The Elder Scrolls V: Skyrim Special Edition

The Elder Scrolls V: Skyrim Special Edition

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Avrie 2016年12月15日 8時07分
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Old Farts' Coffee House
https://steamcommunity.com/sharedfiles/filedetails/?id=2248436202
A fully licensed franchise of Ilja's Forum Works Ltd. (all rights reserved)

If you're new to Skyrim, or just having problems, and not sure where to begin ... Just ask. All are welcome, If you can grow pubic hair you're already an old fart to someone.

This is just a place to hang, chat, ask questions, and get abused by forum regulars. Feel free to drop by ... We might not have all the answers, but we probably already know the people that do, and we will be happy to help.

Bashing, spamming, self promoting, advertising, and trolling will simply provide us with target practice and make you look really lame. Please leave politics and religion at the door as well.

Personal attacks against forum guests based on country, race, ethnicity, and lifestyle preferences will not be tollerated in any way ... Period, and we will be enforcing the moderators rules around here ... Period

Keep it clean (mostly) While the game is listed as mature, a lot of the people aren't
Keep it civil (always) arguing a little is fine, just keep it friendly

Move over young ones ... Gramps moved back in.
最近の変更はAvrieが行いました; 2020年12月28日 5時00分
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117,466-117,480 / 128,266 のコメントを表示
akostic5 の投稿を引用:
smr1957 の投稿を引用:
Do not use resurrect on a unique NPC. And yes, NPCs are transported to a dead holding cell (the Dead Body Cleanup Room), where they remain - and their remains being placed in a coffin in the Hall of the Dead for the location they are associated with.


And why not, is unique NPC buggy then or appearing different ?
See the following:

Regarding Use of Console Commands
https://steamcommunity.com/app/489830/discussions/0/1741094390481488350/

Specifically the section under
ALSO:
Player.placeatme and Resurrect
Two commands that should never be used on unique NPCs.

From the following section of the PINNED TOPIC Helpful Links and References
https://steamcommunity.com/sharedfiles/filedetails/?id=2882871440

Basically, a unique NPC, once dead, if resurrect is used on them, will only have generic dialogue and behavior - they have the name of the dead NPC, but do not behave as the unique NPC does, only as a generic NPC would.
最近の変更はsmr1957が行いました; 2024年7月13日 15時10分
Avrie の投稿を引用:
Undergrowth Hollow
https://www.nexusmods.com/skyrimspecialedition/mods/62588

There you go, this is my definition of an awesome starter home. Sorry, there's no room for armies of followers, 6 kids, your harem, or pet dragons... But's it's an absolutely beautiful bit of zen for the adventurer in the early game. It has a very viable back story, plus I like the location... opens up the Reach.

Wonderful home! Smithy and alchemy stations outside where they belong. Lots of storage. Alchemy plants. Perfectly decorated -- not cluttered; not a lot of usuable items (faux veggies) filling bins and baskets.

For my character, it would not be a starter home, though. Not rugged enough. However, it might be a great second home. In fact, if it had an extra room for two kids and a follower, it would be the perfect permanent home for my character.
freault の投稿を引用:
The one person i'd like put over my knee is Braith, that kid has a mouth on her, that needs to be taken care of.

She deserves a good spanking for talking to her elders the way she does. My character sometimes daydreams about shooting her with arrows.
SIMelissa の投稿を引用:
freault の投稿を引用:
The one person i'd like put over my knee is Braith, that kid has a mouth on her, that needs to be taken care of.

She deserves a good spanking for talking to her elders the way she does. My character sometimes daydreams about shooting her with arrows.
Or feed her to a dragon,maybe not it would make the dragon sick.
akostic5 の投稿を引用:
smr1957 の投稿を引用:
Do not use resurrect on a unique NPC. And yes, NPCs are transported to a dead holding cell (the Dead Body Cleanup Room), where they remain - and their remains being placed in a coffin in the Hall of the Dead for the location they are associated with.


And why not, is unique NPC buggy then or appearing different ?
The biggest problem is that an NPC can be in a reference alias, that is when that NPC is part of a quest(line). After death a unique NPC (not specifically a named NPC) is moved to the death cell, but their belongings are placed in a coffin or urn in the Hall of the Dead, if there is a coffin or urn reserved for them.
im partial to this or the Scarlet ship mod

https://www.nexusmods.com/skyrimspecialedition/mods/4751

I also tried the Tel Nata mod and well i like the Telvanni town you can grow and think the designs neat i have a hard time justifying why the nords would let a foreign noble house from a country with uh... interesting relations with skyrim, let alone one know for being ♥♥♥♥♥♥♥ insane mage lords build a stronghold in the open in skyrim.

