The Elder Scrolls Megathread XV: A Song of Ice and Draugr
25,933 replies, posted
[QUOTE=Kurahk;42585517]Different mod, called A Matter of Time[/QUOTE]
Is it mod available on Steam Workshop?
[QUOTE=DrasarSalman;42586095][url]http://skyrim.nexusmods.com/mods/5755/?[/url]
It resizes textures. You can turn 5 GB of 2048 super textures into 1 GB of 1024 textures easily.[/QUOTE]
Really having trouble how this is supposed to work if you aren't a modder using your own textures.
Do you just run the tool and let it do its thing and magically have textures that are more optimized but not reduced in quality?
[QUOTE=Excalibuurr;42586408]If you can find the ID of the spell effect, you can use player.removespell[/QUOTE]
I'm not sure what the ID is. I should probably mention that I gained the sound effect through Undeath, so I'm not sure if it's a vanilla bug or an Undeath bug.
[QUOTE=Excalibuurr;42586657]I've been using this for about a week and let me tell you guys, the sounds are way better than vanilla. And it has different footstep sounds for each surface!
[editline]20th October 2013[/editline]
Huh, well you can try looking in [B]CK[/B] to see what magic effects undeath adds.
I'll just link this: [url]http://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/[/url][/QUOTE]
What is that? Is that the Creation Kit?
Also, I apologize if I'm spamming the thread with my problems.
[QUOTE=KorJax;42586560]Really having trouble how this is supposed to work if you aren't a modder using your own textures.
Do you just run the tool and let it do its thing and magically have textures that are more optimized but not reduced in quality?[/QUOTE]
I just know it does some optimization stuff and resizes the textures if you put some restrictions on it like the resolution size.
What I do is just hit browse and find the folder with the textures I want to optimize, then check the size and whatnot on the texture and untick the ones I don't want to be affected, then hit process.The optimized textures will then appear in a folder called "out" located in the same directory as the DDSopt launcher.
I might try that then.
In other news, got a bad issue - whiterun guards are now attacking me for no reason, and I have no bounty. I suspect its because during a fight with multiple people my companion probably clipped a friendly-to-whiterun NPC that was being attacked by a bandit which made whiterun hostle. So now my follower just brutally kills on sight all whiterun guards and whiterun guards now all automatically attack me and my follower. Fucking stupid
Any kind of console command I can run to just reset this buggy mess?
[editline]20th October 2013[/editline]
Fixed it by targeting a guard and doing "paycrimegold 0 0"
[QUOTE=KorJax;42587016]
Fixed it by targeting a guard and doing "paycrimegold 0 0"[/QUOTE]
man, knowing that works would have been incredibly helpful back when I tried out some multiple followers mod and had a group of like 16 girls with me
something went wrong very quickly (it was bound to with that many followers) and i tried to desperately juggle a bunch of setrelationshiprank and stopcombat commands on them and their victims as they ran around killing everything and each other, and they couldn't be stopped because the asshole mod author made them all essential. finally hours later I just gave up and never played that character save again.
[QUOTE=KorJax;42587016]I might try that then.
In other news, got a bad issue - whiterun guards are now attacking me for no reason, and I have no bounty. I suspect its because during a fight with multiple people my companion probably clipped a friendly-to-whiterun NPC that was being attacked by a bandit which made whiterun hostle. So now my follower just brutally kills on sight all whiterun guards and whiterun guards now all automatically attack me and my follower. Fucking stupid
Any kind of console command I can run to just reset this buggy mess?
[editline]20th October 2013[/editline]
Fixed it by targeting a guard and doing "paycrimegold 0 0"[/QUOTE]
Dump your companion somewhere out of the way go to whiterun, draw your weapon then repeatly attempt to yield (if possible), then pay your fine/jail/whatever if possible.
If I remember correctly the only alternative if they don't let you yield is to kill all the currently active guards and then pay off the bounty. Then they should respawn 3-10 days later.
[QUOTE=UntouchedShadow;42580710]So I realized recently that I gained a perk from the Stones of Barenziah quest called "Prowler's Profit" which greatly increases my chance of finding expensive ass jewels of every variety, even the flawless kind. After a bit of time with this, I had amassed at least 200 or so of each type of jewel and it's flawless variety. Diamonds, emeralds, sapphires, garnets, you name it.
Today I took the time to sell it all. My total income from it all came to 512,672 septims.
