eh can't feel the need to play oblivion theres too much killing even as a good character
Could someone experienced with the Creation Kit please help me? I'm trying to create new unique custom guards to the Riverwood (who just hang around and do stuff) but there's the problem that they only observe the enemies instead of attacking. I've set their factions to TownRiverwoodFaction, PlayerFaction, CrimeFactionWhiterun, RiverwoodPatrolFaction and PotentialFollowerFaction and have put their relationships with the people of Riverwood and player to Ally. I've also set the AI Attributes to Aggressive, Foolhardy and Helps Friends and Allies.
I've figured that this has probably something to do with AI Packages. I've been using different DefaultSandboxPackages and tried many other ones but it hasn't helped. So, what do I have to do so that the new npc's will attack enemies like bandits and dragons on sight? This is much more complicated than with the G.E.C.K.
Edit: Fixed the problem, the AI Packages were conflicting. I created custom ones for every one of them and it worked.
There is a vanilla way to get it:
1. Level up conjuration to 90 (one quick way is to soul trap dead bodies).
2. Go to the conjuration trainer at the college and ask how to become better at it.
3. Kill a Dremora three times.
4. Get a spell tom for a permanent (until it dies) flame atronach.
5. You can now go buy the rest of the atronaches as well as get a dead thrall spell
Bestow upon me ideas for my dungeon, such as a theme. (Eg. Bandit Fort)
If you're just updating a mod, all you have to disable is the mod you're updating not all of them.
I was looking through the recently updated mods on nexus and I ran into this.
On the bright side I found a mod that makes wards behave more like shields.
So, new tutorial in how to create a new clone of your character (use this tutorial, last one is buggy and outdated)
Tutorial: Clone Companion
As I said on the last tutorial, your clone character WILL have everything you have, including spells, THE FACTIONS YOU JOINED (which means, if you kill your clone, and became, let's say, a Mage in the College, the quest you do if you kill a member will appear, since both of 'you' are in the College) AND SHOUTS. Better, s/he can USE IT against other enemies. AWESOME!
Now I shred some light on the commands:
Commands you need to do:
Step 1: Open the console and type this:
Code:player.placeleveledactoratme 7Now a new character that looks like you will appear (even calling you names, what a dick right?), open the console again and to the following:
Step 2: Select your clone, something like the image below will appear.
This is refID of your clone, now type this:
Code:addfac 5c84d 1Then type this:
Code:addfac 5a1a4 1Now we need to actually make it recrutable.
Step 3: Type the following:
Code:setrelationshiprank ff000cd8 3And you're a coward now! Well, not actually you, but your clone will be, so let's change the disposition.
Code:setAV confidence 2In this case, use 2 or above, 4 is the best number (facing dargons allday erryday). Then type this.
Code:resetaiStep 4: Recruit yourself.
Other useful shit:
This little command will make your clone not say 'No' if you desire to steal something.Code:setAV morality 0
then select yourself (as in, your character, not the clone) and thenCode:removeallitemsS/he will now have everything you have, including more gold, repeat for maximum profit!Code:duplicateallitems refID
NOTE: You can only have ONE clone follower at any time, so if the game spawns more followers, use 'disable' on them.
NOTE 2: Your clone is NOT essential, which means you can kill yourself, and use as a thrall for 60 seconds with that spell. (However, the 'semi-essential' flag that all followers have kicks in, so your clone can take some damage before going down)
NOTE 3: Your clone CAN NOT BE DISMISSED, so it WILL keep following you to end of the
worldSkyrim and beyond, if you wish to get rid of your clone, use 'disable' on it.
I hope this helps those folks with problems on this.
MY OWN CLONE, NOW NEITHER OF US WILL BE VIRGINS
Is there a console command to remove temporary active effects?
I decided to just do some simple screwing around in the game...
I did player.setscale 10, so I'm 10 times bigger, thus moving 10 times as fast, then TIM so I don't die from fall damage.
...I was going faster than the game could load the map. The game eventually crashed.
So I can't find the War/Warzone mods on Steam Workshop, how come?
Shame, I was going to go balls to the wall and install a tonne of stuff for a laugh.
I was doing the Missing in Action for the Gray-Manes but ever since I lockpicked into the house and killed the Battle-born guy inside the home everyone in Whiterun has been coming after me, that is until I yielded. However these were guards only.
When I walked into Dragonsreach, literally everyone came at me sword and spells readied, there was arrows, firebolts, sparks flying at me and I moonwalked the hell out of there and hauled ass. D:
He uses the weapons I give him though.
oh god now the whiterun guards are attacking the jarl's children.
How long until I get a naked flame astronarch?
Sure it'd just be some floating fire, but it'd be hot.
Can someone link me to a mod that actually makes all NPC's killable?
ALL OF THEM.
Even the essential ones. I tried a few in the past but they weren't completely accurate and a ton of people were unkillable.
I don't have it via steam so I can't use the workshop I guess.
(User was banned for this post ("Warez." - Seiteki))
When you are done, you always go through the little shortcut that takes you back to the start. Even a fucking bear den I ran into once followed this design exactly, even though it only took a minute to get to the other end.
That's a good dungion design, but when literally EVERY fucking dungion follows that formula, and when there's no real gameplay differences to going into a fort vs. a nordic ruin vs a dwemer ruin, that's what contributes massively to the feeling that all dungions play the same. Because they do!
Compaire this to Morrowind. It didn't exactly have the greatest dungion design a lot of the time or anything, but each dungion you went into played, felt, and looked totally unique. A slaver cave was completely different to a Sixth House cave which was completely different in gameplay/style to an ancestral tomb, which was completely different to how the Daedric Ruins played/looked.
All they did with Skyrim from Oblivion's cookie-cutter dungions was diversify the artwork, pretty much. Because they used almost the exact same formula for every single dungion. There were a few (awesome) differences mind you, and these different dungions REALLY stand out, but still.
(User was banned for this post ("Admitting to warez." - Seiteki))
(User was banned for this post ("Wait, this is the wrong person. Fuck, it's 3am. You did pirate it though, so..." - Seiteki))
I had it for the Xbox but I literally gave it to my Sister because it was just so fustrating not being able to kill 70% of the NPC's
Something was wrong with my computer so I had to leave it at her house and her boy friend fixed it for me and put Skyrim on it for me so I could download mods.
I didn't know steam was vital to run it? I thought it was just standalone.
The guy could have copied the game files from the steam folder onto his computer and never needed steam on the new install
Actually I don't think that would work, the game wouldn't start.