Skyrim

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Flinch

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Flinch147

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37 comments

  1. EmbreeXD
    EmbreeXD
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    is there a way to change allegiance mide game? i selected being a bandit and now all bandits are friendly which take's out like %30 of the enemies' in skyrim. i wannnnna figh them.
    1. Flinch147
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      ??? selected bandit with what?
  2. DRAKE187
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    Couldn't find any reference to this in the changelog, but it seems like something that could be a feature instead of a bug. I can't select piety as a focus any more, but can still select it as a regret. Only thing I can think of that might impact it was my last few characters all had the undeath fate. I'll roll up a quick character to test if that fixes it.

    (EDIT) Okay, pretty sure it's not a bug. Not starting as a vampire lets me pick piety as a focus. So it's a transparency issue instead.
    1. Flinch147
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      This is noted in the images
  3. b00tyblues
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    I really want to like this mod, but I can't seem to get it to work right. I'm using an alternate start mod and once I've left the prison and start in skyrim, I use the "remember your past" power to write the backstory. After completing the backstory part (ending with "coming of age" option) I run into two main issues: I can't use the workbench and grindstone to upgrade my weapons, and the destruction skill is locked at a certain level.I'm not sure if this is the intentional design or what (locking off smithing to the coming of age option), but this only happens after I've used the power. If I level up and wait to use the power later, smithing/upgrading gear works normally, but is immediately locked off after using the power.

    Another issue I've had is the starting gear of spells just isn't added at all (might have to do with using magic overhaul mods, but still they don't touch vanilla spells at all, just change the leveled less)
    1. Flinch147
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      I have never heard of that happening before, I need your full load-order to look at and a complete list of the exact choices which cause it
    2. b00tyblues
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      I did some more testing and it looks like it was Experience that was the culprit. I forgot to disable it upon starting a new game, so I tried again without it, and Skill levelling progressed normally. Once I reinstalled Experience after leaving the Alternate Start cell and finishing the "remember your past", then skill leveling got wonky again and locked certain things like destruction. Shame because I really want to use Experience for quick leveling up and reducing early game grind :/

      I have quite a few mods installed so it'll be hard to pin down an exact conflict, but I suspect the lack of starting gear options might have to do with SkyrimSouls - Unpaused menu (https://www.nexusmods.com/skyrim/mods/83379). Even when I just enable SkyrimSouls for favorites (ie keep other menus vanilla), the menu from DwB still remains unpaused (unpaused menus can cause issues with certain menu-based mods, so that's why I disable it for everything except favorites). Is the DwB trade menu unique or something?
    3. Flinch147
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      You can just disable the one part of experience which locks levels by editing either of:
      fSkillCapBase=28.0;
      fSkillCapMult=2.0;
      to something like
      fSkillCapBase=99.0;
      fSkillCapMult=20.0;

      I assume you are using the custom career design and not getting any items? You actually have to work the career in a standard career slot, if you start at coming of age you will only get the basic knife/clothes/starter cash etc.
    4. b00tyblues
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      Thanks, I'll try out those tweaks to experience to see if it works. And thanks for clarifying about the starting kit and need to work into those careers.

      Also I had separate issue of the prebuilt careers not showing up when I select "skip custom career". Sometimes the prebuilt career options will show up, but sometimes not. This is why I opted for the "design custom career" option, but I may try again with a new game to see if somehow that fixes it. Again might be a issue related to SkyrimSouls/SlowMotionMenu interfering with the item selection/removal
    5. b00tyblues
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      Tried a new game last night without Experience installed. Leveling worked normally, but became locked as soon as I installed Experience later, even with the tweaks you suggested. 

      Also even without Experience, smithing (workbench and grindstone) still became disabled as soon as I finished the "Remember your past" power, both for coming of age and and adulthood. Smithing worked normally right before (I could improve an iron dagger) but then was locked out immediately after completing the DwB power.

