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kryptopyr

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Everything posted by kryptopyr

  1. There's no way that the changes in Mining Makes Noise could account for the issues described.
  2. They're under the 'Activator' category, and most of them are named starting with "MineOre...".
  3. Never heard of this; it sounds like a very odd bug. I can definitely confirm that the ResourceFurnitureScript is the firewood chopping script. This script should not be present on any of the ore activators. Two things I can think of to check in TES5Edit: - look at the Ore activators and see if there are any extra scripts attached or if firewood is being used to fill any of the properties in the existing MineOreScript. - There is a LeveledList called LItemGems10 which is what the MineOreScript typically uses to spawn gemstones. If the firewood seems to have replaced the gems, then I would double-check that this leveled list hasn't somehow been altered to contain firewood instead of gemstones. I've no idea what would cause either of the above changes to actually happen (other than a mistake made in a mod). If you're testing things by removing scripts or reverting to previous versions of a script, then you may need to go somewhere without ore veins and wait for 30 days in order to allow those activators time to respawn. Changing the script then loading up a save where you are right next to an ore vein may result in errors since the previously loaded activator may still be attempting to run the old script.
  4. Strictly speaking, compatibility hasn't been built into the new version, rather the conflicting edits were simply removed.
  5. After selecting an object, try holding down either space or shift to move/rotate around it.
  6. Awesome! Thank you, Neo! G2A.com worked great. LOL, what is it about wives? My husband has been rather anxious to play Mordor, but I've been insisting that we wait for a good deal. He's currently very grateful for your recommendation.
  7. Does anyone know anything about GamesDeal.com? Is it a reputable site? They currently have a pretty good deal on Shadows of Mordor (https://www.gamesdeal.com/mittelerde-mordor-s-schatten-pc.html), but I've never heard of the site before and haven't really come across much in the way of reviews for the site.
  8. Congratulations! Thanks for this amazing mod!
  9. Do they? I guess I didn't realize that was vanilla; I always just assumed it was one of the mods I'm using. While I'd prefer if none of the ghosts dropped physical weapons, the metallic sounds and the gears that are dropped by the Dwemer ghosts are still much more distracting to me than anything the regular vanilla ghosts do. And honestly, it's probably the sound more than anything.
  10. Not sure whether it's the sort of report you want, but something that has always bothered me about SIC are the Dwemer ghosts/specters. It just drives me nuts that they make metallic noises and drop gears/metal parts. They are ghosts and should presumably drop ectoplasm and not be made of metal. For me, this has always been one of the biggest immersion-breakers from SIC. I like their appearance and don't mind encountering them; I just don't agree with the way they were implemented by the mod.
  11. Haha, well I guess being the STEP forums I just figured there might be more interest in the bug fixes than the flashy features. Honesty, though, I had never used FISS before (I play so rarely and most of the mods I use don't include FISS support), and I've yet to have a character reach level 100. So I guess that while both seem like nice features t, I personally find the quest fixes and extra configuration settings a bit more beneficial. I'm glad you like them, though.
  12. Just updated to Version 2.0. The update includes new features and options, as well as a handful of fixes for vanilla bugs which haven't been picked up by the unofficial patches yet. Also, all conflicting changes from Better Quest Objectives have been incorporated so the patch for this mod is no longer needed. The included bug fixes are as follows: - Added the following conditions to the Hired Thugs (Stolen Item) event trigger: the owner of the stolen property must be a unique NPC, must be from a playable race, and not dead or sleeping at the time the item is stolen. These conditions have been added to prevent generic forsworn, bandits, hagravens, ghosts and dogs from hiring thugs. - Added the following conditions to the "Letter from a Friend" trigger: Player must be shouting somewhere in a city, town, inn, or military camp and must be detected when shouting (also combined fixes from USKP & UDBP which were overwriting one another). These conditions prevent getting letters after having shouted inside empty buildings, abandoned houses, dungeons, and other locations where the player is unlikely to have been seen shouting by a "friend." - Added the following conditions to the "Invisible Child" comment trigger: Player must be detected, not trespassing, and not in combat when casting spell. These conditions prevent the following situation (paraphrasing DocClox): Child will forcegreet with "Oh hey, are you a wizard?" after player has cast a spell with a child present. They will interrupt me this way in combat. To say nothing of the one time I silently recast invisible while sneaking, undetected on the upper floor of a house in Windhelm only to have some little brat downstairs forcegreet me - through the floor! - and not let me go until I answered him (and dispelled my own invisibility). - Added shouts from Dawnguard and Dragonborn to the list of shouts that can trigger the guard comments & "letter from a friend" events. A simple omission by Bethesda, and there's no reason why the new shouts shouldn't be treated like all the others.
