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thumbincubation

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Everything posted by thumbincubation

  1. I haven't looked at Ustengrav, but are any of the actors there unique? If you pull Faendal, or someone with a name, in there, will they render? Cookie cutter NPCs, like guards, usually just show up as a vaguely M-shaped placeholder. You *can* edit the base by double clicking on one of the Ms and hitting the edit base button, but you want to be careful because the edits will affect every other NPC that uses that base. If I get a chance later, I'll pull up Ustengrav and see if I can track down who whether the necromancer is unique or uses a template.
  2. Steam can, does, and has (to me) changed "don't update unless I launch" settings. You think you're safe, then one day you've got an update you didn't ask for. It sucks. I've been lucky with this, so far, but I have copied the entire game to a separate folder, just in case.
  3. I have no idea how to implement this, but it should definitely be a thing. I can't wait to see a Kjhajiit caravan in the wee hours, with three of them running around, scratching their tents to ribbons, while the fourth is doing butt donuts on the rug.
  4. I've been looking for a way to add a stone tower to the center of the foyer, to match the stonework on the upper exterior, as though the longhouse was built around a central citadel of sorts.
  5. No Friendly Spell Damage may be useful to you. The dance one seems to be only worthwhile if you plan to use Cicero (Dark Brotherhood Jester) as a follower, and the iNPC patch is only if you use the iNPC mod (I believe Inconsequential NPCs).
  6. I used AFT for a very long time, and had no problems with it, so long as you don't try to use it to control followers like Inigo, who have their own frameworks. That will give you up to 5 active followers at a time, and roughly 30 some "on the books," meaning they keep their outfits and such, and can be summoned if needed. There is also NPC Party, which is still in beta but allows up to 16 active followers and over 1000 members "on the books." It also serves as a home assignment mod and outfit manager, so you can control the outfits, home, eating and sleeping locations, work and guard points, etc. of over 1000 npcs, whether actively following you or not. You can also create custom AI packages on the fly, so you can tell them exactly how long you want them to do something, and very start and end times, etc. Exceptional mod, though again still in beta. There is also EFF (Extensible Follower Framework), NFF (Nether's Follower Framework), iAFT (Immersive Amazing Follower Tweaks - a slightly different take on the original mentioned above) and a few others, but I am not familiar with them so I can't speak to their dependability or usefulness. *This is based on use and testing in Special Edition, before the AE update came out. I have no idea what kind of goat rodeo this is going to create for any of these mods, or whether any of them will still work with the update in place.
  7. If you use Campfire at all (prerequisite for Frostfall) it has that effect with instincts, as a power so you don't have to keep it in the spell hand. If you prefer a more vanilla approach, Tolfdir will sell you "detect dead," when your alteration is high enough.
  8. The safest answer is always remove the old mod entirely, add the new mod correctly, start a new game. That being said, IF you wish to take the risk as I did, (SAVE BEFORE ANY ATTEMPT!) the .esps are identically-named. I was able to upgrade from MHIYH to MHIYH2+ in mid-game without any issues, simply by removing it and replacing it with the new version. This only worked because the .esps have the same name, though.
  9. We have those too. I think, if you search "magicka sabers" you will find them.
  10. There's My Home Is Your Home 2+, which allows you to use dialog to assign them a home (anywhere, doesn't have to be owned by you) and a work/guard/sleep schedule. 2+ will take like 250 "homies" and has both day and night schedules, where the original takes fewer and has only limited schedules. There's also NPC Party, which is extremely flexible. Over 1000 members with up to 16 active followers at a time. Assign homes, work, sleep, eat, sit packages with variable times and durations, so you can tailor them to your will. Also allows outfit management. Only down side is it's in beta, being rewritten for final release, so it's up to you whether you want to test a beta and maybe need to start a new character to upgrade to final.
  11. I use Immersive Followers and this one together (in addition to several other non-follower NPC mods) https://www.nexusmods.com/skyrimspecialedition/mods/20752 Followers are unique and already have the disposition to follow you, no quest or hiring needed.
  12. This is the first thing that came to mind. It may not include all the quest/npc facets but I thought the gear was kind of nice. https://www.nexusmods.com/skyrimspecialedition/mods/4563
  13. It's been a while since I've used it because I have other mods that wouldn't play nicely with it, but if I recall correctly, they do burn brightly along with dark smoke, but they're not 100% obscured. You can still watch the mesh change.
  14. Based on things like Dead NPC Body Cleaner Remover and Frozen Electrocuted Combustion, I am sure it can be done. Unfortunately, I don't know how to do it because I don't understand scripting. What I think would happen is your fire spell would hit in a specific spot and affect x amount of units around it, like firestorm and fireball, except with the 'keep burning' properties of wall of flames. As with vanilla and enemies, any items within that area would be changed to a burning version of the same mesh, and then eventually to a scorched, burnt version. This would probably involve something more complicated than the object destruction function used in fort barricades, to avoid having to triplicate the entire world in case it may burn. As each stage progresses, affected objects would be disabled and the next stage spawned in their place. What Dead Body NPC Cleaner Remover does, among other things, is allow you to set corpses on fire and burn them away completely. Frozen Electrocuted Combustion, on the other hand, makes your enemies' corpses look like they were actually killed by fire, ice, or electricity. In the case of fire, it can be set to mildly scorch, to burn into an unrecognizable lump, or to char to a blacked husk with ribs poking out, by changing the corpse as it burns. I would recommend checking them both out, to get an idea what they do, and why I think the same concept could be applied to objects. I suspect it would be a very large undertaking, though, and require a lot of skill to do. As well, there would most likely be a lot of conflict with other mods, as there are a LOT of mods that change static clutter, architecture, etc.
