Jump to content

anonymouselbow

Citizen
  • Posts

    75
  • Joined

  • Last visited

Everything posted by anonymouselbow

  1. Items are still there, I guess saves can also act as a precaution for cell resets. I have now 3300 overencumbrance... I did notice that sleeping in the follower's house didn't work as well as at an inn, often not getting the well rested state.
  2. I didn't notice any prompts in the information before entering the cave about a blood moon, and looking outside the moon isn't red either so kind of jarring mentally and visually to be time fowarded. I peaked at the link in the above article just now at Bloodmoon:Hircine's Hunt - The Unofficial Elder Scrolls Pages (UESP) and that maybe is what you're referring to?
  3. Also, is there a standard time for all cells to reset or different times for different cells? I think using that time for temporary storage might be a useful strategy for me for now.
  4. Oh, thank you. I will hopefully find my things and remove them before any house reset. I couldn't figure out why I was given an inheritance note from the Jarl (or how the Jarl was so quickly informed of the death...), so I thought maybe I could work something with the house.
  5. I went over the quest again and did not hear anything about moons, and don't see anything in Skyrim:Ill Met By Moonlight - The Unofficial Elder Scrolls Pages (UESP) either, and why I felt caught unawares about the time forward function. Also, moons are visible during the day, and Sinding said that the urges to hunt happened at various times against his will so I didn't see any connection to or condition for a time of day aspect, other than the title of the quest but that is too vague considering all else. Sadly, I must've hit Sinding with an arrow, yet another victim of either my poor aim or the game's trolling, because he started attacking me after the other hunters were dealt with and I ended up killing him.
  6. I returned to Bloated Man's Grotto to continue the quest but after finding Sinding in the cave and going through the initial dialogue of why am I there and choosing to ally with him, I was surprised we'd need to kill other hunter's that apparently were already hunting him in the cave. So I tried to talk to him to get more information about what was happening but seems like an audio bug because any reaction to "talk" yielded only a loud static noise and no words. This is the first time I've heard this static sound in game, it's like a white noise on a radio or television where there is no clear signal.
  7. More info please because obviously I'm missing something important, or not met a condition, as I see no prompt to place books and holding them near a shelf doesn't do anything. Perhaps because I don't own a home so the bookshelves are not mine? I decided to use the home of one of my dead followers until the Jarl says otherwise or I'm kicked out. The effect doesn't apply only to books though, but every item or many many items it seems, where there is some kind of magnetism making placing or manipulating/rotating items difficult. Maybe the effect happens in some instances and not others? Eg. I noticed that in Markarth's apothecary a difference to other shops I've been in so far, in that items that were on display disappeared when I purchased all the items from the vendor's list, whereas other shops with items on display remained on display leaving only the option to steal them if I wanted them as they were not representative of the vendor's inventory stock of for sale items.
  8. So, I've started collecting books, but it's super difficult to place them neatly in a bookshelf because there seems to be some kind of magnetism on the books and other objects. Books will cling or jump to various objects and other books, and spin on various axis (uncontrollably to me). Is there a setting I can change or a command?
  9. Ok thanks...but boo Bethesda. I have found a few more interesting commands though including "openactorcontainer 1" to open a horse inventory to actually store things.
  10. I was confused apparently with essential and protected statuses, and have not found a way to turn off protected status, is there a way to remove protection status from followers?
  11. Is there a way to turn on/off individual sound effects? The main audio slider affects all effects but I'd like to, for example, turn off background bar chatter while keeping the other ambiance sounds like fireplace because when there are only 2 NPCs in the bar and no chatter happening I find jarring.
  12. So, I'm playing in Survival Mode and came across a questline involving a cursed ring of Hircine, and I arrived at Bloated Man's Grotto around 7 am fully prepared for the unknown, boy was I wrong. When I entered the cave, the time advanced after the load screen to 11 pm o.o! I was extremely disabled in terms of the fatigue mechanism, though probably because I was overencumbered. I had intended to leave items near the cave exit upon entering and pick them up again presuming I was able to solve the problem of the cave. I was not prepared to try the cave in the fatigued state and so I abandoned that idea to try to get to a bed. It was my first experience of that degree of fatigue. Vision was blurry. Magic and stamina regeneration were disabled. This experience prompted me to increase the autosave INI to a higher # than the default of 3 in case the game throws similar anomalies at me and I have recourse but I figured maybe I should just ask if anybody knows of other situations where the game forces a time advance without warning. I feel mixed about what happened, but mostly believe that there was no reason for the forced time advance due to some magic user warping me or imprisoning/delaying me upon entering the cave. Yes, Daedra are involved somehow, but if it's only Hircine, from the little I know about him, he would not have done such a thing even if he could. So that leaves me with believing it is due to some kind of oversight by the developers, and in lieu of this probability I wonder if anybody can give me a heads up whether I can expect a similar time advance mechanism to happen in other parts of the game.
