The Elder Scrolls Megathread XVI: Loremaster Extraordinaire
5,003 replies, posted
You know those random, unreasonably homicidal wanderers who use their race as a name?
Yeah, I hate them a lot.
[QUOTE=Vehk;47548698]You know those random, unreasonably homicidal wanderers who use their race as a name?
Yeah, I hate them a lot.[/QUOTE]
There's gotta be some sorta thing in the TES universe where "Those without name or title are those without morals or survival instinct", I swear. Everyone with their race for their name is either a corpse in a pile, or plans on becoming one by attacking everyone in sight.
[QUOTE=RR_Raptor65;47548302]Got a link to the mod? I can make a patch for it.[/QUOTE]
[url]http://www.loverslab.com/topic/4788-skyrim-accessories/[/url]
Alternatively you could just fix this one which doesn't show up on khajiit at all.
[url]http://www.nexusmods.com/skyrim/mods/33787/?[/url]
[QUOTE=DrasarSalman;47548580]People have sort of figured it out for stuff like [url=http://www.nexusmods.com/skyrim/mods/53271/?]wings[/url] and there are [url=http://www.nexusmods.com/skyrim/mods/54097/?]some[/url] [url=http://www.nexusmods.com/skyrim/mods/38376/?]tools[/url] people have created for them, but I don't know how much you can do with them.
It's kind of strange thinking that it was easier for the modding community to create a whole new physics plugin and using it for their mods than it has been to figure out how Bethesda's behavior files worked. Really shows how little supports modding was actually given for this game.
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Turns out you can't create NPC behaviors with the tool I linked.
[t]http://i.minus.com/iMW2o3pnZ149P.png[/t][/QUOTE]
Yeah, I've been entirely unsuccessful finding any mention of someone successfully implementing a creature with a custom rig into Skyrim, or even someone with an idea that might work.
With pretty much every single creature mod being made using existing skeletons and animations, either there's no one with the know-how to make creatures with custom rigs working on Skyrim or it's just not possible.
I'd set about using the Saber Cat or Werewolf as a template, replacing the animations and updating the skeleton references in the behavior files. In my mind it seems like it'd be possible, I'm not talking about new behavior structures (All the thing needs to do is kick and bite), it'd only need to use the same AI the Saber Cat does too.
Same for a Wooly Rhino and a Moa, which I'd really like to make as well.
[QUOTE=coyote93;47549127]Yo, there is a mod that gives EVERYONE a name. Based on their race and its lore friendly.
[url]http://www.nexusmods.com/skyrim/mods/61430/?[/url]
Corpses gets names, bandits gets names, everyone gets names.
How you know what their name is is another question..[/QUOTE]
dogtags
Took Idgrod the Younger's delivery-quest to Whiterun and then started talking to a dude near Falion's house. I got an update saying I failed the quest, so when I was done talking I turned around and Idgrod had gotten mauled to death by a sabre cat.
Why do people live in Skyrim? This place sucks.
[QUOTE=Vehk;47549264]Took Idgrod the Younger's delivery-quest to Whiterun and then started talking to a dude near Falion's house. I got an update saying I failed the quest, so when I was done talking I turned around and Idgrod had gotten mauled to death by a sabre cat.
Why do people live in Skyrim? This place sucks.[/QUOTE]
Because viking badassery.
[QUOTE=Psychokitten;47549278]Because viking badassery.[/QUOTE]
Viking/Celtic/Scottish/Inuit/Neanderthal (ok not really, but apparently Nordic ruins are based on some of the old ruins in Europe, which are after anything you'd call cavemen but still prehistoric, which is close enough to me) badasses, really.
Basically if there was a bunch of badasses who lived somewhere cold and sad, the Nords are them.
I used to think the Nords were the most boring race, but the more I look into the lore behind them the cooler they are.
So I've gotten the most frustrating game-breaking bug ever, and I can't figure out how it got caused because no ones ever gotten it before apparently.
So I was up on the throat of the world, about to read the elder scroll at the time wound, and I read it. Everything goes out of focus, the symbols on the screen blah blah blah, and then I hear a noise that something is getting put into my inventory, and everything pops back into focus and nothing happens.
If I have to restart my game again because of some shitty game-breaking bug, I'm probably gonna quit skyrim forever.
