That quest is so horrible. I never do it. I just leave that Vigilant of Stendar waiting at the front door of the abandoned house forever now. It really needed an option to betray Molag Baal and help the Boethian re-curse his shrine (not that Boethia is any better, but still).
I am drunk with the power of the console. I just disabled a miner because he wouldn't get the fuck off a quicksilver vein I wanted to mine, then re-enabled him when I was done.
Does anyone know of a mod that add the aMidianBorn armour texture variants as separate pieces in-game. I've searched around on Nexus but come up empty.
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MongerI got the ham stink.Dallas, TXRegistered Userregular
Does anyone know of a mod that add the aMidianBorn armour texture variants as separate pieces in-game. I've searched around on Nexus but come up empty.
There is a file on the Book of Silence page called Content Addon that does exactly this.
That quest is so horrible. I never do it. I just leave that Vigilant of Stendar waiting at the front door of the abandoned house forever now. It really needed an option to betray Molag Baal and help the Boethian re-curse his shrine (not that Boethia is any better, but still).
there are a lot of quests that seems to be this way. Once you take it you have zero choices
Does anyone know of a mod that add the aMidianBorn armour texture variants as separate pieces in-game. I've searched around on Nexus but come up empty.
There is a file on the Book of Silence page called Content Addon that does exactly this.
I am drunk with the power of the console. I just disabled a miner because he wouldn't get the fuck off a quicksilver vein I wanted to mine, then re-enabled him when I was done.
Nice.
You don't have to do that, though. You can just equip a pickaxe as a weapon and attack the ore. No muss, no fuss. It's also faster than activating it.
I am drunk with the power of the console. I just disabled a miner because he wouldn't get the fuck off a quicksilver vein I wanted to mine, then re-enabled him when I was done.
Nice.
You don't have to do that, though. You can just equip a pickaxe as a weapon and attack the ore. No muss, no fuss. It's also faster than activating it.
or use that Harvest mod someone linked earlier in the thread. Because as I approach 300 hours player, I'm fucking lazy.
To each their own. I consider that kind of thing tantamount to not really playing the game. I can see the appeal, but it's the same appeal I can see in consoling in a one-hit-kill sword.
That quest is so horrible. I never do it. I just leave that Vigilant of Stendar waiting at the front door of the abandoned house forever now. It really needed an option to betray Molag Baal and help the Boethian re-curse his shrine (not that Boethia is any better, but still).
there are a lot of quests that seems to be this way. Once you take it you have zero choices
They mostly did a decent job. Like, you can either join with the cannibals or kill them all. You can join the Dark Brotherhood or you can kill them all. You can join the Stormcloaks or you can kill them all. Dawnguard/vampires, the Virmina quest, Clavicus Vile, how you go about doing Mephala's, The Forsworn Conspiracy, etc.
But then that makes the quests where you don't have any option stand out. You can't wipe out the Thieves Guild, and that Molag Bal quest as well.
It feels like dual wielding pickaxes mine ores veins faster, even if you don't have any dual wielding perks. Either way it's funny to imagine one wailing away at rocks with two pickaxes.
Too bad followers won't mine ores like they do with wood chopping. I use the Amazing Follower Tweaks mod, and even though it lets followers mine ore as part of the "Relax" feature (followers will wander around and do stuff like Serana in vanilla), ore doesn't get added to their inventory.
or use that Harvest mod someone linked earlier in the thread. Because as I approach 300 hours player, I'm fucking lazy.
To each their own. I consider that kind of thing tantamount to not really playing the game. I can see the appeal, but it's the same appeal I can see in consoling in a one-hit-kill sword.
Actually haven't used it yet. My character won't learn such a thing until I've spent some time at the College and become a pretty damned good wizard.
But everyone has their own things when it comes to repetition on repeated playthrus.
They mostly did a decent job. Like, you can either join with the cannibals or kill them all. You can join the Dark Brotherhood or you can kill them all. You can join the Stormcloaks or you can kill them all. Dawnguard/vampires, the Virmina quest, Clavicus Vile, how you go about doing Mephala's, The Forsworn Conspiracy, etc.
But then that makes the quests where you don't have any option stand out. You can't wipe out the Thieves Guild, and that Molag Bal quest as well.
There are not just one, but two mods for changing the Thieves Guild quests, depending on if you want to destroy it or simply disband it without necessarily slaughtering everyone. Both by the same guy. I've only played the 'Destroy' version and it's fairly well-done, except for the part where you still try to go after the skeleton key, as the story makes very little sense in that case.