What i really want is a skyrim mod along the line of morrowinds old Uvrith's legacy, building up Tel uvrith and LGNPC tel uvrith edition. the whole build a town and fortress with an actual quest line, side quests and none generic unique characters was awesome.

every build your town fortress mod for skyrim is just generic NPCs. it kind of kills the you built this place and are the defacto ruler vibe when none of the characters in the place you built act like it and the fact they never have there own quests or stories like a real base game settlement also kill most large player town mods for me.

granted that set up took 4 mods and doing quests and npcs is easier in morrowind where voice acting isn't an issue and text lines are all you need so it makes sense ive never found a modern equivalent
smr1957 の投稿を引用:
akostic5 の投稿を引用:


And why not, is unique NPC buggy then or appearing different ?
See the following:

Regarding Use of Console Commands
https://steamcommunity.com/app/489830/discussions/0/1741094390481488350/

Specifically the section under
ALSO:
Player.placeatme and Resurrect
Two commands that should never be used on unique NPCs.

From the following section of the PINNED TOPIC Helpful Links and References
https://steamcommunity.com/sharedfiles/filedetails/?id=2882871440

Basically, a unique NPC, once dead, if resurrect is used on them, will only have generic dialogue and behavior - they have the name of the dead NPC, but do not behave as the unique NPC does, only as a generic NPC would.


Ok, thank you very much, very helpful, indeed.


Now, I saw so many Youtube videos, which players have two swords in same time, and use them in fight in same time ? How ? I, somehow, do not understand how to use that, or I am doing something wrong.......
gnewna 2024年7月13日 17時23分 
akostic5 の投稿を引用:
smr1957 の投稿を引用:
See the following:

Regarding Use of Console Commands
https://steamcommunity.com/app/489830/discussions/0/1741094390481488350/

Specifically the section under
ALSO:
Player.placeatme and Resurrect
Two commands that should never be used on unique NPCs.

From the following section of the PINNED TOPIC Helpful Links and References
https://steamcommunity.com/sharedfiles/filedetails/?id=2882871440

Basically, a unique NPC, once dead, if resurrect is used on them, will only have generic dialogue and behavior - they have the name of the dead NPC, but do not behave as the unique NPC does, only as a generic NPC would.


Ok, thank you very much, very helpful, indeed.


Now, I saw so many Youtube videos, which players have two swords in same time, and use them in fight in same time ? How ? I, somehow, do not understand how to use that, or I am doing something wrong.......


Like, dual wielding? You can just equip one in each hand, left click in the inventory for one hand, right click in the inventory for the other (I feel like left click equips to right hand?) Then just use the normal attack mouse button to attack with your right hand, and the one that usually blocks to attack with your left hand weapon.
Von Faustien の投稿を引用:
im partial to this or the Scarlet ship mod

https://www.nexusmods.com/skyrimspecialedition/mods/4751

I also tried the Tel Nata mod and well i like the Telvanni town you can grow and think the designs neat i have a hard time justifying why the nords would let a foreign noble house from a country with uh... interesting relations with skyrim, let alone one know for being ♥♥♥♥♥♥♥ insane mage lords build a stronghold in the open in skyrim.

Ah, you mean Tel Nalta? Yes, I’ve tried it as well, using the cheat version where all building materials are available. It’s an incredibly complex mod. I haven’t encountered any bugs so far, and it features some fascinating NPCs, including an elven child who is now my follower.

I must say, I adore the mushroom architecture of Morrowind, as well as the styles of the Snow Elves and Ayleids. I even dream of constructing a real house that blends the Morrowind and Ayleid styles. Sadly, this remains just a dream, as I lack the financial means for such a project. After some research, I found that the necessary stones and marbles alone would cost around 5 to 10 million US dollars, depending on the size and luxury of the house, both inside and out.

The mod you’ve shown us here, Aemer's Refuge SE, is also amazing. I absolutely love it. Thank you so much for sharing.



Gnewna, thank you, I will try that as soon as possible. One more question, which sword is BEST, one-handed sword, because I noticed that they are not so good and do not give so much damage to enemies ? Maybe you can advice me on this, please ?
最近の変更はakostic5が行いました; 2024年7月13日 17時27分
I have also idea for new mod, torch on the head, would that even possible ? Only problem is, how to control such torch, while you do not need it always, of course.

