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Everything posted by Shadriss
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NPCs Not Executing Scripts (Suspected)
Shadriss replied to Shadriss's question in General Skyrim LE Support
Now THAT is a good possibility - except that the two instances are from two different quests, one of which follows the other. A) The three guards situation occurs when you are sent to Bleak Falls by the Jarl. This quest completed when I returned the dragonstone (IE, was shown as completed and removed from active quests). The guards, though talked to by Irileth, never moved from that street corner to Riverwood as they should have following the receipt of their orders. B) Delphine occurs after turning over the dragonstone. NSF:MQ halts the main quest progression at this point for X days (depending on setting). I wasn't able to continue further to when it re-triggers due to other issues. It may well be that you are right - at least concerning Delphine. Odd, though, that this hasn't happened before given that no relevant mods were changed between all my other play-throughs and that one. I think it's still an odd 'Skyrim-ism", but if it happens again, I'll take a look at this more closely. -
I assume you mean 'against' it... or I missed the original compare somehow.
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SKYRIMLE True Elk Of Skyrim (by Impulseman45)
Shadriss replied to kryptopyr's topic in Skyrim LE Mods
NO! I was just about to add this into my published mod list! Well, crap - way to go community. -
As I indicated, I'd more more inclined to look at it if it had a more modular approach so I can pick and choose which trees I take and which I leave. As it's an all-or-nothing proposition from what I can tell, it's a non started for me.
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Better Beast Races Hidden on Nexus
Shadriss replied to mentaltyranny's question in General Skyrim LE Support
I have only this to say to you, oh might moderator - :p -
Enchantments, as they stand with the mods I'm using, are fine. I was looking more for a utility that did the same job as others do for, say, books and tomes where they were marked if you had already read them... just an enchanter's version, so to speak. As to your rationale, that would work if it hadn't been this way in every other TES game. It does work for the spell builder (ARGH!!!!), but not for enchantment. I can kind of buy it being a lost art, but even so, I would like the ability to change that somehow.
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Better Beast Races Hidden on Nexus
Shadriss replied to mentaltyranny's question in General Skyrim LE Support
Tech - you mentioned somewhere (I thought here, but obviously not) that Windsong would be a via alternative, but I've read on it's page that it doesn't work with Better Males. How would you play this one, given that it appears to be all or nothing on this? EDIT: DISREGARD - I went to install it, and the FOMOD has a Females Only option. -
SKYRIMLE Opening Scene Overhaul by elderscrolliangamer aka Publick Gamer
Shadriss replied to Shadriss's topic in Skyrim LE Mods
Long time ago, but another version has gone up since then, and since this is still marked for testing... Hadvar has now been completely re-voiced, to include all dialog AFTER Helgen, which means the voice is now consistent through the entirety of the game. This is good. It is also incompatible with LAL, unless a very specific order of operations is followed, specifically not having this on until AFTER you have started a new game. If it's on, you get an eternal Nord choir at the opening menu. Turn it on once you are in the cell at the beginning of LAL, and there's no issues. Since that's not a STEP mod, there is no STEP compatibility issue either. That said, I'd strongly push for this being included and accepted for Core. -
Not complete crap. :) We all have images in our head of what we expect - the trick is making it reality (or something close) in Skyrim. And you aren't wrong about the armor skills - that's a perfectly valid point that wasn't said specifically, but was probably assumed by most of us who are more experienced in the game. On another note, a run through of Nexus hasn't shown me anything that will replace Unknown Enchants, unfortunately. I did, however, run across a mod (search for Sigil Stones) that does something I do like, though the mod itself is not usable because of the other crap it does. It has long bothered me that the only way, supposedly, to learn an enchantment is to destroy an object that has it. If that's the case, how did those objects get enchanted in the first place? There HAS to be another method of learning enchantments... we've just never seen them. This mod actually created Enchantment Books (of a sort) that addresses this, though it didn't add them to vendors or loot level lists. This shows that it's possible to do this, just that it hasn't been done in a mod other than this one. I'd LOVE to see a version of that mod that had that one feature expanded and filled out to address this one huge logical loophole in enchanting.
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... or not. Time to put this train back on track. So, other observations I've had during my abruptly cut off play-through as a mage. I think that the lineup Kel recommended at the bottom of his linked page is a good one. The only thing I could wish for was a replacement for the old "Unknown Enchants" mod (now long since gone) that worked a bit better and could scan for mod-added enchants as well. The one problem with enchanting is knowing what enchants you know, and what the variant names are (based on power) so that you don't see one, think you need it, spend a few thousand on it, then find out you already have it. This is easy for a few, as it's easy to recall if you have Soul Trap for example, but with all the various effects out there, it gets real hard to remember everything real quick. We find that, and I think we have a good stable Mage build that addresses as much of the vanilla problems as is likely to be able to be.