  13. So, I tried a couple things with set timescale to 1 and I will test more but what I found: If I started the game with set timescale to 1 from the Opening Scene the execution scene would have a huge delay with my character looking up at the executioner whom never fully raises the axe and the dragon flies around in the sky until a many minutes pass and dialogue catches up. However, if I started the game with the default time and changed it after character creation to 1, the execution scene continued as per normal. I tried a few variables in between of starting the game at less than 20 and greater than 1 but I have yet to find the reason or the sweet spot as to why the execution scene lags. The best solution I've figured out so far for wanting to play the game in timescale 1 is to start the game with timescale to 1 then change it just before or after completing character creation to timescale 4 or 5, and then change back to timescale 1 sometime when the screen goes blurry from the dragon's shout to when movement controls become enabled. Hopefully I can one day get to the point of figuring out why adjusting timescale affects the coordination or timing of scripted events, and if a mod can correct it. I send a feedback about this to Bethesda hoping they will correct it but I'm very new to Bethesda. I can see it as an extremely low priority project to them but maybe the idea gets noticed so that future games get consideration for it.
  14. One of the first followers I tried was Eric and he was absurdly "slayer" mode. Attacked mammoths on his own when the distance between us was too great, so yeah, I learned I have to try to manage the distances. Same thing with horses, would join combat when I didn't want it to and then either it ran off when it realized it was in trouble far away or was killed... When I'm more comfortable enough with how the followers behave I'll probably turn off protected status on them so they can suffer their own consequences.
  15. Update, started a new game, I made my way back to that same Whiterun Dungeon room and the sound was not there, so remains a mystery.
  16. This scenario happens sometimes and other times not. I'm guessing it's related to a memory leak. If I notice it, I quit the game and restart the computer until it's not there anymore. Doesn't seem to have been related to any mod or settings.
  17. Oh, it's a setting and not an actual notification...I see.
  18. Yeah. I heard the chanting and why I presumed it's a bug, but there was this indecision based on the room and combat I just experienced, the mages using fire so much I was hesitant considering they may have rigged it. I tried many angles to try to see clearly to no avail, but I wasn't keen enough on trying to reset the room since the door was kind of far.
  19. I'll try that. I also see bShowHUDMessages but I presume this is related to things like overencumbered warnings that appear on timers.
  20. I looked in Documents, My Games folder and all through Steam folder but did not find any such file.
  21. So, I found a second word wall but I was reluctant to interact with it because there was no writing on the wall and no light channel effect that followed my character. I eventually decided to get close to it and I learned a Shout. After the process finished and the normal light ambiance returned to the room, writing did appear on the wall. I'm wondering if this is a bug or not. I presume it is and not a trap, and why I eventually walked closer to the wall to acquire a new Shout.
  22. So, that one I tried before and it's neat but it shows a "?" to indicate unknown NPC and display their name after interacting with them/activating them. I'm thinking more just to rely on my memory, so that I would never see their name unless I got to the point of an options or dialogue menu with them.
  23. The more I ponder this the more I think I would know if I levelled up, because while it's similar to becoming more proficient at a skill, I think I would know if I've become overloaded, overburdened with information or experience, that I need to take a rest or "sleep" on to integrate.
  24. Is it possible to use BethINI to tweak follower "following" behaviour so that they are more willing to follow than going around obstacles when for example moving vertically up or down off the beaten paths (ie. parkour)? Eg. Jenassa is proficient at Sneak skill it seems as I've seen her roll, and sometimes I've seen her jump down from heights to follow me, but most times is reluctant to follow. Or, is it possible to have them teleport more with their tether instead of them going around terrain and so I wouldn't have to input "moveto player" command? I wonder how the follower decision making works. How long before they decide they cannot move to where I have moved to, and what steps they check and perhaps when they decide they cannot move to where my character is? Sometimes I've seen followers strongly committed to following a chosen path to move to where my character is or where I've asked them to "wait" but they seem not to notice obstacles in their path preventing their movement and they run in place until I adapt to their problem by changing commands or my character's location.
  25. Containers show empty or not but I'm wondering if there is a way I can either disable container popups entirely from BethINI. NPC names from showing because I wouldn't know their name unless they told me.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.