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Post by graykin on Jan 29, 2017 20:09:49 GMT
"This is too bleak a place!' Sophia stated, "Even for me!". "Yes, I agree!" replied Vilja the Younger, "I wouldn't want to live here, much less be buried here!". Caught up in the lonely mood of this remote wind swept island, Graykin could only add to their sentiment, "I wonder if these graves are ever visited?!" he sighed, while glancing up towards the Elder Twin and Serana who were also looking quite morose.
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Post by Sniffles on Jan 29, 2017 20:31:16 GMT
Where is that?
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Post by graykin on Jan 29, 2017 23:23:04 GMT
A part of a landmass mod by JoopVanDie called 'Vrostein's Holy Place'. He has made 3 or more area mods around the edges of Skyrim.
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Post by naramoore on Jan 29, 2017 23:40:40 GMT
"This is too bleak a place!' Sophia stated, "Even for me!". "Yes, I agree!" replied Vilja the Younger, "I wouldn't want to live here, much less be buried here!". Caught up in the lonely mood of this remote wind swept island, Graykin could only add to their sentiment, "I wonder if these graves are ever visited?!" he sighed, while glancing up towards the Elder Twin and Serana who were also looking quite morose. Very bleak. It would make me morose too!
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Post by Sniffles on Jan 30, 2017 1:00:36 GMT
A part of a landmass mod by JoopVanDie called 'Vrostein's Holy Place'. He has made 3 or more area mods around the edges of Skyrim. I'll put that on my list of mods to avoid. We prefer the verdant Skyrim in Springtime.
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Post by graykin on Jan 30, 2017 19:30:24 GMT
A part of a landmass mod by JoopVanDie called 'Vrostein's Holy Place'. He has made 3 or more area mods around the edges of Skyrim. I'll put that on my list of mods to avoid. We prefer the verdant Skyrim in Springtime. I understand! JoopVanDie's other mods are in the Southwest to Southeast of the Skyrim map area. Quite green with many communities!
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Post by Sniffles on Jan 30, 2017 21:42:05 GMT
Now those are lovely! In they must go! A surprise treat for my Chaos Princess!
While we are not on the subject, could you recommend other mods for her? She has fiddled with the graphics and game engine, taking advantage of the resolution 1920x1080. A bow can now be fired to one pixel. You end up aiming a ridiculous distance above the target but shots can hit approximately 1/2-3/4 mile off, excluding cell borders. Can you suggest any mods that will compliment her psychosis?
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Post by Aatrnasyn on Jan 31, 2017 4:13:19 GMT
Slightly on Sniffles last post's topic - with a wide screen monitor like that, you know you can increase the field of view with a console command? Like: fov 107 (Default is about 65)
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Post by Sniffles on Jan 31, 2017 6:31:45 GMT
Slightly on Sniffles last post's topic - with a wide screen monitor like that, you know you can increase the field of view with a console command? Like: fov 107 (Default is about 65) We have the FOV set at 90. More than that the trees are leaning in at very weird angles. In order for the FOV to be permanently changed, in the Display of Skyrim.ini fDefaultWorldFOV=XX needs to be entered. Other settings will default to 70 on fast travel, some transition cells and so on.
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Post by Sniffles on Jan 31, 2017 11:13:19 GMT
I understand! JoopVanDie's other mods are in the Southwest to Southeast of the Skyrim map area. Quite green with many communities! New Problem. Vilja and Sophia are following into the new landscapes. Anduniel sort of follows, the rest won't follow and brought over with MoveTo player they just stand there.
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Post by blockhead on Jan 31, 2017 13:31:55 GMT
I understand! JoopVanDie's other mods are in the Southwest to Southeast of the Skyrim map area. Quite green with many communities! New Problem. Vilja and Sophia are following into the new landscapes. Anduniel sort of follows, the rest won't follow and brought over with MoveTo player they just stand there. Path grid (err, nav mesh?) was never filled in on the new land mass? Just a guess, as I don't have Skyrim.
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Post by naramoore on Jan 31, 2017 18:07:01 GMT
Can't be nav mesh or Vilja and Sophia wouldn't function either. But I have no alternate suggestion.
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Post by graykin on Jan 31, 2017 21:37:16 GMT
Sorry Sniffles! I don't know much about improving the bows! Thanks for everyone here trying to help you! I have had on occasion the problem of not having some or all f the following going into the new areas. Not often but what I usually do when it happens is to summon everyone using the Master Puppeteer command. They of course have to be connected by spell to it first. I mainly use the Puppeteer mod for giving each of the Twins their own inventory and separate them from the yay or nay system (if one is given a yay cmd. the other would automatically be a nay normally, example- if I asked one to follow the other would not except for the Puppeteer cmd.).
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Post by Sniffles on Feb 1, 2017 2:03:38 GMT
Sorry Sniffles! I don't know much about improving the bows! Thanks for everyone here trying to help you! I have had on occasion the problem of not having some or all f the following going into the new areas. Not often but what I usually do when it happens is to summon everyone using the Master Puppeteer command. They of course have to be connected by spell to it first. I mainly use the Puppeteer mod for giving each of the Twins their own inventory and separate them from the yay or nay system (if one is given a yay cmd. the other would automatically be a nay normally, example- if I asked one to follow the other would not except for the Puppeteer cmd.). Not meaning to further hijack this thread but your following sort of opens the door. I went through both gates into the JoopVanDie SE and SW. Inigo, Recorder and others wouldn't go through. I went and did PRID on each then entered and MoveTo player. It was all nertzed up. Only Vilja followed properly and she was lagging. I noticed the meshes/textures didn't connect properly at the SE gate as well. I'd love to explore those new areas but I don't like the compromise. I hold area mods to the standard that Falskarr has given us: zero effect on the party except all ongoing in Skyrim quests are simply put on hold. So I don't know what to do. Standing there at the entrance to a new land, whimpering.
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Post by Sniffles on Feb 2, 2017 4:13:45 GMT
Sorry Sniffles! I don't know much about improving the bows! Thanks for everyone here trying to help you! I have had on occasion the problem of not having some or all f the following going into the new areas. Not often but what I usually do when it happens is to summon everyone using the Master Puppeteer command. They of course have to be connected by spell to it first. I mainly use the Puppeteer mod for giving each of the Twins their own inventory and separate them from the yay or nay system (if one is given a yay cmd. the other would automatically be a nay normally, example- if I asked one to follow the other would not except for the Puppeteer cmd.). Not meaning to further hijack this thread but your following sort of opens the door. I went through both gates into the JoopVanDie SE and SW. Inigo, Recorder and others wouldn't go through. I went and did PRID on each then entered and MoveTo player. It was all nertzed up. Only Vilja followed properly and she was lagging. I noticed the meshes/textures didn't connect properly at the SE gate as well. I'd love to explore those new areas but I don't like the compromise. I hold area mods to the standard that Falskarr has given us: zero effect on the party except all ongoing in Skyrim quests are simply put on hold. So I don't know what to do. Standing there at the entrance to a new land, whimpering. Found the problem. Apparently no pathing. Vilja, Sophia and Aduniel only follow by teleporting which the others don't have/use.
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