It would be quite useful in caves, castles or elswhere, when dual wielding is in use. Any opinion on this, possible or not ?
akostic5 の投稿を引用:
I have also idea for new mod, torch on the head, would that even possible ? Only problem is, how to control such torch, while you do not need it always, of course.

It would be quite useful in caves, castles or elswhere, when dual wielding is in use. Any opinion on this, possible or not ?

Seems very silly and unrealistic to have a torch on the head. Just use Wearable Lanters (or something like that) instead.
https://www.nexusmods.com/skyrimspecialedition/mods/7560
最近の変更はSIMelissaが行いました; 2024年7月13日 17時42分
Yes, it might sound a bit silly, sometimes I am not so good at expressing myself. I was envisioning a light source mounted on the head, perhaps inspired by Dwemer technology, which is quite advanced for Tamriel. It could resemble modern LED portable headlamps. What do you think?


Thank you for the mod. I’ll explore it now. At first glance, it looks promising, but I won’t know for sure until I try it myself
akostic5 の投稿を引用:
Yes, it might sound a bit silly, sometimes I am not so good at expressing myself. I was envisioning a light source mounted on the head, perhaps inspired by Dwemer technology, which is quite advanced for Tamriel. It could resemble modern LED portable headlamps. What do you think?


Thank you for the mod. I’ll explore it now. At first glance, it looks promising, but I won’t know for sure until I try it myself

Ah, kind of like an old miners helmet, Dwemer style.
Actually, that could work. Here is a link to a pic of a World War I-era military helmet with a kerosene lamp attached. OK for caves, I guess. Otherwise, it would be more like, "I'm here. Let me put a lighted target where you can aim."
https://www.mnopedia.org/multimedia/iron-miners-helmet-lamp

But I have no idea how to make such a thing. I barely limp along with adding mods to my games.
gnewna 2024年7月13日 18時42分 
Dwemer tech is a/ real old and nobody much knows how to make new stuff (if anyone - at best some of the simpler things have been reverse engineered) and b/ mostly kinda steampunk - it's largely mechanical with some possibly-magical aspects (eg it seems plausible that the automata have some kind of soul-gem-based aspect to how they work) with a few exceptions, most of which probably require knowledge of tonal architecture (which was probably mostly lost with the Dwemer)

Might be able to make essentially a little head-mounted item with an enchanted light source (I *think* there's some suggestion this is canonically possible, although I couldn't give a source) though. But making it as a mod and making it look good would be tricky.

If you're not totally averse to magic, you might want to consider magical light options - in vanilla you do have to re-cast candlelight quite often which gets annoying, but there are mods that either increase the duration of the spell, or change how it's cast, usually turning it to a power, though i feel like I've seen one that makes it just a hotkey. There are also mods to improve the visuals, changing the colour, hiding the horrible floaty shiny thing in the edge of the field of view, etc
gnewna の投稿を引用:
Dwemer tech is a/ real old and nobody much knows how to make new stuff (if anyone - at best some of the simpler things have been reverse engineered) and b/ mostly kinda steampunk - it's largely mechanical with some possibly-magical aspects (eg it seems plausible that the automata have some kind of soul-gem-based aspect to how they work) with a few exceptions, most of which probably require knowledge of tonal architecture (which was probably mostly lost with the Dwemer)

Might be able to make essentially a little head-mounted item with an enchanted light source (I *think* there's some suggestion this is canonically possible, although I couldn't give a source) though. But making it as a mod and making it look good would be tricky.

If you're not totally averse to magic, you might want to consider magical light options - in vanilla you do have to re-cast candlelight quite often which gets annoying, but there are mods that either increase the duration of the spell, or change how it's cast, usually turning it to a power, though i feel like I've seen one that makes it just a hotkey. There are also mods to improve the visuals, changing the colour, hiding the horrible floaty shiny thing in the edge of the field of view, etc

I wouldn't say no one knows how it works.

the Telvanni back in morrowind had figured out how to make and use Dwemer robots, both Dagoth ur and the tribunal managed to figure out the the Sunder and keening arguably to greater success than the dwemers attempts. Zurin Artus was able to jury rig and hotwire the Numidium and we know from Redgaurd the empire at least at one point was able to repair and maintain a dwemer airship. you also have the reversed engineered one in Bloodmoon and Dragon born that Crashed. and Dagoth Ur building his own Numidium. than theres the orrary in Oblvion which was made by the mages guild using dwemer material and designs.

its certainly rare knowledge but theirs lore precedent for certain individuals to have gained at least some grasp on dwemer devices
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