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Skyrim SE - Mod Detectives Thread


DoctorKaizeld

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6 hours ago, 7531Leonidas said:

@DirebearCoatĀ I haven't seen one, but I haven't been looking.Ā  I assume that they are the Skyrim equivalent of the people who hold their signs at busy intersections and parking lots...

I didn't get that impression from them.Ā  They are refugees, escaping the devastation that the dragon left in its wake, and then the bandits taking over the town.Ā  They lost everything.Ā  They wander the roads as though headed somewhere to start over, but it seemed to me that the developers forgot to do something with them, so I just keep running into them from time to time as they perpetually wander the road.

I think Helgen was part of Falkreath Hold, so you'd think the yarl would have rented some of his land to them, for a low price, to help them start over or something.

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I knew I'd need this lol. I can't find this necromancer robe anywhere in my downloaded mod list, totally forgot where I got it. So I guess it was part of some bigger mod and not just a specific retexture. Whoever finds this gets Azura's blessings on my behalf.

Ā 

Ā 

20240731201116_1.jpg

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On 10/9/2024 at 4:18 PM, DirebearCoat said:

I didn't get that impression from them.Ā  They are refugees, escaping the devastation that the dragon left in its wake, and then the bandits taking over the town.Ā  They lost everything.Ā  They wander the roads as though headed somewhere to start over, but it seemed to me that the developers forgot to do something with them, so I just keep running into them from time to time as they perpetually wander the road.

I think Helgen was part of Falkreath Hold, so you'd think the yarl would have rented some of his land to them, for a low price, to help them start over or something.

I was just kidding a bit, relating my own retcon to Bethesda's lack of continuity WRT the refugees.Ā  Edited my original post.Ā  Sorry to have derailed the topic for a little while.

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On 10/15/2024 at 2:51 PM, FerdinandLeSale said:

I knew I'd need this lol. I can't find this necromancer robe anywhere in my downloaded mod list, totally forgot where I got it. So I guess it was part of some bigger mod and not just a specific retexture. Whoever finds this gets Azura's blessings on my behalf.

Ā 

Ā 

20240731201116_1.jpg

It's from the Creation Club, Necromantic Grimoire.Ā  The full Anniversary Edition (which one has to pay for), you get all of the Creation Club stuff that came out before Bethesda turned it into the "Creations" thing.

Edited by SirCadsimar
moar info, and even moar after too
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On 10/9/2024 at 4:18 PM, DirebearCoat said:

I didn't get that impression from them.Ā  They are refugees, escaping the devastation that the dragon left in its wake, and then the bandits taking over the town.Ā  They lost everything.Ā  They wander the roads as though headed somewhere to start over, but it seemed to me that the developers forgot to do something with them, so I just keep running into them from time to time as they perpetually wander the road.

I think Helgen was part of Falkreath Hold, so you'd think the yarl would have rented some of his land to them, for a low price, to help them start over or something.

Yeah, they are a repeatable radiant encounter.Ā  Really though, it either shouldn't be so repeatable, or at least a different couple or something lol, with different looks, voices, or races or something.

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21 hours ago, SirCadsimar said:

Yeah, they are a repeatable radiant encounter.Ā  Really though, it either shouldn't be so repeatable, or at least a different couple or something lol, with different looks, voices, or races or something.

I suppose that would be an interesting idea for a mod, one that periodically swaps out the body models, maybe on file load to avoid any mishaps. But there's a reason that they, the guy going to join the army, the farmer with the cow, the lady mage with the dog, the clueless wannabe mage's grandson, the various guards with prisoner, etc are repeats by design. To keep the NPC count low, to avoid or at least reduce incidental loading and bogging the game down on less than stellar PCs with the "best" configuration (game included).

As an exagerated example (but at least imo a more realistic count), Imagine, if you will, Whiterun or Solitude, with say, 1500-2000 active NPCs. With armies numbering in the thousands warring in the wilds...

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14 minutes ago, anjenthedog said:

I suppose that would be an interesting idea for a mod, one that periodically swaps out the body models, maybe on file load to avoid any mishaps. But there's a reason that they, the guy going to join the army, the farmer with the cow, the lady mage with the dog, the clueless wannabe mage's grandson, the various guards with prisoner, etc are repeats by design. To keep the NPC count low, to avoid or at least reduce incidental loading and bogging the game down on less than stellar PCs with the "best" configuration (game included).

Huh, wow, I forgot about the mage lady (Ardwen) with dog, because I have been doing the Sapling ending for the Gildergreen/Eldergleam quest (The Blessings of Nature) in my playthroughs for years, and she only shows up as a random encounter if player has done the Take Sap ending to that quest.Ā  I just read about it on UESP.

Edited by SirCadsimar
Holy tree name edit (please forgive me Kyne/Kynareth!), more details
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Just now, SirCadsimar said:

Huh, wow, I forgot about the mage lady (Ardwen) with dog, because I have been doing the Sapling ending for the Gildergleam quest in my playthroughs for years, and she only shows up as a random encounter if player has done the Take Sap ending to that quest.Ā  I just read about it on UESP.

Right... Ardwen... (Couldn't recall the name). Ironically, I haven't seen her in probably the past 6-8 months of play. When I first started playing, and for several different player characters over the course of ~2 years, I saw her everywhere, but I suppose I really don't spend too much time walking "only" on roads proper any more, (mainly cross-country for the sights and the odd pine tree 'sumptin to see' symbol) and just don't run into her, since she seems to be pretty-well stuck on paved roads and obvious paths, except when she temporarily goes into battle mode now and then (wolves, bear, et al). In fact, I rarely see anyone outside that mage's grandson once in a blue moon, or maybe M'aiq (also once in a blue moon)

Oh, so you get the sapling? Hmm, I've never been able to trigger him (right, can't remember his name either) to release that peaceful branch of the quest, so I give up and resort to the more aggressive approach. I clean up for the two unfortunate civilian causalities by using the Resurrect spell afterwards.

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@anjenthedogWRT triggering the more peaceful sapling path, I usually have to walk back along the path a bit, as if I am leaving, to get Jondrelle(sp?) to confront me.Ā  It is usually near the second great root bundle that he starts to approach my PC, and trigger the conversation.Ā  I really wish someone could/would fix this inconsistency, as it really breaks the flow of the quest.

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