12. Further update: So I've circumvented this problem. I validated my files with steam and it replaced 3 files. I then started up via steam. My original characters are goners, still crashing in the same spot, but I started a new character and got a CTD before completing the escape from Helgen. This made me think that despite it always occurring in that one spot with all my other characters, there's also something else happening. I quit and restarted using 4GB LAA, Now I got past the new CTD spot, but was getting random CTD every 20 minutes or so. I quit again and put steam back into offline mode, launched via 4GB and haven't had a crash since. I've even resumed heavily modding my game and am giving Dragon Script a try. So happy to be playing again. Hopefully this can help you get playing again, even if it doesn't repair your current game. BTW, I never mentioned my specs in case you're wondering: Biostar TH67B Mobo (Realtek onboard audio using 5.1 surround) i5-2500K @ 3.30GHz 16.0GB G.Skill DDR3-1333 RAM Win 7 - 64Bit 120GB Intel SSD 1TB WD HDD ASUS DVDR/RW Memorex DVDR/RW Thermaltake Toughpower XT 750W PSU VisionTek AMD Radeon HD 6950 Antec 900 case (w/ 3 extra 120mm xigmatek XLF fans) 3 x 22" LCD in Eyefinity (Though until the menus are fixed I'm playing @ 1920x1080) Now running Skyrim 1.3.7 in offline mode via Skyrim 4GB w/ LAA option
  13. So I've put 70+ hours into this game already. I had a couple CTDs on first launch (ver 1.1) that I remedied with 4GB LAA. I had zero CTDs since, up until the 1.2 patch. That was a horrible detour, and after a day of tweaking I got reverted back to 1.1 and was able to game for another 40+ hours. Just today, my steam client decided to start telling me that "Skyrim is not ready to be run in offline mode." despite the fact that moments earlier I was playing it in offline mode. So I went online and allowed Steam to update to 1.3, bypassing the dreaded 1.2 altogether. I also updated my ATI drivers and my antivirus while I was at it. Once it was all done I wanted to play again. My 4gb didn't work any more due to the update, but I figured I'd give the real deal a try. Launched fine. I played for about 20 min, and as I was approaching Ivarsted/Riften, boom, CTD. I thought, oh, okay, random. Gave it another go, same spot, boom, CTD, no error messages or anything just poof, gooodbye Skyrim. I then thought okay I need to get 4gb up and running again. Did it and went back in game, boom CTD, same area as I'm approaching Riften/Ivarsted. After tweaking many different settings that I've seen discussed in various Skyrim forums, both official and unofficial, I've wound up back here. I'm certain that the issue is not hardware or mod related but has to do with an issue in Skyrim's script/save system. I'm not looking forward to giving up on this character (I already restarted once after the 1.2 patch debacle) but fear that it may be my only option at this point. Skyrim has declared that I 'shall not pass' into Riften. I've tried 4gb LAA tweaks, Audio tweaks, lowered video tweaks, reverting back to 1.1. Nothing helps. I've yet to go backward through my saves to see if I have an earlier one to which I can enter the area, because I have a bad habit of primarily using quicksave only, so it can be hours+ in between regular saves. Even if I have one that works I'm tempted to just restart altogether. I hope this can be addressed by Bethsoft and remedied. Even if they can't salvage my save I want to know that it won't happen again. Update: so whatever poison this is, has infected all my saves, not just the ones for this character, but all of them. Now I hesitiant to even start a new character until I know hwat is going on in Riften/Ivarsted.
  14. Not until the construction set comes out will it be easily able to accomplish. I guess really skilled modders could use a series of various softwares to pull out the texture and mesh files and edit the appearance in another manner, but I'm just gonna wait until January.
  15. Oh good, so I don't just suck, the AI is just screwy. I shared all of these scenarios in common with you guys. I'm thinking I got away Scott free and can even rub elbows with the guards, but come back later and they're demanding I pay 1000+ for my crimes.
  16. I did read that it was a fix in 1.2, but unfortunately for me 1.2 broke many of my quests and essentially borked every save I had for the character I was using. When this happened I had reverted to 1.1 and this was a new character. I guess it was just coincidence that this never happened to me in the 30ish hours with my first time around.
  17. Despite having completed the DB storyline, I've yet to kill someone with the guards magically hearing about it and coming after me sooner or later. I've tried killing out of line-of-sight of anyone except my target. Killing with different weapons, killing while hidden and not hidden, even following people into rooms and closing the doors behind us. Sometimes I'd kill from hidden, in one hit, and the bounty would appear, shortly followed by the "all witnesses killed" message and the bounty lifted. I'd be able to walk about the city just fine, but then I'll travel away and return and suddenly the guards are on to me. What am I doing wrong?
  18. I'd love the ability to use a dragon soul to permanently charge a weapon rather than be limited to only soul gems and their limited charges. This may have to wait for the CK to happen though.
  19. I was enjoying the werewolf questline, and was just starting to think to myself, "well, It's been fun but I wonder if I'm able to cure myself." I went to talk to Vilkas and sure enough he mentions wanting to be cured and kicks out my follower, asking me to take him to get cured. I walk out of the room and suddenly he's no longer following me. In my journal the quest is gone too. If I go back in the building he acts as though I never started the quest. If I try to get him, or any follower, to simply follow me, they all say, "looks like you've got someone already.", even though I clearly don't. Saving/Reloading didn't fix it either. I fear it may have broken my character. I thought this was a bug onset from the 1.2 fiasco as it was the first problem I'd encountered since launch. Scanning through here though, I noticed this thread about questline issues with the lycanthropes and wondered if maybe I'm just experiencing some form of this problem? If so, I'm hoping you have any advice on how to fix the issue, kittytoaster.
  20. Strangely, quitting and reloading didn't fix it, yet going to a slightly earlier save (one in which I should have still had the arrow) seemed to get rid of it. Huh
  21. So I just started a new game b/c 1.2 broke my old one. I also reverted to 1.1 and am playing in offline mode to avoid further problems. Apparently that didn't work. I got hit in the head by an archer when leaving Helgen and now that arrow seems to be a permanent part of my character. WTF?!? Very aggravating since I was hoping to avoid further permanently irritating glitches with this new start. Ex.: http://i451.photobucket.com/albums/qq232/Kevlar666/Skyrim/th_2011-12-01_00001.jpg Initially the arrow would fade away, but when I went through any doorway it would reappear before slowly fading. I tried saving and re-loading and now it doesn't even fade. It's just there. :sigh: Oh Bethesda, why did you tease me with a great game only to come in and ruin everything? :confused:
  22. LOL, I just did the same. I think the problem is now imbedded in my savegame. Grr, my last save prior to the update was about 5 levels (10 hours) back.
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