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jackstarr

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  1. It's also worth mentioning that over the past few months, Kris Takahashi has steadily been getting actors to re-record the poorer quality recorded dialogue, and has gone so far as to recast some characters completely. Might be worth giving this one another look.
  2. SIC does indeed add the mech dragons, and it already places them near Dwemer ruins (you won't find SIC mecha dragons if you're not near a ruin). If you prefer the environmental adjustments made by DMD and don't want mecha-dragon overspawn, then you can turn off the SIC mech dragons in the SIC MCM menu.
  3. Find your skyrim.ini file (the one in my games\skyrim) and add the line: UGridsToLoad=7 to the "general" section. As mentioned earlier, you may or may not need to also add "uExterior Cell Buffer=64" (when using ugrids of 7) to the same section of the ini.
  4. Just wanted to back up keithinhanoi's point - the random cell respawner doesn't add any additional spawns - it just randomizes when the cells do respawn. It's likely to be a few months before we can get v7 ready...I've written a few new in-game books to help integrate the SIC creatures in a lore-friendly manner, and am working on an optional plug-in for SIC that adds some new goblin caves to the gameworld - it's a separate and completely optional file, so if you're concerned about worldspace changes you don't need to use it. However, it's only really adding a few cave entrances (the usual thin black slit) to existing rocky areas in out-of-the-way areas untouched by other mods, so hopefully there's nothing to conflict with STEP!
  5. That's cool - I just kept the brackets on the optional file for the sake of consistency - there are brackets in vanilla stating lock level, as well as on other items, such as the containers - which I fixed in my other mod "No Empty Tag on Empty containers" (https://www.nexusmods.com/skyrim/mods/31463) /shamelessplug. I use the main version of No Psychic Lock Knowledge myself, with no text at all. Just sent a PM. Thanks for the welcome - Shall do!
  6. Did someone mention my name? ;) Unfortunately, this is hardcoded - there's only one instance of the lockpicking minigame, which is hardcoded to be called when you activate a locked container (regardless of the lock level). There's currently no way to change the visuals on any one lock without changing all of them. Removing the text is really easy, but I can't see a way to allow the player to try to pick the unpickable lock (and find it unbreakable themselves the hard way). The only way around this I think would be very messy - temporarily adding a perk to the player that makes the sweet spot very small and difficult to find, but even then there would be a very small chance you could pick the lock, which may break certain quests/triggers if the lock is not meant to be unlocked yet. Plus, each locked container that needs a key would need to be modified with a script that adds this perk - so it'd take forever to do in the CK, and wouldn't apply to any modded locked containers - and I can foresee a few other hitches with implementation too. So unfortunately not really viable. As for the first part, I can remove the text and upload as an optional file to the mod page, but wouldn't it then seem really odd that when you try to activate the lock, nothing happens - no lockpicking minigame, and no text explaining why?
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