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Teabag86

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Everything posted by Teabag86

  1. I've just released an update to Hunterborn 1.5. Here's a summary of the changes: New models and textures for weapons, ingredients, bones and jewellery. Lots of inbuilt compatibility and new patches for Campfire and Complete Alchemy and Cooking Overhaul. Inbuilt Frostfall compatibility. Addition of new globals, CCOR and WAF keywords. Added Bone Armor, Northern Hunter Armor and Fur Plate recipes (as used by CCOR, Immersive Armors, aMidianBorn Content and Campfire) . New recipes for Scrimshaw crafting. An expanded description and 19 new Hunterborn loading screens to further explain some of the hidden features. Most of the patches have also been updated. I hope you enjoy the update :)
  2. Thank you I2edShift for the explanation and the update. Both are very much appreciated. I'll certainly be adding the lore friendly version to my game! Cheers
  3. No problems. It must have been the full version then because it was definitely an electric attack. The dragon spat out a mass of entangled lightening that persisted on the ground. The crackling noise was horrendous. At the time I just thought it would simply stay there like remnants of a fire or frost attack and then dissipate after 30 seconds or so. But it never went away and my Papyrus imploded. Now that I think about it perhaps it could be some weird conflict with Burn Freeze Shock??? Maybe? Don't know? Deadly Dragons is one of the most downloaded and endorsed mods on the Nexus so I am guessing I was extremely unlucky. There is an option in the MCM to turn off the special attacks, if I recall correctly. Turning them off to begin with would no doubt avoid the issue I had.
  4. Not sure to be honest. I generally go for the lore-friendly version of everything but it could have been the full version. Apologies that I can't be certain. I was level 46, or thereabouts, so it was one of those special high end dragon attacks. Perhaps I was unlucky and there might only be a 0.001% chance of this happening. I certainly don't want to put people off this or any mod. I since deleted DD which is a real shame. Instead of an epic 20 minute battle now the guards at the Western Watchtower generally kill Mirmulnir before I can loose an arrow :(
  5. I love Deadly Dragons and have played with it for a looooooong time but you should be aware that there is a potential game breaking bug. The high end dragons attacks - in my case the electric ones - may not clean up properly which will cause endless spam in Papyrus and break your save. Even the script cleaner didn't resolve the issue. There are only a few reports of this issue in the forums so I guess it is uncommon - or underreported, but just be aware that this can happen.
  6. It is actually very difficult to break quests with All Access. I actually tried to do it just for fun. Most of the major quest lines have inbuilt mechanisms to handle this. Mainly the blocking off of tunnels once you enter the ruin, for example Korvanjund for the Civil War and Dustman's Cairn for the Companions. Labyrinthian requires the Torc for entry. So why have All Access if it is limited? I was able to access all the player homes which was very cool. Of course they couldn't be upgraded because I didn't own them but for a master thief it was great knowing that I could break into them whenever I pleased. Plus I could enter Proudspire to complete the Stones of Barenziah without having to become Thane.
  7. I'll be shifting over from Skyrim to FNV in a couple of weeks, which I must say I am quite excited about. The last time I played FNV was on the PS3 about 3 years ago. Are you planning any major updates to F&L or am I pretty much good to go? Cheers p.s. Grant if you want to fly up to Sydney and do an install for me. I'll buy you as much beer as you can drink during the process :)
  8. I've been playing with SSR forever and wouldn't play without it. The upside to the difficult start is that once you drop in a few perk points your character will become MUCH more adept at those skills. There is a really good arc in improving the character and I feel like I have earned the skill increases. Let's face it in vanilla with no lockpick skill or perks I can pick a master lock in under a minute - which is totally wrong. With SSR active if I haven't added a lockpicking perk I don't even attempt lockpicking unless I am desperate. However investing one perk point will allow me to pick Adept locks, albeit with a challenge. On the plus side lockpicks are much stronger and you get a lot more chances to pick the lock. This is how it should be in my opinion. The same applies to Stealth. If I want to get better at it I need to practice the skill and learn a few perks. Once I've done that I can remain undetected if the conditions are right; correct armor, stay in shadows, move slowly, etc. The whole experience with SSR feels much more natural.
  9. Once you have a solid base of mods in your game it makes sense (to me anyway) to merge them. I manually sort my load order grouping mods by what they do, ie locations, NPC's, armors, weather, lighting sound, etc. I then merge them in groups. For example all my weather, lighting and sound mods are merged into 1 esp. I like to see how all my mods work together in a given group. So I spend time making sure conflict resolution is optimised and I often create a patch for a group which I will then include in a merge. Once merged it's locked solid, fully functional, conflict and error free. I then just need to enable that 1 merged esp for each group when I start a new game. Finally, in MO you can set up a profile for each merged group so if a mod updates it is a simple process of creating a new merge for that group. You only need to do this for large merges.