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NPCs Not Executing Scripts (Suspected)
Shadriss replied to Shadriss's question in General Skyrim LE Support
I do not, unfortunately, have enough knowledge to do that. I can clean things in it easily enough, but a lot of the other functions are a bit on the arcane side. I'm pretty sure that this was a hiccup of some kind, as this has not happened in any build I've ever done previous. And, as I mentioned, what stuff I removed had nothing to do with NPC actions in any way. I'll poke around in there (because I also hadn't though of it) and see if something leaps out at me... but I'm honestly not even sure what I need to look for. -
*grins* *sicks a bear on it*
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NPCs Not Executing Scripts (Suspected)
Shadriss replied to Shadriss's question in General Skyrim LE Support
I'd forgotten about that - I'll give it a shot and see if it kicks the NPCs in thier packages or not. ... Wouldn't that constitute assault / indecent exposure? Ah well. EDIT: No such luck. In addition to trying to enable/disable via ICAIO, I also tried enable and disable via the console, as well as teleporting to my location in an effort to unstuck them. No such luck on any front. As I've never seen this happen before, let alone to four separate NPCs at once, I'm going to just restart and see if it happens again. Unfortunate, since I only have a few days more to play before I have to pack everything up for a move across country. -
NPCs Not Executing Scripts (Suspected)
Shadriss replied to Shadriss's question in General Skyrim LE Support
Sooooo ICAIO was being lazy that day then? Don't want to start the playthrough again, but will if I need to. I'm HOPING that when Dragon Rising starts that the guards will all head off, but Delphine's next trigger is a LONG way off yet. -
I come back, and so do my problems. You know you love me. OK, so another one I've never seen before. I'm still early in my game, and I now have a total of 4 NPCs that are not moving as they are supposed to. Specifics: 1) A group of three Whiterun Guards. This is supposed to be the detachment sent to Riverwood - I know, because I heard Irileth yelling at them about it. I left the city before she finished, but that's never been an issue before. Now, they are still standing there... breathing... they respond to talking, but other than that, just stand there. Staring at me. Judging. 2) Delphine at Dragonsreach, post Bleak Falls Barrow. She had her conversation with Farengar, and now she's a permanent statue-like resident of Farengar's room. Ideally, I'd love to know if there is a command to make them continue on their scripting path. Barring that, removing them would be the next choice, but unsure how that could affect things, given Delphine is somewhat critical to the main quest. Just a little. No significant changes to my mod lineup, other than the removal of a few texture mods. No mod additions since last seeing these particular scenes. Thoughts?
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Thanks - I'd finally just found it. Unfortunately, the Wiki is having connection problems tonight, apparently, so I can't even manage to sign in. Problem for another day. And now, back to our regular Mage-Oriented discussion, already in progress...
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I have a userspace?!? Where is this mythical beast, and how might I have known of it? Honestly, I've never seen anything in the UserTools that even hinted at this. I had come up with this as well, though I will say that on my Marksman runs (my normal game style), I'm as much a thief as I am an Archer, and dabble in a little of everything except magic. It didn't slow me down too much then, but that certainly wasn't working as a Mage.
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I'm pretty sure I said I agreed with your assessment after I realized that I was doing EXACTLY what you just said I was likely doing. :) I haven't hit that hump in my current build just yet (Lvl 9 atm), but I know it's coming, and I'm sure I'm gonna get some frustrations. That said, we did get a little derailed on the purpose of this thread, so... ...I'm going to derail it a little more. It's my thread, and I'll diverge if I want to. :p Tech/Kel/Anyone who knows - I'm considering putting my personal build up as a possible guide for others as well, and was curious if that's a possibility for us Bog-standard users or not? I haven't seen any options for it, so was curious. I could still do it in thread form, but that... could get messy. :)
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In further news here: As of yesterday, he is working on a Skyproc Patcher to take care of compatibility issues. From what I gather in the description and comments pages, the ICAIO incompatibility is more of an immersion breaker than a game breaker, in that kids using certain pieces of equipment or items in their areas will 'stretch' their heights so that they can use then. It's an odd behavior to be certain, but an understandable one based on what I've read. If the Patcher works as he hopes, we may be able to shift over to testing of this in relatively short order.
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So Visceral, possible a BioWare, possible 1313 revive. That would be an AWESOME year for me, if they actually exist and were decent. I'm a huge SW geek, and it's been a long while since there's really been a game that I've enjoyed under the name.
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Fix for Windows 8/10 VRAM cap incoming?
Shadriss replied to Nebulous112's topic in General Skyrim LE Discussion & Support
I know - and as it's the driving factor for a LOT of the mods I run, I just don't see moving to SSE anytime soon. It's unfortunate, because I'd LOVE to have unlimited RAM to play with. On the other hand, it also means that I have to pick mods with a bit more care and clean them out on occasion if they aren't adding anything significant to the game, so there is at least that upside. -
I said alteration... not overhaul. That counts, and I'm not surprised. Also, I run both of those, as well as Krypt's Blacksmith Overhaul and Stealth Skills Rebalanced. Kel nails it though for most Perk Overhauls in that they ARE all or nothing - all trees or no trees. In the cases we've been discussing right here, there are one (or, in SSR's case) three separate trees, not an entire rebuild. If more built that way way, it would be far easier to pick a few that might be deserving of Extended. Regardless, and I wasn't clear on this point, I was talking about STEP Core in my explanation, not Extended. Sorry for any confusion that may have caused.