Prowler's Profit is OP.[/QUOTE]
That's pussy shit. 1.3 septim millionaire right here, dawg.
[img]http://puu.sh/4V5G5.jpg[/img]
Has anyone made a mod to either use shields as weapons or dual-wield shields? I've always wanted to do that since the preview video with "you can use any one-handed item in both hands!" and I'm surprised I haven't seen it modded in yet...
[QUOTE=Itszutak;42588702]Has anyone made a mod to either use shields as weapons or dual-wield shields? I've always wanted to do that since the preview video with "you can use any one-handed item in both hands!" and I'm surprised I haven't seen it modded in yet...[/QUOTE]
You can use a one handed weapon in either hand though.....?
And you can use a shield as a weapon, it is called bashing I am pretty sure there are perks in the block tree that let you deal extra damage with bashing and also sprint with your shield raised up.
[QUOTE=hypno-toad;42580012]Made some morrowindish glass armor
[t]http://i.cubeupload.com/B7LvDm.jpg[/t]
For the TES/M&B mod yadda yadda[/QUOTE]
Not 'glassy enough' I think they had totaly different ideas for how glass should work in different games.
Oblivion: use it for the entire armour, something easily moldable
skyrim: a decorative material for metal armour (what you've done)
Morrowind: pieces of a difficult to work with material connected together by metal. The glass is either in large pieces wrapped in metal or smaller and dotted across the metal much like gemstones.
I haven't put the glass crystals in yet
[editline]21st October 2013[/editline]
Also I analysed the morrowind armor carefully and that's not completely the case. The protruding gemstones only make up a portion of the glass, the rest of it is clearly inlayed into the metal on the texture
[url=http://skyrim.nexusmods.com/mods/30450/?]Updated Realistic Lighting Overhaul.[/url]
[quote=RLO 4.0.8 Changelog]Weathers:
- Complete re-write of system from default weathers.
- Re-balanced White level of clouds (Same resolution as vanilla for performance)
Major City Exteriors:
- Solitude fire pits changed for a less intrusive appearance (Lights still there)
- Street lanterns set to defaultcandleNS instead of WRstreetlightNS
- Removed one fire pit near the large fire in the Castle Grounds (Solitude)
- Removed one light post that caused flickering in Riften
- Removed one small window light that caused flickering in Windhelm
Major City Interiors:
- All appropriate Templates edited to remove all directional lighting
- All appropriate Templates edited to decrease ambient lighting for more contrast between light and shadow. Sections of interiors had too much ambient lighting.
- one light near the alchemy table has radius changes to minimize / remove flickering
- Added USKP changes to Windhelmwhitephial, and set them to be disabled to remove a lighting incompatibility
Dawnguard Interiors:
- Dawnguard Castle HQ Main sunlight brightness increased.
- Dawnguard weathers updated
Dungeons:
- Imagespaces and Templates from Darker Dungeons moved into this module
- Checked all dungeons to use template changes
Minor Towns Interiors:
- Appropriate imagespaces and Templates from Darker Dungeons moved into this module
- Checked all Minor City interiors to use template changes
All files cleaned with latest version of TES5Edit[/quote]
[QUOTE=KorJax;42586144]This mod is pretty awesome sounding, gonna try it:
[media]http://www.youtube.com/watch?v=KlgPFWKMA5M[/media][/QUOTE]
It was a great mod, but it caused a lot of strange performance issues for me, so I eventually uninstalled it and everything started working fine again.
[QUOTE=1chains1;42588757]You can use a one handed weapon in either hand though.....?
And you can use a shield as a weapon, it is called bashing I am pretty sure there are perks in the block tree that let you deal extra damage with bashing and also sprint with your shield raised up.[/QUOTE]
When Todd first talked about skyrim, he said that every one-handed item can be held in either hand. I figured this would extend to shields, and thought that would be a neat addition to the game. Game rolls around and it turns out this isn't true-- most one-handed items can be held in both hands, but shields are locked to the left hand with no right-hand functionality. My hopes for a [url=http://media.pcgamer.com/files/2011/02/The-Elder-Scrolls-V-Skyrim-One-in-Each-Hand.jpg]dual-shield[/url] run were dashed. I was hoping that somewhere along the line, someone would implement it through mods, but I've seen no such thing.
Even something like how Dark Souls lets you dual wield shields would work, but I'd prefer to get the armor bonus from it as well as being able to use both to block.