  13. As far as I know, reverse pick-pocketing would be the only way to poison an NPC using food. I think in Oblivion NPCs would actually "consume" food laying around in the cell with them, but unfortunately Skyrim doesn't seem to have that type of mechanic. I think creating potions that could be thrown like grenades would be the best way to implement gaseous poisons, and I agree that something like that could be a lot of fun and open up some interesting new gameplay options. I'd love to know what durations for potions/poisons you've found to be a good balance. I've increased the duration of some effects, and I'm going to try to make the Restore & Damage effects have the option of either 1, 5, or 10 sec. I've increased the Lingering Damage effects to 60 sec and made them much more potent when allowed to run their full course. I'm questioning whether these durations are still too short, though. I've made the strongest pre-made Damage Magic/Stamina poisons do 200 pts damage (250 pts damage would be achievable for a highly skilled alchemist with perks). The strongest generic Damage Health poison does 125 pts.
  14. I feel that the ravage effects really need to be reworked in order to make them more useful and less redundant. Simply increasing the magnitudes just makes them redundant with the damage effects. I really think they benefit from being more distinct. In addition to the Silence and Fatigue effects, I'm also adding a "Drain Strength" and "Drain Intelligence" which will reduce attack damage and spell damage respectively. There is already a slow poison in the vanilla game, and I am indeed adding a corresponding Fortify Speed effect.
  15. That argument could go both ways, though. Unless you spend time standing around idling, then the lack of breathing animations probably isn't going to be much of an issue either.
  16. If I had to guess, then I'd say it's probably a conflict with Improved Closefaced Helmets. Don't filter in TES5Edit. The Unenchanted Nightingale Mod is probably a very small mod anyway with just a few records. Just load it with the rest of your load order and expand the mod to take a look. You should be able to find the Nightingale helmet record without needing filters. As far as alternatives, CCO (Complete Crafting Overhaul Remade) will allow you to craft unenchanted Nightingale armor if you have Advanced Armor perk and have completed Darkness Returns.
  17. Maybe it's because I'm use to dealing with the CK as much as (or more) than actually playing, but I saw the file name and knew immediately what the mod was. It's a very accurate name so long as the user understands what sandboxing is. Thanks for this mod, Dovahklon. I've seen other partial attempts to fix this issue, but as far as I know, you are the first to discover such a simple and elegant solution.
  18. I'm not sure the detecting symbols fit Skyrim in the same way they do Dishonored. I think you'd get a lot of people whinning about the "lack of immersion" and such. Honestly, though, you'll probably get that even with the sound. On the other hand, I think having some sort of feedback would probably be useful. I would prefer to see a bit less chance involved in the disguises, though. I understand the reasoning behind it, but it makes using disguises much less reliable as a strategy and therefore inherently more risky than simply relying on sneak (which certainly isn't guarenteed to be successful, but is at least a fairly consistent mechanic, so you tend to understand and have a pretty good feel for what your character can and cannot get away with).
  19. How about grinding wheat into flour? Or catching fish (Riften fishery might be a good quest/job giver for this). Milking cows?
  20. You can choose to unpack some bsa files by going to MO Settings > Plugins and enabling the BSA Extractor. When you install a mod with a BSA, MO will ask if you want to unpack it. If you only want to unpack BSAs for certain mods and not all of them, then simply select 'yes' or 'no' as desired and make sure that the "Remember Selection" box is unchecked.
  21. I think Dishonored actually uses a sound very similar to that to indicate detection.
  22. I'd test it first, as Nearox suggests, to see if there are any actual problems. I'd also default to giving CRF priority, at least absent of any additional data concerning the two Navmesh changes. If testing proves there's a bit of a problem with the Navmesh around the Oblivion gate, then there is a way to fix this without directly editing the Navmesh itself. There is a type of collision box that can be placed around the base of items to "cut" the Navmesh. This has the same in-game effect as directly editing the Navmesh (i.e. NPCs don't run into the gate). Hearthfire uses this technique extensively when activating various furniture and items where the Navmesh has to adapt for the presence of the new items. I've used this method before in a couple of my mods to avoid editing the Navmesh and creating potential conflicts, and I'd be willing to help set it up for the STEP patch if needed.
  23. But if you go to Markarth, go to jail, and/or have your bounty removed, aren't you right back where you started? If a bounty is what negates the detection script, then you won't be able to go back and forth between the cities and the Forsworn camps unless you first incur another bounty.
  24. Yeah, Master of Disguise is set up with a much better disguise mechanic than some of the other similar mods. Perhaps fireundubh would consider adding an optional feature that would grant permanent faction membership in some of the factions that aren't normally joinable, but still allowing the disguise feature to work as you suggest to hide that allegiance from other factions in the game. I'd think it'd be a nice option to have and would probably fall within the scope of that mod.
  25. You could try one of the faction disguise mods. Off-hand, I'm not sure which one to recommend, but I know there are one or two that I've tried in the past that add and remove you from factions depending on your equipped clothing. I never cared much for these mods, as I felt that being treated as a full member of a faction went beyond what I considered a proper "disguise" mechanic, but for your purposes it might actually work pretty well. You can also use the console to add/remove your character from the faction, but I imagine that will get pretty tedious when moving between Forsworn camps and cities. You'd have to be constantly changing it or else getting attacked by one faction or the other.
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