In the Immersive First Person vs Enhanced Camera debate, I am firmly in the camp of IFP. I can see the appeal of something simpler like Enhanced Camera and am glad it exists as an alternative, but I guess because I've spent so much time getting cool animations to work in my game, I want to see them even when I'm in first person. Those who say it's too jarring or is difficult to configure may have tried older versions where this was more the case. In the current version of the mod, there are lots of profiles, but the mod author has mostly set them up so they work right out of the box with little fiddling necessary. The main thing I would personally recommend is to change the camera height and camera forward to zero on every profile, as it really makes for the best view. This takes a bit of time, but the nice thing is you can then save the settings, so that if you ever make a new character, all you have to do is load your changes in and it's done!
I'm having a problem where mods are obviously working but never register their SkyUi menus. Is there a way to force them to recheck or is there a limit?
or use that Harvest mod someone linked earlier in the thread. Because as I approach 300 hours player, I'm fucking lazy.
To each their own. I consider that kind of thing tantamount to not really playing the game. I can see the appeal, but it's the same appeal I can see in consoling in a one-hit-kill sword.
or use that Harvest mod someone linked earlier in the thread. Because as I approach 300 hours player, I'm fucking lazy.
To each their own. I consider that kind of thing tantamount to not really playing the game. I can see the appeal, but it's the same appeal I can see in consoling in a one-hit-kill sword.
Yeah this harvest mod sounds terrible. No poking around in chests, no chasing butterflies, you just run through the game and everything magically enters your pockets?
I'm having a problem where mods are obviously working but never register their SkyUi menus. Is there a way to force them to recheck or is there a limit?
Make sure MCM is positioned correctly in the load order, would be my first suggestion. Then keep in mind that mods sometimes take several minutes to show up in the menu.
or use that Harvest mod someone linked earlier in the thread. Because as I approach 300 hours player, I'm fucking lazy.
To each their own. I consider that kind of thing tantamount to not really playing the game. I can see the appeal, but it's the same appeal I can see in consoling in a one-hit-kill sword.
Yeah this harvest mod sounds terrible. No poking around in chests, no chasing butterflies, you just run through the game and everything magically enters your pockets?
No thanks.
It's pretty customizable. You can determine what it picks up and what it doesn't. You can make it a spell you cast instead of an automated thing (better immersion for me). You can set the radius around you it checks for items.
Yes, someone can set it to auto-mode like you described, but it can be something else too.
Yeah, I installed the harvest mod last night. I still check bodies and chests (which have their own exception to the container option), but have it set to pluck flowers and pull gold/lockpicks/ingredients. This solves the problem I have with DoF ENBs where I feel like my character has cataracts because I'm aiming down to pick something up while still personally looking at the horizon, and I can just glance quickly for books/enchanted gear/keys on corpses instead of grabbing the stray lockpick, the bone meal, the vampire dust, etc. every time. I disabled Faster Mining since they modify the same script, but I haven't set it to harvest ores. I probably have more ingots stashed away at home than I'll ever use, anyway.
It's very customizable and you can set it to pick up as much or as little as you like. I do use the pause function when I head into town to avoid accidentally looting people, just in case, though.
The whole trend with people re-doing statues has already become tiresome for me, and I wish people would stop voting for them.
Are you referring to the modder who's doing a series of new textures for the statues of the Daedric Princes, and I guess Talos and Dibella or whatever? Where the mods have alliterative names?
It is kind of weird that that person is doing a separate mod for each statue instead of having them all in one mod. Hard to think why someone who wants HD textures for the statues would only want one instead of all of them.
It is kind of weird that that person is doing a separate mod for each statue instead of having them all in one mod. Hard to think why someone who wants HD textures for the statues would only want one instead of all of them.
People sometimes do this in order to get multiple shots at being on the hot files, because any individual mod can only be there once. You will occasionally also see people reupload a mod as a separate file when they hit major versions. Because internet popularity.
Also, some people are just bad at usability and don't understand that it clutters up everything for everyone.
There's something to be said for a mod that just addresses one thing that is annoying that doesn't happen to be part of some convenient (and narrow) bundle.
I just downloaded one that makes imperial studded armor upgradeable. Because it's not. For no reason that anyone is aware of, imperial light armor and imperial heavy armor can be upgraded normally but the studded version, which is numerically the same as light, it just looks different (better) can't.
I'm sure there are smithing overhauls that address that, and the unofficial patch probably addresses it, but I don't want to overhaul smithing, nor do I want the uskp. I just want to upgrade that one armor piece like it should.
Now a mod to retexture one statue? That's silly, especially when the author is making multiples for a bunch of different statues.
There's something to be said for a mod that just addresses one thing that is annoying that doesn't happen to be part of some convenient (and narrow) bundle.