  10. I'm really enjoying Gamwich's clothing textures. The speed with which he is updating is amazing. He is already on version 12. To my mind this overhaul is akin to the work that Cabal has done with the armors. I think given time it will be viewed as the new clothing standard. This is a significant improvement over vanilla.
  11. The fancy CACO stews and soups used from Quilb's Retexture for Soup mod is the SMIM version which works for both the vanilla and SMIM bowl. https://www.nexusmods.com/skyrim/mods/65238/?
  12. If you find yourself spending too much time worrying about iNeed's hunger, thirst and sleep and losing momentum with adventuring then CACO's alternative of a simplified system might be what you need. My advice would be to have a quick test run of the CACO needs function and see if it suits your play style. I find it light weight and more of a reminder to eat and drink regularly without being cumbersome. If your preference still lies with iNeed then you can tweak the settings in the iNeed MCM to fine tune the experience.
  13. After watching the linked video my preference would be for P. Bypass. I think the player dialogue could be expanded a touch more as it is a tad light on. But overall this is much more preferable than the unvoiced dialogue and wordy options for P. Dilemma
  14. Thanks! That's good to know. Congrats on the new build :)
  15. Actually there is an alternative. If you collect the Dragonstone before starting BFF then Delphine doesn't show when you meet with Farengar. He actually has different dialogue but I can't remember exactly what it is, although it is quite short. In fact I thought you had removed the Delphine conversation deliberately at first since you've removed her from Ustengrav - but I checked UESP and realised this wasn't the case. Anyway that conversation might flow better this way and could be triggered by a courier - but you will miss out on Delphine. An off the wall solution could be to just start Dragon Rising next time you visit Western Watch Tower?? But that could be tricky and I do like Irileth's speech outside the guard barracks.
  16. Actually mods with MCM's can be merged without problem with the latest merge script :)
  17. It's good to see you here cdcooley. Timing is a funny thing. I had the first break at 7 days but was ready at 5 days. No problem I thought, I'll adjust it to 6 days and do it tomorrow. I didn't realise that changing the value in the MCM reset the timer to start again with the new value, haha. Of course you provide an explanation in the MCM that I initially ignored. Fixed it in the end by changing it to 1 day...
  18. 6 quick reasons why I recommend this mod. The ability to delay Siddgeir's courier delivered note proclaiming your exploits at level 9!!! Adding level and MQ conditions to the Dragonborn Cultist attack Change the level relationship between Vampires appearing and Dawnguard recruitment (Durak) Setting minimum days between Dragon Attacks Setting a minimum gold level for the hired thugs encounter - sounds like a small thing but to me this is a fix Can enable Werewolf encounters without having to be a member of The Companions Not to mention tweaking the starting levels for most of the Daedric Quests, other Misc quests and more.....
  19. I agree 100%. The break in the story lines works perfectly and adds breathing space to what is a frenetic pace from once you start BFF till you finish Dragon Rising. The MQ doesn't feel as rushed or as forced. Like TechAngel85, I chatted to NPC's and ran a few side quests during the break. On another note I always found it a bit jarring that there was no sign that Delphine had recently visited Ustengrav, no evidence of recent battles, dead draugr / skeletons, etc. So this mod fixes that problem as well.
  20. Hmmm. CJ used to have a merged file with BCE, Nernies Solitude, Skyrim Sewers and Windhelm Lighthouse in the REGS pack all with perfect navmesh. It was removed for some reason and recommended to install the individual files which I have done. I'm wondering now if I should rebuild the navmesh on these and my other location mods in the CK? However if I delete the navmesh existing records as a first step won't that break the navmesh in mods that add new areas, ie Skyrim Sewers??
  21. What! You get a home? I've started that quest 4 times now but never finished it. Thanks for the motivation. Next someone will tell me there is a reward for finishing Wyrmstooth!?!? Shhhh don't tell me... spoilers...
  22. I do like the sound of this mod and will use it for my next MQ play through. The only thing I'm not that keen on is the delay if you are playing the civil war quest. Balgruuf wont let you finish Message to Whiterun until after Dragon Rising is complete. So you will have to wait around another week after he has already sent you to BFF. For some this might add to the immersion building tension when you know war is upon you and the Jarl is sending you on some fools mission instead, then he'll make you hang for another week. It certainly adds to the frustration - which I always feel when doing BFF...again... :)
  23. I've been using these for a while now. They look great in game, almost like the real thing.
  24. This looks awesome. Can't wait to try it out :) Although I run about 6 NPC overhaul mods so I can foresee a lot of manual editing of NPC records - but hey it should be worth it. Reading the forum it appears that NPC records aren't edited. I've got to say I am quite excited by the prospect of this mod. It will breath new life into the NPC's. I can see myself taking more time wandering around the cities noting the new routines and NPC interactions. It will make the NPC's much more alive!
  25. I've made a merged version which I'm currently testing prior to release. Pleased to say that everything is working perfectly so far. Will probably need a few more weeks to make sure I have checked all the quests are functioning normally.
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