The Elder Scrolls V: Skyrim Mod Thread

garion333 wrote:
Pex-Corrh wrote:
garion333 wrote:

So, I'm going to keep trying settings in the ini files to see if I can get this rectified. If not ... I'll be starting over. Maybe I'll be a thief this time ....

Can you post your two ini files somewhere we can compare them? It may help track down the issues.

http://www.mediafire.com/?90lnadw56n...

http://www.mediafire.com/?wvt4dwt4pa...

Somebody posted a fix for that in the main thread a few pages back.

I don't remember what it was but I remember somebody posting it.

Okay, I'll dig in the main thread then. Thanks.

Might be helpful if you posted the INI files.

Tannhauser'd

Edit 2: Could you also post the skyrim.ini files?

4xis.black wrote:

Might be helpful if you posted the INI files.

Tannhauser'd

Edit 2: Could you also post the skyrim.ini files?

Oops, meant to. Skyrim.ini: http://www.mediafire.com/?qv2g8g4fmg...

I found a"fix" though. Altering fGamepadHeadingYScale to an insane number (I'm at 7.000 right now, I believe 0.500 is default) works.

Man, there is a lot more in there than in mine. I was thinking the issue may have been that you increased the number of 'uGridsToLoad', which I've heard makes savegames incompatible when reset, but I don't notice those settings in your configs so that probably is not it.

Yeah, if I delete the file and let the game create a fresh one, there's next to nothing in the file, comparatively. And I avoided the grid tweak specifically because I didn't feel like dealing with it every time the game got updated or whatnot.

Kind of moot at this point since I've got the game playable now, but I don't know what made it start doing the y axis thing. Oh well.

I believe the latest patch included some sort of 'fix' for the Y mouse sensitivity problem; perhaps they managed to inadvertently break something in there for certain people.

4xis.black wrote:

I believe the latest patch included some sort of 'fix' for the Y mouse sensitivity problem; perhaps they managed to inadvertently break something in there for certain people.

Yeah That patch note was my clue to mess around with the .ini file. The latest patch is a mess, they must have been scrambling to get it out.

4xis.black wrote:

I believe the latest patch included some sort of 'fix' for the Y mouse sensitivity problem; perhaps they managed to inadvertently break something in there for certain people.

Yeah, that's my thinking. I found a couple posts on Steam and whatnot, but not a lot. I tried readjusting the Y mouse sensitivity but that did nothing. *shrugs shoulders*

The adage about how you "learn something new every day" came true for me today. I learned that even though I explicitly told Steam to not update Skyrim, it did anyways.

FUUUuuuu Steam! I did not want the 1.2 patch!

I plan on adding a "Bandit Chef" to the bandit spawn tables, since that's what I call the Bandit Chiefs half the time and because the chef's hat exists in-game already.

I'll probably build a new dungeon or two.

If those go well then I might get ambitious.

garion333 wrote:

I found a"fix" though. Altering fGamepadHeadingYScale to an insane number (I'm at 7.000 right now, I believe 0.500 is default) works.

Setting it to 25.000 seems to get it back to spec for me.

Nimcosi wrote:

The adage about how you "learn something new every day" came true for me today. I learned that even though I explicitly told Steam to not update Skyrim, it did anyways.

FUUUuuuu Steam! I did not want the 1.2 patch!

Just wait for everyone to come and tell you that you did it wrong and that Valve and steam are perfect and have no issues

[edit] Got confused between this and the main thread! LOL

I blame too much skyrim!

I'm hoping for an improved night vision mod. Very first character I rolled, I thought I was going to be this super badass Khajlit Ranger who hunts in the dark.

Night vision is like this super awful bright white light on everything. If it gave a faint glow or outline or something, it would be so much easier to get into the character.

LobsterMobster wrote:

Is there a mod that makes all companions (and horses) immortal yet? I'm tired of avoiding fights/reloading games because they keep dying.

Viola: http://www.skyrimnexus.com/downloads/file.php?id=1649

I haven't tested it myself yet so your mileage may vary. The other way is to open the console, click on the follower you want to be immortal to get their ID code, then use the following command:

setessential IDCODE 1

To disable:

setessential IDCODE 0

mooosicle wrote:

Night vision is like this super awful bright white light on everything. If it gave a faint glow or outline or something, it would be so much easier to get into the character.