I just downloaded one that makes imperial studded armor upgradeable. Because it's not. For no reason that anyone is aware of, imperial light armor and imperial heavy armor can be upgraded normally but the studded version, which is numerically the same as light, it just looks different (better) can't.
I'm sure there are smithing overhauls that address that, and the unofficial patch probably addresses it, but I don't want to overhaul smithing, nor do I want the uskp. I just want to upgrade that one armor piece like it should.
Now a mod to retexture one statue? That's silly, especially when the author is making multiples for a bunch of different statues.
Weapons and Armor Fixes Remade fixes a hundred or so equipment property issues like this, and doesn't make balance changes. The unofficial patch also does, indeed, fix a ton of similar issues (and totally should be used by everybody).
Dr. ChaosPost nuclear nuisanceRegistered Userregular
Hmm...this current character I'm building is a werewolf focused and unarmed specialist.
But assuming werewolf claw attacks derive their damage from the same stuff unarmed does looking at the UESP page and how werewolves already have a natural fortify unarmed effect, I'm kind of worried about making my beast form overpowered.
I already have a mod (Werewolf Mastery) that modifies werewolf stats to keep up with increasing difficulty modes like Master but I also wanted to install something to buff unarmed damage in normal form on the occassion I don't want to hulk out. This might end up being a lil tricky.
This seems to be what I'm looking for maybe. Going to try it out later.
There's something to be said for a mod that just addresses one thing that is annoying that doesn't happen to be part of some convenient (and narrow) bundle.
I just downloaded one that makes imperial studded armor upgradeable. Because it's not. For no reason that anyone is aware of, imperial light armor and imperial heavy armor can be upgraded normally but the studded version, which is numerically the same as light, it just looks different (better) can't.
I'm sure there are smithing overhauls that address that, and the unofficial patch probably addresses it, but I don't want to overhaul smithing, nor do I want the uskp. I just want to upgrade that one armor piece like it should.
Now a mod to retexture one statue? That's silly, especially when the author is making multiples for a bunch of different statues.
Weapons and Armor Fixes Remade fixes a hundred or so equipment property issues like this, and doesn't make balance changes. The unofficial patch also does, indeed, fix a ton of similar issues (and totally should be used by everybody).
As I have previously said, uskp fixes numerous things that didn't need any fixing. If you prefer their version of the game, that's fine. But it's not a mandatory mod by any means.
-edit-
And your weapons and armor fixes remade runs off uskp, so that's a nope.
-edit edit-
Also, perusing through that weapons mod there are a ton of balance changes, some minor, some not, and lots of subjective changes that are not bug fixes. Typical uskp.
Hmm...this current character I'm building is a werewolf focused and unarmed specialist.
But assuming werewolf claw attacks derive their damage from the same stuff unarmed does looking at the UESP page and how werewolves already have a natural fortify unarmed effect, I'm kind of worried about making my beast form overpowered.
I already have a mod (Werewolf Mastery) that modifies werewolf stats to keep up with increasing difficulty modes like Master but I also wanted to install something to buff unarmed damage in normal form on the occassion I don't want to hulk out. This might end up being a lil tricky.
This seems to be what I'm looking for maybe. Going to try it out later.
Clearly the answer is uninstall Werewolf Mastery but keep the overpowered melee and play Werewolf: The Glass Cannoning (You Will Fear Mages Edition)
I'm trying out the sperg lockpicking skill tree with this character, which is based on always having a torch in your offhand and using it to block and bash. So far it's fun, but there aren't enough opportunities to pick locks early on.
Part of the fun is that torches have a duration, and aren't available in unlimited quantities. So you have a build that relies on a consumable item that you can actually run out of (unlike archery which I've found you just never run out of arrows unless you're trying to).
Posts
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
there are a lot of quests that seems to be this way. Once you take it you have zero choices
Not sure how I missed that, thanks.
Nice.
You don't have to do that, though. You can just equip a pickaxe as a weapon and attack the ore. No muss, no fuss. It's also faster than activating it.
You do however lose the immersion
Steam ID: 76561198021298113
Origin ID: SR71C_Blackbird
To each their own. I consider that kind of thing tantamount to not really playing the game. I can see the appeal, but it's the same appeal I can see in consoling in a one-hit-kill sword.
They mostly did a decent job. Like, you can either join with the cannibals or kill them all. You can join the Dark Brotherhood or you can kill them all. You can join the Stormcloaks or you can kill them all. Dawnguard/vampires, the Virmina quest, Clavicus Vile, how you go about doing Mephala's, The Forsworn Conspiracy, etc.