Shield bashing...yeah I'm well aware of that feature, but it's not [I]enough[/I]. I want two shields :(
[QUOTE=UntouchedShadow;42580710]So I realized recently that I gained a perk from the Stones of Barenziah quest called "Prowler's Profit" which greatly increases my chance of finding expensive ass jewels of every variety, even the flawless kind. After a bit of time with this, I had amassed at least 200 or so of each type of jewel and it's flawless variety. Diamonds, emeralds, sapphires, garnets, you name it.
Today I took the time to sell it all. My total income from it all came to 512,672 septims.
Prowler's Profit is OP.[/QUOTE]
I have literally thousands of some of the gemstones and I can't even begin to sell them as fast as I get them because the shopkeepers have so little money.
[QUOTE=Daemon White;42591159][url=http://skyrim.nexusmods.com/mods/30450/?]Updated Realistic Lighting Overhaul.[/url][/QUOTE]
My question, does it still make nights pitch black? Which to be honest is unrealistic, especially since the sky you know has a fucking moon and a fucking light show to say the least.
[QUOTE=GHOST!!!!;42592183]My question, does it still make nights pitch black? Which to be honest is unrealistic, especially since the sky you know has a fucking moon and a fucking light show to say the least.[/QUOTE]
[t]http://filesmelt.com/dl/NorthShoreNightRLO.png[/t]
That image is on a clear night. The mod itself is in separate parts, so you can use a different weather mod if you want to.
I will also make night brightness options (That are more than simple brightness increases like CoT does) at a later time.
[editline]21st October 2013[/editline]
Quick comparison for the current night brightness levels:
Clear
[t]http://i.imgur.com/8qHJi2X.jpg[/t]
Cloudy
[t]http://i.imgur.com/Gvga07C.jpg[/t]
Going to try an under-leveled character in Oblivion, need to really decide what I want to focus in, will most likely be forced to not use magic since that doesn't scale well at all.
So people who are cloaked cause me to basically crash after horrible graphic breakdown and crash. Is there anything to fix that? Closest thing I could come up with was a utility for Windows XP.
Ehh, found newer codecs for Windows 7 and got it working.
Never mind, still fucked.
[QUOTE=Daemon White;42592216]Quick comparison for the current night brightness levels:
Clear
[t]http://i.imgur.com/8qHJi2X.jpg[/t]
Cloudy
[t]http://i.imgur.com/Gvga07C.jpg[/t][/QUOTE]
I'm not sure why you are being rated funny but these appear fine on my monitor, and fine in-game.
[QUOTE=whatthe;42595653]I'm not sure why you are being rated funny but these appear fine on my monitor, and fine in-game.[/QUOTE]
Yet for me they appear as black squares. It's monitor thing, obviously.
snip
While I do find it annoying playing with mods that makes nights almost pitch-black, I do find the thrill of it kind of fun.
Having an enemy suddenly pop out of nowhere in the forest or bumping into an enemy you didn't see while sneaking (who would most likely instantly decapitate me because I only have 65 health and fur armor) increases tension of the game. I even fought a dragon in the dark, which usually went from everything lighting up on fire to me suddenly loosing track of it in the dark.
Still, that's just my preference. I don't know how long I will play with the darkest option CoT has to offer, because it makes nights just a tad bit too much pitch black, but luckily my screen is quite bright. Though, I prefer being able to barely see (or miss) the silhouette of something rather than not seeing a damn thing.
Also, sneaking is a lot better with that sound overhaul mod. You can actually make out where sounds are coming from, rather than turning 360 degrees around every time you hear "what was that?".
[QUOTE=Durrsly;42596805]That's fake.
Those are screenshots from the Fellout mod for Fallout 3.[/QUOTE]
Wait, now I see things.
WTF
What is the best font replacement for text/speech etc?
[QUOTE=Excalibuurr;42597997]So, to anyone using new version of RLO...
Lamps in solitude are misplaced, just me?
[t]http://puu.sh/4VQE4.jpg[/t][/QUOTE]
Default Solitude looks that blank? Shit, I'm used to the one I have now.
[t]http://filesmelt.com/dl/TESV_2013-10-21_21-27-22-84.png[/t]
Want some cool?
[IMG]http://cloud-3.steampowered.com/ugc/595891911946380217/533864857BF582F48624A1BA5226BF1271299958/[/IMG]
[QUOTE=coyote93;42599363]IMO that is too much. with that little people around.[/QUOTE]
Solitude is a city, and cities hold alot of people, so clearly someone can tend the gardens so to speak.
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