The Elder Scrolls Megathread XV: A Song of Ice and Draugr
25,933 replies, posted
[QUOTE='[Green];41645191']With an unarmed stealth character killmoverandom set to 100 is a fucking must, though. Seeing your character suplex and sleeper hold his or her way to the boss and then brutally punching the fuck out of him is just invaluably glorious.[/QUOTE]
I dislike "my character" doing things. I want to be in control at all times.
[QUOTE=MadPro119;41644933]Cool, just created it man, thanks![/QUOTE]
Let us know if it worked, I'm curious how well that SKSE function works.
...and the Nexus is down yet again.
[QUOTE=RautaPalli;41645739]Let us know if it worked, I'm curious how well that SKSE function works.[/QUOTE]
Well it hasn't seemed to help, but then again I don't think I had many or possibly any disabled mods. It certainly has it hurt so I will keep it.
The killmoves are the only redeemable thing about unarmed.
Modded Skyrim's giving my laptop grief even though it's a gaming rig (Random CTDs, lockups, savegames not loading for some reason, JOY!) when other games run like butter with no hassle, but such is the drawback of modding a Bethesda game.
My desktop's much better equipped to handle it though and since I don't always want to play Skyrim on a laptop, gonna go through the oh-so-fun (read: GOD HELP ME) process of re-installing it on my desktop, mods and all...
I'm having an odd glitch, and I'm not sure how to fix it.
I go up to a wall where you learn a word of power, I can hear the chanting, see the effects coming from the word, but I never learn the word, no matter how long I stay looking at it.
I googled, and some people said autosave, fast travel away, and reload the save fixes it, but I tried that multiple times, and am having no luck.
Any idea how to fix it, or know of a mod that can fix it?
i do not like that custom font you're using
Real men change the font to daedric.
[QUOTE=Sgt-NiallR;41651642]daedric change the font to real men.[/QUOTE]
[QUOTE=cdr248;41651788][/QUOTE]
wat?
How do I use custom fonts, actually?
It looks better than the default. But then again; a choir of beaked daedroths would make a better ui than the default.
I think it might be fun if we all started talking like sheogorath for the rest of the page.
[QUOTE=Jedi_Rayne;41650944]I'm having an odd glitch, and I'm not sure how to fix it.
I go up to a wall where you learn a word of power, I can hear the chanting, see the effects coming from the word, but I never learn the word, no matter how long I stay looking at it.
I googled, and some people said autosave, fast travel away, and reload the save fixes it, but I tried that multiple times, and am having no luck.
Any idea how to fix it, or know of a mod that can fix it?[/QUOTE]
Which one? Leave the cell, save, load, then try.
It's happened at 2 different walls for me (the only two I have gone to recently.)
The first was in the cave where you get the White Phial, the second is in the Dragonborn dlc where you get the sword from the East Trading Company cave. I tried smooshing against the wall for the White Phail one, the dragonborn one I got close and stared at.
I tried loading a save, but I didn't try leaving the area, saving, then reloading, so I will give that try.
Edit: Hugging the wall for the Dragonborn one didn't work, neither did leaving the area, saving, then reloading.
[QUOTE=Sgt-NiallR;41651800]wat?[/QUOTE]
like out of limbs n shit
[QUOTE=The Jack;41651882]
I think it might be fun if we all started talking like sheogorath for the rest of the page.[/QUOTE]
This man's got more brains than a brain pie! Hmm...brain pie...PERFECT!
[B][I]Care to donate?[/I][/B]
[QUOTE=Chaos Zero;41652653]This man's got more brains than a brain pie! Hmm...brain pie...PERFECT!
[B][I]Care to donate?[/I][/B][/QUOTE]
What about the sprinkles? You can't forget those...what are you eyeballing me for?
Do you know who I am?
[QUOTE=Excalibuurr;41651525]So I recently reinstalled Requiem to try out the updated version, made a nord mage character. Since Requiem gives you three free perk points, I utilized them and noticed my skills.
[t]http://i.minus.com/iB4k97oMDK0jt.jpg[/t][/QUOTE]
Whats that skill screen? It looks different, and prettier somehow.
[QUOTE=KorJax;41655053]Whats that skill screen? It looks different, and prettier somehow.[/QUOTE]
[url]http://skyrim.nexusmods.com/mods/7308[/url]
Is it bad if I got hearthfire and I actually kind of enjoy it? I thought it would be dumb as hell but... pet mudcrab! :v:
Got something interesting going for light armor that I think will make it a lot more interesting to play with.
So the obvious stuff is your skill level affects the AR and the movement speed (its nothing major for speed, but enough to be noticably slower at 15 vs 100).
But then I've got something interesting going where you have a small chance of getting knocked off your feet when melee attacks hit you (I might changes this to something else, any better idea?), but this chance depends heavily on the health and level of the enemy that hit you (skill as well, if its an NPC), as well as your own health, skill level and how advanced your armor is (more advanced armor increases the chances, which means you need more skill to counter act this increase in chance).
It provides an interesting dynamic where very high health and high level enemies like dragons could feasibly knock you over on almost every hit unless you had a lot of health as well or if you block the attack. However once you weaken them you also weaken their increasing the chance that you don't get knocked down, meaning weakened enemies (or generally low level ones that never have a high pool to begin with) will likely never be able to knock your balance off, unless your skill in light armor is very poor or you are using an armor that is well above your skill level (wearing no armor at all gives you a bonus against this).
And of course, heavy armor users can't get knocked off balance but they are more susceptible to staggering effects.