But then that makes the quests where you don't have any option stand out. You can't wipe out the Thieves Guild, and that Molag Bal quest as well.
Too bad followers won't mine ores like they do with wood chopping. I use the Amazing Follower Tweaks mod, and even though it lets followers mine ore as part of the "Relax" feature (followers will wander around and do stuff like Serana in vanilla), ore doesn't get added to their inventory.
Actually haven't used it yet. My character won't learn such a thing until I've spent some time at the College and become a pretty damned good wizard.
But everyone has their own things when it comes to repetition on repeated playthrus.
There are not just one, but two mods for changing the Thieves Guild quests, depending on if you want to destroy it or simply disband it without necessarily slaughtering everyone. Both by the same guy. I've only played the 'Destroy' version and it's fairly well-done, except for the part where you still try to go after the skeleton key, as the story makes very little sense in that case.
In the Immersive First Person vs Enhanced Camera debate, I am firmly in the camp of IFP. I can see the appeal of something simpler like Enhanced Camera and am glad it exists as an alternative, but I guess because I've spent so much time getting cool animations to work in my game, I want to see them even when I'm in first person. Those who say it's too jarring or is difficult to configure may have tried older versions where this was more the case. In the current version of the mod, there are lots of profiles, but the mod author has mostly set them up so they work right out of the box with little fiddling necessary. The main thing I would personally recommend is to change the camera height and camera forward to zero on every profile, as it really makes for the best view. This takes a bit of time, but the nice thing is you can then save the settings, so that if you ever make a new character, all you have to do is load your changes in and it's done!
Except it's nothing like that. At all.
Yeah this harvest mod sounds terrible. No poking around in chests, no chasing butterflies, you just run through the game and everything magically enters your pockets?
No thanks.
Make sure MCM is positioned correctly in the load order, would be my first suggestion. Then keep in mind that mods sometimes take several minutes to show up in the menu.
Steam: MightyPotatoKing
It's pretty customizable. You can determine what it picks up and what it doesn't. You can make it a spell you cast instead of an automated thing (better immersion for me). You can set the radius around you it checks for items.
Yes, someone can set it to auto-mode like you described, but it can be something else too.
It's very customizable and you can set it to pick up as much or as little as you like. I do use the pause function when I head into town to avoid accidentally looting people, just in case, though.
Yeah, I finally turned off adult content so I could see trending mods that had a remote chance of being interesting.
Steam, Warframe: Megajoule
Are you referring to the modder who's doing a series of new textures for the statues of the Daedric Princes, and I guess Talos and Dibella or whatever? Where the mods have alliterative names?
Steam: MightyPotatoKing
Also, some people are just bad at usability and don't understand that it clutters up everything for everyone.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
I just downloaded one that makes imperial studded armor upgradeable. Because it's not. For no reason that anyone is aware of, imperial light armor and imperial heavy armor can be upgraded normally but the studded version, which is numerically the same as light, it just looks different (better) can't.
I'm sure there are smithing overhauls that address that, and the unofficial patch probably addresses it, but I don't want to overhaul smithing, nor do I want the uskp. I just want to upgrade that one armor piece like it should.
Now a mod to retexture one statue? That's silly, especially when the author is making multiples for a bunch of different statues.
All right, people. It is not a gerbil. It is not a hamster. It is not a guinea pig. It is a death rabbit. Death. Rabbit. Say it with me, now.
But assuming werewolf claw attacks derive their damage from the same stuff unarmed does looking at the UESP page and how werewolves already have a natural fortify unarmed effect, I'm kind of worried about making my beast form overpowered.
I already have a mod (Werewolf Mastery) that modifies werewolf stats to keep up with increasing difficulty modes like Master but I also wanted to install something to buff unarmed damage in normal form on the occassion I don't want to hulk out. This might end up being a lil tricky.
This seems to be what I'm looking for maybe. Going to try it out later.
you could do a drunken werewolf build
As I have previously said, uskp fixes numerous things that didn't need any fixing. If you prefer their version of the game, that's fine. But it's not a mandatory mod by any means.
-edit-
And your weapons and armor fixes remade runs off uskp, so that's a nope.
-edit edit-
Also, perusing through that weapons mod there are a ton of balance changes, some minor, some not, and lots of subjective changes that are not bug fixes. Typical uskp.
Clearly the answer is uninstall Werewolf Mastery but keep the overpowered melee and play Werewolf: The Glass Cannoning (You Will Fear Mages Edition)
Part of the fun is that torches have a duration, and aren't available in unlimited quantities. So you have a build that relies on a consumable item that you can actually run out of (unlike archery which I've found you just never run out of arrows unless you're trying to).