[url]http://www.mediafire.com/listen/61g6a6er1u55lu3/yeah+k.wav[/url]
you think i can pass for an argonian voice for my argonian follower
I'm pretty sure I've had the same instance of Rockjoint for about an ingame week now even though I've drank like 4 cure disease potions.
I think something might be wrong with iNeed.
[editline]asdf[/editline]
Yeah the mod glitched out.
[QUOTE=Naught;47549698]go to a shrine and pray?[/QUOTE]
Just had to disable and re-enable the diseases module thing.
[QUOTE=Vehk;47549597]I'm pretty sure I've had the same instance of Rockjoint for about an ingame week now even though I've drank like 4 cure disease potions.
I think something might be wrong with iNeed.[/QUOTE]
go to a shrine and pray?
[QUOTE=Vehk;47549597]I'm pretty sure I've had the same instance of Rockjoint for about an ingame week now even though I've drank like 4 cure disease potions.
I think something might be wrong with iNeed.[/QUOTE]
Let Dibella put it on your back.
[QUOTE=mentalmoustache;47548373]how would I go about replacing the skeleton creaking with a trumpet sound?[/QUOTE]
post results
I wish someone would SkyUI-ify the crafting menus already, they're the only part of the UI that hasn't been fixed by modders.
[QUOTE=IrishBandit;47550029]I wish someone would SkyUI-ify the crafting menus already, they're the only part of the UI that hasn't been fixed by modders.[/QUOTE]
The Complete Crafting Overhaul fixes it up, but you'll need compatibility patches for different mods.
[QUOTE=Ghost101;47550059]The Complete Crafting Overhaul fixes it up, but you'll need compatibility patches for different mods.[/QUOTE]
Complete Crafting Overhaul doesn't actually change the UI though, just recipes.
I wish I had the patience to start a new game. There are a few mods I want to try out but it's like "Is it worth it"
[QUOTE=IrishBandit;47550029]I wish someone would SkyUI-ify the crafting menus already, they're the only part of the UI that hasn't been fixed by modders.[/QUOTE]
I remember seeing one of the SkyUI devs post a prototype of a crafting menu on Reddit sometime back in January (I think), but nothing's some of that so far.
At the very least the craft menus are clear, which isn't something you can say of most of the rest of the vanilla HUD.
[QUOTE=_charon;47549350]Viking/Celtic/Scottish/Inuit/Neanderthal (ok not really, but apparently Nordic ruins are based on some of the old ruins in Europe, which are after anything you'd call cavemen but still prehistoric, which is close enough to me) badasses, really.
Basically if there was a bunch of badasses who lived somewhere cold and sad, the Nords are them.
I used to think the Nords were the most boring race, but the more I look into the lore behind them the cooler they are.[/QUOTE]
One thing that always left me dissatisfied about Skyrim was that the Stormcloaks didn't seem all that interested in the [I]old[/I] Nordic traditions-- there's not too much I like about the 4th-era Nords (at least of the "Skyrim belongs to the Nords" type) in the game, but the little glimpses of the ancient Nordic culture we see in the game make the original Nords look a hell of a lot more impressive than their descendants. Some of the Draugr tombs are like the size of Solitude, and Bromjunaar/Labyrinthian looks like it could've been at least as impressive as most Imperial cities back in its day.
The Stormcloaks aren't about preserving Nord culture and traditions, they're about killing anything that isn't a nord and being prideful over the fact that a Nord became a god.
If they gave a shit about their culture then all the burial sites would be under physical protection and preservation from looters and polluters.
It's like Christianity today. No one gives a shit about Christian Culture, it's usually just boiled down to the worship of Jesus, God, and The Bible.
[QUOTE=wat_am_i_doin;47550215]
One thing that always left me dissatisfied about Skyrim was that the Stormcloaks didn't seem all that interested in the [I]old[/I] Nordic traditions-- there's not too much I like about the 4th-era Nords (at least of the "Skyrim belongs to the Nords" type) in the game, but the little glimpses of the ancient Nordic culture we see in the game make the original Nords look a hell of a lot more impressive than their descendants. Some of the Draugr tombs are like the size of Solitude, and Bromjunaar/Labyrinthian looks like it could've been at least as impressive as most Imperial cities back in its day.[/QUOTE]
Yeah, the Stormcloaks, hell, the Nords in general, really could have been more nordic than they're represented. When you think about it, for all the Stormcloaks rant about tradition and cultural identity, there's really not a whole lot of it shown in game. I wish the world was thick in traditions and elements purely there to reflect culture, but it just wasn't. I hope this doesn't start a shit storm, but it really does make me wish it was more like Morrowind. Not in any sense of copying anything from Morrowind, but in the sense that when you were in Morrowind, you were in this distinct, alien land with strange flaura, strange customs, strange language, and a very thick culture that you were always aware of. It dripped with identity.