  15. I'll take a slightly different suggestion route. Display what you want, where you want. https://www.nexusmods.com/skyrimspecialedition/mods/13090
  16. I saw that. I would challenge that individual to strap on a sword, draw, begin running, then sheathe without slowing down. That being said, I also saw that they made sure not to allow comments on their mod page. My guess is they wanted to make a statement, but didn't want to back it up.
  17. Hi Zorro, I'm glad to have given you a smile for the day. I did mean the normal version of Skyrim, sometimes referred to as LE. We sometimes call them "oldrim" and "newrim," but the main thing is that it's not Special Edition you're playing, in order to be sure I was searching the right mods page for solutions. Also, no worries about the language. As long as we're able to get you pointed in the right direction, all is well. With buying, I have occasionally made the mistake as well, but I find that I am a little more deliberate in buying than I have been in selling, where I just want to dump everything as quickly as I can. Here are a couple of things from the normal Skyrim page that may be helpful for selling, though I don't see anything to enable better buying control. The first is relatively new (September 21) and the other is from 2015, but I have never used either of them so I can't speak to their performance. As always, make a full save before you try something new and be prepared to revert to that particular save or earlier, if you should need to remove the mod. Hope this helps. https://www.nexusmods.com/skyrim/mods/108769 https://www.nexusmods.com/skyrim/mods/71634
  18. The mods I was going to recommend don't seem to be available for Skyrim, only for special edition. (I assume you're on what we call "oldrim," due to the posting location.) The best suggestion I could make, until you're able to find a mod that works for you, is to get in the habit of keeping one storage container empty. Use that like a locker, to put your worn armor and equipment into it, before going off to sell other stuff. You can keep "sales gear" like a necklace of haggling and barter potions. In doing this, you can't sell things you didn't want sold, because you left them in the container. This is best done in a home near where you plan to primarily sell, for example Breezehome in Whiterun, where you can reasonably run back and forth without worrying about being attacked by 32 bandits, 3 bears, and a wispmother, at once. *Edit: In case you do happen to be playing special edition, the mods I was planning to suggest were Favorite Misc Items and Essential Favorites, both by PowerOfThree. One allows you to favorite anything in your inventory, including books and soul gems, and the other makes it so favorited items don't even appear in the sales or smelting menus.
  19. Heart Stone is a dragonborn item. Since SE has all DLCs, it's going to be 04, but to add to anjenthedog's good advice, searching via the help command is always best, to avoid issues. In this case, you would want to type help "heart stone" since it is two words. If it was one word, there would be no need for the quotation marks, so help grimsever help "glass sword" etc.
  20. https://www.nexusmods.com/skyrimspecialedition/mods/1756 Download BSA Browser (or comparable). The first time, you may need to open BSA Browser and use it to navigate to whatever folder your .bsa is in, so that it can populate the "open with" list in windows. After that, close and go to the .bsa itself, right-click > open with > BSA Browser (make sure to check the always use box). After that, double clicking on any .bsa will open it. From there, you can expand the trees in the left column, to see the different categories (armor, weapons, clutter, etc.) You can highlight some or all of the items in the .bsa, then right-click > extract folders (Always use the folders option, or it will just dump everything into a big pile) and create a safe folder to extract things to. I do not recommend extracting directly to your data folder, as that can be a nightmare to clean up later. There are also extract and extract folders buttons at the bottom, which as far as I can tell, will do the entire bsa, rather than just portions of it. Might be easiest for a mod .bsa, but not something you want to use to grab a few items from a vanilla archive. What I did was set up a "Meshes and Textures Extraction Point" folder, and I send everything there. As long as I use the folders option, it lands with the file paths intact, and I can change/delete what I want, and easily cut/paste the rest wherever I want it to go. If you're using nif optimizer, you can easily open it and navigate it right to that folder. If you're using CAO, you can cut/paste things right into the working folder there, and back into the folder of your choice afterward.
  21. Just for giggles, try moving your originals out to a safe storage folder, make copies and put them back in the game folders, then run them through nif optimizer.
  22. Yeah, it can be a lot of fun, though it sometimes is hard to tell which mod deposited which NPC. I haven't done it since this OS reinstall, but I usually go into each one and kind of synchronize their outfits, so they match what their vanilla counterparts are wearing.
  23. I think I remember reading that only certain versions of nifskope will support import/export with blender now. I use pre-alpha 6, but I don't know how to 3d model so blender isn't an issue for me. You might try versions dev7 or dev8, if they're still on JonWD7's github. As far as I know, he's the last dev who has done any nifskope support.
  24. I'm sorry. I was going by my data folder. The plugin is named Immersive Followers.esp, but the mod itself is called Companions and Followers. https://www.nexusmods.com/skyrimspecialedition/mods/719 My apologies.
  25. This is not my strong point, but I think some of the answers may be found in Adventurer111's post on this thread. https://forums.nexusmods.com/index.php?/topic/10492548-newbie-looking-to-make-a-weapon-mod/
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