I might change it to be something else (because while knock-down kind of makes sense, it doesn't make sense that wearing better/heavier armor under the light armor skill set would increase the chances of this happening against powerful blows), but I can't really think of anything at the moment. I don't want to stagger since that's kind of heavy armor's downside. Maybe I'll make it so if you get "knocked" your weapon and movement speed is severely hampered for a brief moment? That way, having glass at skill 15 for example would give you a logically higher chance of you getting "stunned" or something from the lack of skill in using light armor, but it wouldn't be too over the top and wouldn't likely happen if you were using lower-level armors.
Was commissioned to do quests for Brhuce Hammar. Am doing those.
Shit's gonna be weird.
[URL=http://imgur.com/Le75kDY.jpg][IMG]http://i.imgur.com/Le75kDYl.jpg[/IMG][/URL]
[URL=http://imgur.com/hSc1H0n.jpg][IMG]http://i.imgur.com/hSc1H0nl.jpg[/IMG][/URL]
[QUOTE=KorJax;41655472]Got something interesting going for light armor that I think will make it a lot more interesting to play with.
So the obvious stuff is your skill level affects the AR and the movement speed (its nothing major for speed, but enough to be noticably slower at 15 vs 100).
But then I've got something interesting going where you have a small chance of getting knocked off your feet when melee attacks hit you (I might changes this to something else, any better idea?), but this chance depends heavily on the health and level of the enemy that hit you (skill as well, if its an NPC), as well as your own health, skill level and how advanced your armor is (more advanced armor increases the chances, which means you need more skill to counter act this increase in chance).
It provides an interesting dynamic where very high health and high level enemies like dragons could feasibly knock you over on almost every hit unless you had a lot of health as well or if you block the attack. However once you weaken them you also weaken their increasing the chance that you don't get knocked down, meaning weakened enemies (or generally low level ones that never have a high pool to begin with) will likely never be able to knock your balance off, unless your skill in light armor is very poor or you are using an armor that is well above your skill level (wearing no armor at all gives you a bonus against this).
And of course, heavy armor users can't get knocked off balance but they are more susceptible to staggering effects.
I might change it to be something else (because while knock-down kind of makes sense, it doesn't make sense that wearing better/heavier armor under the light armor skill set would increase the chances of this happening against powerful blows), but I can't really think of anything at the moment. I don't want to stagger since that's kind of heavy armor's downside. Maybe I'll make it so if you get "knocked" your weapon and movement speed is severely hampered for a brief moment? That way, having glass at skill 15 for example would give you a logically higher chance of you getting "stunned" or something from the lack of skill in using light armor, but it wouldn't be too over the top and wouldn't likely happen if you were using lower-level armors.[/QUOTE]
only problem with this is that the standing-up animation takes you 10 minutes to complete
too many times has my character decided to mope around on the ground as a giant lumbers up and smashes me
So my mods have gotten absolutely out of control and I just want a fresh start. Should I just delete a folder or do I have to go and manually uninstall each one?
Uh. So I decided to do the main quest since I haven't ever completed it since release. So I'm at the part where I go to talk to the jarl of whiterun about trapping the dragon. When I talk to him no dialogue comes up, just him doing the usual "what is it", "hm?" etc. I think my game is a bit fucked. When I talked to the main greybeard guy the dialogue choice I had was "I need [...] to help capture the dragon." the dots inside the brackets are what came up in the dialogue option, so I can only guess that the game has shit itself. Don't know how to fix it.
Do you have any mods that edit the main quest?
So guys, I am trying to troubleshoot a problem with the creation kit. I start it up, activate the Skyrim master file to import the assets, and open up a cell to start placing stuff. For some reason, the entire dungeon wall set and I mean all of the possible walls are totally missing. I've got no set pieces and I have no idea why.
I validated my files but that didn't solve the problem. Any other ideas?
[QUOTE=TheStateTrooper;41656007]only problem with this is that the standing-up animation takes you 10 minutes to complete
too many times has my character decided to mope around on the ground as a giant lumbers up and smashes me[/QUOTE]
Yeah knock down effects are annoying
Think I might just do a "stunned" thing where you move half as fast and deal half damage for like 3 seconds or something.
[QUOTE=KorJax;41655472]Got something interesting going for light armor that I think will make it a lot more interesting to play with.
So the obvious stuff is your skill level affects the AR and the movement speed (its nothing major for speed, but enough to be noticably slower at 15 vs 100).
But then I've got something interesting going where you have a small chance of getting knocked off your feet when melee attacks hit you (I might changes this to something else, any better idea?), but this chance depends heavily on the health and level of the enemy that hit you (skill as well, if its an NPC), as well as your own health, skill level and how advanced your armor is (more advanced armor increases the chances, which means you need more skill to counter act this increase in chance).
It provides an interesting dynamic where very high health and high level enemies like dragons could feasibly knock you over on almost every hit unless you had a lot of health as well or if you block the attack. However once you weaken them you also weaken their increasing the chance that you don't get knocked down, meaning weakened enemies (or generally low level ones that never have a high pool to begin with) will likely never be able to knock your balance off, unless your skill in light armor is very poor or you are using an armor that is well above your skill level (wearing no armor at all gives you a bonus against this).
And of course, heavy armor users can't get knocked off balance but they are more susceptible to staggering effects.
I might change it to be something else (because while knock-down kind of makes sense, it doesn't make sense that wearing better/heavier armor under the light armor skill set would increase the chances of this happening against powerful blows), but I can't really think of anything at the moment. I don't want to stagger since that's kind of heavy armor's downside. Maybe I'll make it so if you get "knocked" your weapon and movement speed is severely hampered for a brief moment? That way, having glass at skill 15 for example would give you a logically higher chance of you getting "stunned" or something from the lack of skill in using light armor, but it wouldn't be too over the top and wouldn't likely happen if you were using lower-level armors.[/QUOTE]
Random number generator is bad
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