Some of the only things I really recall ever learning about the Nords is a very basic governmental structure, Ysgramor, a lot of fuckin' ruins, Ysgramor, servitude to the dragons, Ysgramor, fuck mages, and go Ysgramor. It also goes back to the feeling I get in general that Bethesda doesn't really research the things they base their shit on too much. By my own admittance, I'm certainly no expert either, but it's disappointing that there seems to be a general lack of real life inspired items and other things. I know it's fantasy, but properly drawing on real life (Which they're already doing in the first place) can greatly improve fantasy. It would have been great to explore Nord society on a much deeper level than we were able to. I'd love for there to be some big Norse overhaul that strengthens the theming, architecture, behaviors, clothing, armor and weaponry of the Nords, but even if that did happen, it could only do so much. It's a real disappointment because I [I]adore[/I] Norse anything-you-can-name, but we're very likely to not be returning to Skyrim any time soon, if [I]ever.[/I] We've got some provinces left to go, and who even knows where TES will go after that, if anywhere. That was our one shot to get Skyrim down right, and they kinda dropped the ball in a lot of ways.
[QUOTE=IrishBandit;47550029]I wish someone would SkyUI-ify the crafting menus already, they're the only part of the UI that hasn't been fixed by modders.[/QUOTE]
I guess you'll like [url=https://twitter.com/GopherGaming/status/577256286758252544]this[/url] then.
[t]https://pbs.twimg.com/media/CALTiJqWYAAJEvd.jpg:large[/t]
While this image is only the enchanting menu, based on the changes in the [url=https://github.com/schlangster/skyui]Github repo[/url], it looks like it's going to be changing the whole set of crafting menus, and it looks like they might be working on the skill tree as well.
Has anyone actually ever counted if there are 7k stairs on the way to high throtgar?
[QUOTE=ROFLBURGER;47550340]
If they gave a shit about their culture then all the burial sites would be under physical protection and preservation from looters and polluters.
It's like Christianity today. No one gives a shit about Christian Culture, it's usually just boiled down to the worship of Jesus, God, and The Bible.[/QUOTE]
Then again all the desecrated and abandoned tombs are either dedicated to deceased Nords who worshipped dragons (Which no modern Nord would even dare do themselves.), infested with the reanimated draugur of said dragon worshippers or all of the above.
There's also a war going on so I get the impression protecting those places wouldn't be a priority if that were the case
[QUOTE=-Iker-;47550746]Has anyone actually ever counted if there are 7k stairs on the way to high throtgar?[/QUOTE]
There's only like 400-something if I recall.
So I'm testing about now, killing all of the orphan scripts in my save, etc. Trying to find a fix to this elder scroll bug, if anyone has any advice on what I should do, it would be greatly appreciated.
edit: Ill put a list of what I've done below here:
Restarted my game
sorted my load order
Cleaned all Orphan scripts & Instances
restarted my computer
Disabled possibly conflicting mod (Fast Travel remover)
[B]setstage mq206 70 & 100[/B] - Worked
Edit: Now alduin is invincible, yaaaaay...
[QUOTE=-Iker-;47550746]Has anyone actually ever counted if there are 7k stairs on the way to high throtgar?[/QUOTE]
I tried once. I think I got around 600 something.
Alright, so I fixed everything, woooo. Now alduin is being a leveled bitch and is one shotting me every hit because I dare level up my smithing.
[QUOTE=Toro;47551498]Alright, so I fixed everything, woooo. Now alduin is being a leveled bitch and is one shotting me every hit because I dare level up my smithing.[/QUOTE]
Welcome to the exact opposite problem of the problem every other Skyrim player has.
Christ over 500 hours and I never once thought to use the enchanting/alchemy exploit for mages. It finally feels like expert/master spells pack a punch.
Side note, I cannot believe how anti-climatic defeating Miirak was. All this build up to hit him 3-4 times and have him regen, rinse and repeat.
I mean Karstaag was significantly more difficult than him, and he was only a side quest.
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