• The Elder Scrolls Megathread XV: A Song of Ice and Draugr
    25,933 replies, posted
[QUOTE=Kurahk;43049865]dargur [T]http://cloud-4.steampowered.com/ugc/828953749438101971/AC6F0F662466DDCEB308652EBC2B4345014D0AF6/[/T][/QUOTE] bundet [t]http://cloud-2.steampowered.com/ugc/648745092167771609/1FEE583CF4A26D33A2ACB7F956CC9EF006078A63/[/t] vorx [t]http://cloud-3.steampowered.com/ugc/649871336315658624/36069A74522D5AE199E8A54D403ECD0133440D9A/[/t]
[QUOTE=Pops;43049798]damn, i need to replay dawnguard. is there anyway to repeat the dlc without making a new char? and please don't just give me "old saves" because that was a very long time ago.[/QUOTE] There isn't, but it's just a radiant quest. It's not worth going through the same quests (minus the first) just for that.
[QUOTE=Katatonic717;43050200]bundet [t]http://cloud-2.steampowered.com/ugc/648745092167771609/1FEE583CF4A26D33A2ACB7F956CC9EF006078A63/[/t][/QUOTE] [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/right_through_his_head.jpg[/t] Let us begin [editline]fad[/editline] I just witnessed Ma'randru-jo jump to his death. It was actually pretty funny the way he did a couple flips when he landed. :v: [t]https://dl.dropboxusercontent.com/u/52116717/Screenshots%20and%20Images/skyrim/dont_fear_the_reaper.png[/t] rip marandrujo
skeltan [T]http://cloud-4.steampowered.com/ugc/882994679022527823/D4DC5FDDE1356FC14B3EE2FA19AAD6FC5F717768/[/T] doeg [T]http://cloud-4.steampowered.com/ugc/882994678929399634/9995C61B21396B60F38071691C5EF368FAE4E550/[/T] dargen [T]http://cloud-2.steampowered.com/ugc/884120402239396201/F2B23DCB3417FD223A4CDBC2E38F84D10FB0328E/[/T] mummith [T]http://cloud-2.steampowered.com/ugc/884120021469415055/62F13CD1071E8DD76DAB1B6094A00B1A6FBF6EC4/[/T] whores [T]http://cloud-2.steampowered.com/ugc/884120021436589388/72E2E8250552EDF20612ECC47C20B91EA3506AF5/[/T] bundrit [T]http://cloud-2.steampowered.com/ugc/882992508026986991/A2A1A7C54FC1577A8AC98D6A51E1CB35B382F93C/[/T]
[QUOTE=Pops;43049798]damn, i need to replay dawnguard. is there anyway to repeat the dlc without making a new char? and please don't just give me "old saves" because that was a very long time ago.[/QUOTE] You can always disable the DLC, then save and re-enable it. That should let you replay the DLC just fine, though you lose everything from the DLC and have to start it from the beginning.
farmer [T]http://cloud-4.steampowered.com/ugc/684841102032027471/E3475E6B9189FAF71CD7BD69D1B05989DA840630/[/T] [editline]2nd December 2013[/editline] damnit my merge
Top score: my mod is finally working thanks to some tips from the creation kit forums! You can spawn an item called a necromancy stone (probably add a smithing recipe for it later or something of the sort), and then upon placing it on a corpse the corpse will be permanent. [sp]it also puts a useless quest in your log but let's not talk about that[/sp]
Going to get back into this game, I remember I had a few mods installed that let me play an Unarmed monk. Are the DLCs any good? I'm guessing the house building one is a bit pointless with the workshop available, but are Dawnguard and the other one any good?
Jesus christ fuck the Civil War Overhaul mod is hard. I keep dying in the first few seconds of the Battle for Whiterun. Really all of ApolloDown's mods are just horribly, irritatingly unbalanced.
toad howerd [media]http://www.youtube.com/watch?v=B7trmEmI5Js[/media]
[QUOTE=fear me;43051896]Jesus christ fuck the Civil War Overhaul mod is hard. I keep dying in the first few seconds of the Battle for Whiterun. Really all of ApolloDown's mods are just horribly, irritatingly unbalanced.[/QUOTE] A lot of modders tend to just randomly bump all the values up until the game is unbeatable and call it an overhaul, which is not only lazy but also incredibly retarded on a lot of levels. SkyRE for that regard is one of the worst because the creator was pretentious enough to call it a better skyrim experience while all it does is make even the most basic bandit an absolutely unkillable beast of madness which is just unbalanced as fuck. Which is also exactly why people hold Oscuro's Oblivion Overhaul in such high regard, because it's actually a really good overhaul that's much more balanced than the original game.
