Elder Scrolls V: Skyrim - 11.11.11

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katarn
 
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby katarn » Tue Jan 07, 2014 3:45 pm

How difficult is it to design and make you own house in Skyrim with mod tools?

I'd quite like to build my own one and plonk it somewhere.

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Solitaire
 
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Solitaire » Tue Jan 07, 2014 6:13 pm

Quietman wrote:I'd be very interested in that mod to improve the archery. It never felt like it was as lethal as it should have been given the difficulty (over long distances) compared to stabbing someone in the head.


I've got this one - as you can see, it's overpowered for sure. I only use it when I hunt animals:

Stronger Steel arrows and better hunt. bow
http://steamcommunity.com/sharedfiles/f ... /?id=15975
It adds the makes the hunting bow's damage to that of a deadric bow. also the steel arrows are at the same damage as daedric arrows. (hunting bow also fires a bit faster and has a bit better range)


And finally, this one which is nice as I'd rather trek a bit on foot to find shelter versus quick traveling back to Orlong's Hearth. This was much more relevant when I had Frostfall working but that's no longer on Steam and I CBA to deal with the Nexus.

Ranger Cabins
http://steamcommunity.com/sharedfiles/f ... s/?id=7411
A cabin in each Hold free for the taking, you just have to find it. Most have stables and all have an anvil, wood cutting block, workbench, grindstone, tanning rack and alchemy table. Custom re-textured arrows and some tweaked damage vanilla weapons in a secret location which can be discovered in the screenshots.
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Quietman
 
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Quietman » Sat Jan 11, 2014 3:01 pm

Loading this up again and I seem to have developed an odd bug - My mouse cursor doesn't disappear when I start the game and stays on screen all the time :/ Anyone else had this?
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Eny
 
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Eny » Sat Jan 11, 2014 4:51 pm

Yep, it usually happens when you've alt-tabbed out and go back in again. There is a mod for that very problem too.

Haven't been playing this this week: I'd just downloaded a load of mods Wednesday night, went out to dish up my dinner and came back into a telly off, and everything else on sockets off too. My psu had given up with that familiar smell of fried dust. Only a phone for my net has left me in the dilemma of sourcing my first laptop to at least get online and have something whilst I get a new PSU and go from there. I was looking forward to spending a whole evening in game too. Upshot is, I have a nice Acer for under £350 and an Amazon Prime trial popped up which I took advantage of to see whether a Corsair CX750 will actually appear tomorrow (Sunday) like they are promising - apparently Amazon logistics do deliver on Sundays and Bank Holidays now!
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Edwin
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Edwin » Sun Jan 12, 2014 12:27 am

Its just a shame that the delivery driver missed you because you were out. ¬_¬
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Eny » Sun Jan 12, 2014 12:47 am

The last one delivered his parcel and then helped himself to the parcel another courier left not 15 minutes earlier...that is if the first one actually did deliver it and not help himself to it. A nice Pendleton hat all the way from America, ROBBED! Cunts.
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Snowy
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Snowy » Sun Jan 12, 2014 6:48 am

Quietman wrote:Loading this up again and I seem to have developed an odd bug - My mouse cursor doesn't disappear when I start the game and stays on screen all the time :/ Anyone else had this?


Sometimes, and there is a weird way I have managed to fix it. So:
- Fir up the game, get annoyed by the mouse pointer.
- Alt tab out, then back in, if your version is like mine it doesn't come back on but gives you a black screen, with the cursor still showing.
- Click the outside left hand edge of the screen until it vanishes.
- Alt tab again so the toolbar appears at the bottom of the screen.
- Click the mouse, and the game pops back into focus with no mouse pointer.

Probably just my weird PC but worth a shot.
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Quietman
 
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Quietman » Sun Jan 12, 2014 9:02 am

Managed to sort it by alt-tabbing out then using the "Switch to..." option in Task Manager. Very weird! Now I just need to fiddle with the control set up and get it back how I want it.
IMO :P :wink: :P :wink: :P :wink:
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Eny
 
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Eny » Sun Jan 12, 2014 8:25 pm

Edwin wrote:Its just a shame that the delivery driver missed you because you were out. ¬_¬


It turned up and went into the PC with no problems...thank God...the other name for Amazon! :D
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STuG
 
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby STuG » Mon Jan 20, 2014 11:20 pm

A small thread bump. This mod is well worth a look.

'Falskaar'.

25-30 hours of questing on a large island off the coast of Skyrim. Created as a job application by the author hoping to get a job with Bethesda. Fully voiced acted (to a high degree), a nice mix of quests, and some brand new music created for the game too. Really rather impressive. He ended up being employed by 'Bungie' on the strength of his efforts in bringing the island to life.

It scales to your character level so you should be fine with virtually any character you throw at it. Having said that quite a few bandit fights are multi-bandit affairs which may prove troublesome for lower level characters.

A few things to note quoted below from Nexus.

IMPORTANT!: When you first load up your game with the mod active, WAIT for a few hours to let Falskaar's content and characters settle down. This will help avoid issues if you manage to reach the content 'too quickly'. (Like blasting through the first dungeon. Do it fast enough, and the first cut scene gets wonky)

To start Falskaar, go to Riften and speak with Jalamar. He will either be outside around the market, inside the northern gate, or inside the Bee and Barb. You can also just go straight into Echo Deep Mine, a new dungeon just northeast of Riften.


http://www.nexusmods.com/skyrim/mods/37994/?

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Snowy
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Snowy » Tue Jan 21, 2014 9:28 am

Well I have been sinking more hours into this little beauty, thanking the baby jeebus that I dusted off my old lvl 40 (now 43) stealthy ninja type. Some of the dungeons I have done would have been hellish without the ability to indulge in some triple-damage stealth archery and 15x damage backstabbery.

I have pretty much completed the Dragonborn expansion, the main quest line is done anyhow. It was quite fun, but the journeys into the alternate realms of the knowledge demon were a bit guff I thought.

So now I want to start the Dawnguard expansion, but when I venture to the cave to kick the whole piece off, I end up on the endless loading screen of death - cant work out what is causing it.

Boo.
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Edwin
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Edwin » Tue Jan 21, 2014 5:53 pm

I've been playing Falskaar today. Its far higher quality than any other mod I've played, the voice acting is still a bit ropey in places but it has already shown more variety than the main game.
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Medicine Man » Mon Aug 17, 2015 11:50 am

Alpha footage from the upcoming Enderal total conversion...



http://sureai.net/games/enderal/?lang=en

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Edwin
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby Edwin » Mon Aug 17, 2015 9:50 pm

I don't know what that is but it looks nice.
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Re: Elder Scrolls V: Skyrim - 11.11.11

Postby DjchunKfunK » Mon Mar 07, 2016 2:24 pm

Latest Skywind developer video. It's looking like they might actually finish this.

Check out my new gaming blog Player State. Updated every Wednesday.

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