Are you using Human eyes? Well there's your problem!

Nimcosi wrote:
garion333 wrote:

I found a"fix" though. Altering fGamepadHeadingYScale to an insane number (I'm at 7.000 right now, I believe 0.500 is default) works.

Setting it to 25.000 seems to get it back to spec for me.

I believe I ended up at 20. It still seems slightly off in comparison, so I'll give 25 a shot. This is absurd.

LightBender wrote:
LobsterMobster wrote:

Is there a mod that makes all companions (and horses) immortal yet? I'm tired of avoiding fights/reloading games because they keep dying.

Viola: http://www.skyrimnexus.com/downloads/file.php?id=1649

I haven't tested it myself yet so your mileage may vary. The other way is to open the console, click on the follower you want to be immortal to get their ID code, then use the following command:

setessential IDCODE 1

To disable:

setessential IDCODE 0

Or get Shadowmere. Best above ground tank I've ever had.

Rezzy wrote:
mooosicle wrote:

Night vision is like this super awful bright white light on everything. If it gave a faint glow or outline or something, it would be so much easier to get into the character.

Are you using Human eyes? Well there's your problem!

I think animal activists might object. Although I would totally give that cat my eyes in return.

Duoae wrote:
Nimcosi wrote:

The adage about how you "learn something new every day" came true for me today. I learned that even though I explicitly told Steam to not update Skyrim, it did anyways.

FUUUuuuu Steam! I did not want the 1.2 patch!

Just wait for everyone to come and tell you that you did it wrong and that Valve and steam are perfect and have no issues

[edit] Got confused between this and the main thread! LOL

I blame too much skyrim!

Actually, I was just going to post that this information has been posted and discussed numerous times, including in one of the two Skyrim threads. Someone else even discovered that putting Steam into Offline Mode doesn't work, if you do that Skyrim just fails to start entirely. The final lesson is that if you're playing a Steam game, you're always going to be playing with the latest patch, for better or worse.

I could dig a mod that makes the Thieves Guild bedlam missions harder by raising the amount you have to steal without getting caught. 500 gold is pretty easy. A handful of potions pretty much will do you. Its entertaining but the ease makes it turn into a grind of just blasting through as many of them as possible.

I'm thinking something crazy, achievement worthy. 5,000 10,000 50,000! The amount resets if you go to jail or have to pay a fine.

It would combine nicely with a mod that increases your fine for the amount of stolen property found on you if you are caught. That would compel you to RUN instead of just paying off the nearest guard.

+1 to improved bedlam jobs. I can steal 500 gold worth of stuff in one room, no need to even touch the rest of a home let alone an entire city.

No wonder the guild is still stuck in the sewer, bunch of small time thinkers.

Shouldn't he be 4 feet tall and 13 years old though?

A friend of mine has been working on a Link mod for this. It actually looks really good. He's been changing the model as well as the normal maps. Have a look.

Here is the DL link

IMAGE(http://www.skyrimnexus.com/downloads/images/2588-1-1323080877.jpg)

Every little boy grows up. Skyrim is no place for kids to be unattended.

Farscry wrote:

You know, I'd like a mod that increases walking speed slightly, slows running speed slightly, and increases horse speed. That would be pretty nifty. :)

Easily done from the console. Player.modav speedmult will let you change your walking speed; there is another variable for sprint speed. I will check when I get home from work, but it's the same as it was for Fallout.

TempestBlayze wrote:

A friend of mine has been working on a Link mod for this. It actually looks really good. He's been changing the model as well as the normal maps. Have a look.

So far it looks pretty sweet. If it isn't too hard or impossible, I have some suggestions for him.

1. Make different levels of armor (green, red, etc...) so as the game progresses, he can still stand a chance in combat without reverting to regular armor
2. Find a way to change the health bar to hearts. Every 10 HP can be half a heart.
3. I wonder if there is a way to get the sword to shoot lightning or something when the character has full health

kazar wrote:

2. Find a way to change the health bar to hearts. Every 10 HP can be half a heart.

That's awesome

Does anyone know if Bethesda is planning to roll the 4GB executable into the official version of the game, or are we going to have to suck it up with the mod forevermore?