[QUOTE=Ganerumo;43052027]A lot of modders tend to just randomly bump all the values up until the game is unbeatable and call it an overhaul, which is not only lazy but also incredibly retarded on a lot of levels. SkyRE for that regard is one of the worst because the creator was pretentious enough to call it a better skyrim experience while all it does is make even the most basic bandit an absolutely unkillable beast of madness which is just unbalanced as fuck. Which is also exactly why people hold Oscuro's Oblivion Overhaul in such high regard, because it's actually a really good overhaul that's much more balanced than the original game.[/QUOTE] That's why with SkyRE I just use as less addons as possible. Use other mods for combat/enemy AI overhauls and other things. I let SkyRE do what it's supposed to do which is a Perk Overhaul. However, I think I have the enemy scaling addon in there so it might end up causing trouble. Then again, if anyone happens to have a better alternative to SkyRe, that would be cool to know about.
[QUOTE=fear me;43051896]Jesus christ fuck the Civil War Overhaul mod is hard. I keep dying in the first few seconds of the Battle for Whiterun. Really all of ApolloDown's mods are just horribly, irritatingly unbalanced.[/QUOTE] Are there any other factors affecting difficulty like other mods? From what I've seen and heard CWO doesn't really add extremely op enemies but instead includes smarter and more varied soldiers.
I just bought Oblivion and Morrowind. Is there anything I should know before playing? I mean, I don't need the advice right now, as I have No Time To Explain, VVVVVV and Castle Crashers to occupy me until I get bored of them. I heard that some Morrowind essentials are a mod that removes stamina drain while running and auto regenerate magicka, but that's about it. As for Oblivion, I only know of OCO. What others are good for a relatively mod free run of Morrowind and Oblivion?
[QUOTE=Kurahk;43052358]I just bought Oblivion and Morrowind. Is there anything I should know before playing? I mean, I don't need the advice right now, as I have No Time To Explain, VVVVVV and Castle Crashers to occupy me until I get bored of them. I heard that some Morrowind essentials are a mod that removes stamina drain while running and auto regenerate magicka, but that's about it. As for Oblivion, I only know of OCO. What others are good for a relatively mod free run of Morrowind and Oblivion?[/QUOTE] If you're infuriated by missing due to RNG instead of actually missing, there's some mods that change % chance to miss to % damage reduction. Doesn't affect game balance really because you're doing the same damage on average it's just not random.
I took a look at the last seven posts of page 250 of this thread what have I done?
[QUOTE=Trooper-guy1;43052325]That's why with SkyRE I just use as less addons as possible. Use other mods for combat/enemy AI overhauls and other things. I let SkyRE do what it's supposed to do which is a Perk Overhaul. However, I think I have the enemy scaling addon in there so it might end up causing trouble. Then again, if anyone happens to have a better alternative to SkyRe, that would be cool to know about.[/QUOTE] If you are just using it for perks you may as well use S.P.E.R.G which is dedicated to that and in my opinion does it better than most if not all mods out there. Most of the basic perks are made automatic, so leveling skills feels more natural. You only get a perk once per two levels instead of every level and the perks you have to invest points in are more meaningful. It also allows the smelting of armor and weaponry to get back some of the materials you used for crafting them, allows you to level light/heavy armor by running, and to level your speech skill by shouting. Being able to break down any piece of equipment into raw materials really makes smithing faster and also allows for easy fencing since a thief can now steal jewelry, smelt it and sell the raw materials to a smith for money, rather than find an actual fence. Hooray for money laundering. On the list of other modifications it brings: - magic skill trees no longer have one dual cast perk per tree (instead you find a single Dual Cast perk in Destruction that works for all magic) - all magic trees have been reworked to their root to be more meaningful, which includes boosts to your passive racial abilities and a complete overhaul of Alteration to essentially be an Unarmored skill tree (perks allow you to make armor spells permanent, and much more powerful if you are not wearing any armor). To go with that, some spells have been modified, like Ward that now summons a tangible shield that you can hold and that drains your mana when blocking, which has the advantage of not blinding you completely all the time. - learn spells by casting them with staves. - speech skill tree is actually useful now and includes bonuses to your stamina and your shouts as well as a perk that gives you a dog follower. Also allows you to learn skills faster and to train more from trainers. - archery has a new perk that allows you to shoot ethereal arrows when not using any other arrows that deal damage based on your level of conjuration and drain your mana when shot. - lockpick tree perks are much more meaningful, including the ability to start with the pick near the weak spot and ultimately the ability to prevent lockpicks from breaking (at 100 lockpicking). - alchemy, enchanting and smithing skill trees now give passive armor bonuses based on the type you're wearing and also allows you to gain an armor bonus from gear enchanted with Fortify Smithing. - perks that make horse combat useful and horses useful in general - more defensive perks that notably give you a chance to avoid damage altogether and to briefly become ethereal upon receiving damage - no more multi-level perks. All perks have a single level now. additionally, completing a quest will randomly level up a skill as a reward. - useless perks were merged with other perks to become useful. Nothing was removed, just moved around and coupled with brand new stuff. It's a huge mod that works really well and makes the game a thousand times more pleasant to play. The way the skill trees are made allows for some really good synergy (like conjuration/archery) and leveling up a skill tree no longer requires you to spend countless points in novice/apprentice/master/expert perks just to get the actual worthwhile perks activated. On the other hand it gives you less perks per level (which can be deactivated if you wish) to balance out considering most perks are now automatically given. [url=http://www.nexusmods.com/skyrim/mods/24445/?]It does require SkyUI/SKSE to work though.[/url] Comes with a full mod menu to customize pretty much everything (which includes being able to give yourself perk points and to deactivate any of the skill tree changes to favor another mod).
I was working on a pretty nice TES themed wallpaper that i wanted to be useable in 4k. Then photoshop went and ate parts of it so there were transparent square blocks everywhere. Now i gotta start over. And it was kinda sweet too!
So here's some screenshots of what's basically going to be my finished mod: [thumb]http://cloud-4.steampowered.com/ugc/451780970227502672/327812403CDB5186931C5D984EEE80147B8F346F/[/thumb] [thumb]http://cloud-4.steampowered.com/ugc/451780970227545071/6692F70D04C067AB1E253F58BBF61FD19EAE6FB8/[/thumb] You can make a necromancy stone at a smelter, then place it on a corpse to make it permanent! As soon as you remove the stone it's possible for the corpse to disappear again, though.
That's neat but maybe you should add some other feature to it, just being able to preserve a corpse is not much for an item that requires a human heart. Maybe add a script so empty soul gems put in the corpse are filled with a soul after one day, as long as the necromancy stone is also in the body ?
[QUOTE=Ganerumo;43052856]-Info Drop-[/QUOTE] I'll be sure to look into it. I've seen mentions of SPERG before but I'm so use to using SkyRe I hadn't bothered to look for many other varying mods. Especially easy to do when so many mods make compatibilities for it.
[QUOTE=Trooper-guy1;43053941]I'll be sure to look into it. I've seen mentions of SPERG before but I'm so use to using SkyRe I hadn't bothered to look for many other varying mods. Especially easy to do when so many mods make compatibilities for it.[/QUOTE] SPERG is exceptionally compatible because of the feature it has to just disable any part of it. It also automatically imports your characters so you can pick up an existing one and it'll still work.
God damn it, the Nexus update messed up how Mod Organizer handles Nexus downloads. Now I have to download them and put them in MO manually.
Can anyone help me out ? Installed a few mods and suddenly wasn't able to load my save (CTD). Tried unistalling, still nothing. Starting new game ? This error [quote] [img]http://i.imgur.com/GPXLKlx.jpg[/img] [/quote] [b]Edit:[/b] My loadorder, if anyone is interested. [img]http://i.imgur.com/glNc6f0.jpg[/img]
Lurker #1 here, hey guys. I've been trying to download stuff from Nexus all day but those tabs with "files", "images" etc dont seem to work. Anyone have the same problem? I tried different browsers as well.
[QUOTE=arthuro12;43056294]Lurker #1 here, hey guys. I've been trying to download stuff from Nexus all day but those tabs with "files", "images" etc dont seem to work. Anyone have the same problem? I tried different browsers as well.[/QUOTE] working fine for me.
[QUOTE]I can't even get on the nexus myself.[/QUOTE] Nope, nevermind. It's just taking forever to load. [QUOTE=arthuro12;43056294]Lurker #1 here, hey guys. I've been trying to download stuff from Nexus all day but those tabs with "files", "images" etc dont seem to work. Anyone have the same problem? I tried different browsers as well.[/QUOTE] Just keep trying. That would always resolve for me pretty quickly.
Thanks guys, I'll stick with it.. Venturing onto other mod sites I found Dragonporn.jp.. [img]http://livedoor.blogimg.jp/otyahanabi/imgs/b/e/bef6131d.jpg[/img] Skyrim will never be the same again.. bro.
[QUOTE=Ganerumo;43053921]That's neat but maybe you should add some other feature to it, just being able to preserve a corpse is not much for an item that requires a human heart. Maybe add a script so empty soul gems put in the corpse are filled with a soul after one day, as long as the necromancy stone is also in the body ?[/QUOTE] Well I guess not everybody has the dlc, but human hearts are all over castle volikhar and they respawn too. Plus the necromancy stone doesn't break, you can use it as many times on as many different corpses as you want. You can also usually pick up a few human hearts from forsworn areas. On top of all that it's intended use as part of dead thrall is somewhat later in the game so it shouldn't be too hard by then DLC or not
[QUOTE=Elspin;43057015]Well I guess not everybody has the dlc, but human hearts are all over castle volikhar and they respawn too. Plus the necromancy stone doesn't break, you can use it as many times on as many different corpses as you want. You can also usually pick up a few human hearts from forsworn areas. On top of all that it's intended use as part of dead thrall is somewhat later in the game so it shouldn't be too hard by then DLC or not[/QUOTE] Even then, just keeping a body intact is a bit light for a mod. It may be just me, but I don't really see an advantage in keeping a body intact at all times, except if it prevents bodies from burning into ashes after using a zombie spell on them.
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