      Is the locking out of smithing intentional if you don't spec into it during the create custom class? I'm still somewhat confused as to what this mod does and doesn't limit you from depending on your build.
    6. Flinch147
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      I can only think of 3 possibilities:
      1) there is some wacky conflict going on I don't understand
      2) It partially disables your player controls when you teleport into the cell, if for some reason your controls aren't being properly re-enabled it might be blocking your furniture use, try enableplayercontrols in the console
      3) the parents as artisans and unprofessional vice both apply a multiplier to tempering effectiveness. I don't know why that would completely disable your ability to use it but try avoiding both of them and seeing what happens
    7. b00tyblues
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      Ok I'll try once again but here are my thoughts on the 3 possibilities you mentioned:

      1) I seriously doubt there's specific conflict as the vast majority of my mods are ones that add armors, change npc appearances, or other stuff that isn't related to character creation/leveling. Not completely ruling out a conflict, but unlikely

      2) I will try out the enableplayercontrols option in console to see if somehow that fixes it

      3) I always chose parents as nobles for this character, and I didn't ever select the unprofessional vice, so I doubt those would impact tempering

      Edit: Tried enableplayercontrols, didn't work. Checked for conflicts in TES5Edit, only two with my load order: dialogue from RDO, and worldspace Max Height Data that's overwritten by DynDoLOD. I know there's a patch for RDO, but that's only on the SE version and wasn't sure if it was fine to use on LE. For DynDoLod, it absolutely has to be loaded last and I doubt it would directly interfere with DwB (or would be auto-patched with DwB)

      Either way neither of these conflicts would impact the tempering to my knowledge, so I'm at a complete loss as to why tempering and sharpening are being blocked after completing the remember your past power. Maybe it's a script conflict with some other mod, but checking that is beyond my skill. 
  4. DRAKE187
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    The only thing missing imo is some kind of option to forgo starting items/wealth and skill ups from classes. Not for any serious reason, but the thought of some old barely living beggar who  decides to up and start kicking everything's ass one day is amusing to me.
  5. Schldeheis
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    this mod brings a house called bleakwind cabin? because I don't know where that locked house came from and the only thing I found is that it could be this mod
    1. Flinch147
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      Yes, it is the free house you get from middle-age
  6. hellgeist
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    It takes a lot of very compelling or tragic reasons for a person to become as extreme as some players push their characters to be. Imagine if your average powergamer had their game-play and character choices forced through this mod and interpreted by a referee who was being as fair and realistic as possible. There would be a lot of Guildach Andas types running around, and they would not be happy with this look in the mirror :)

    I love the retirement/death aspect of the mod, I've been through a lot of characters and thought about storing their saves as a type of 'grave'. But I'll be using the eulogy from now on. Awesome work!!
  7. Wanderingeye
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    Love the concept of this mod, but having an issue when attempting to select standing stone/ birth sign.

    It crashes to desktop when the curser hovers over a selection.  Not actually making a selection, just hovering over any in the list. I've checked it for both creating a profession and not creating one.  Same issue at the standing stone part.

    Checking the papyrus log it mentions the following:

    [ (00000014)].Actor.AddItem() - "<native>" Line ?
        [Item 2 in container  (00000014)].storycraftingadditems.OnContainerChanged() - "storycraftingadditems.psc" Line 18
    [01/13/2022 - 08:38:31PM] Error: Cannot add None to a container

    Not sure if that pinpoints the issue, but would love to be able to use this mod.
    1. Flinch147
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      That debug message is a harmless one, the script has room for adding 4 different kinds of misc object and that particular item only uses 2 of the properties while leaving the other 2 blank.

      The error I think you are running into is that the dummy items used for the birthsign use the loadscreen model of the relevant standing stone (eg. LoadScreenArt\LoadScreenDSSerpent01.nif). If you have anything that changes those meshes or their textures it might be causing the CTD. The solution would be to either disable whatever the mod is, drop copies of the original meshes as loose files into your game folder, edit the DwB esp so that it uses different meshes for the storystone____ miscobjects, use console to add exactly 1 of the objects to your inventory or just very carefully avoid highlighting any of the stones and select the randomise birthsign option.

      Failing that you can simply remove the "birthday" item from your inventory to skip directly to genetics selection, though you will miss out on the birth bonuses
  8. Warukun
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    This is now a staple of my load order along with Dealing with Daedra!

    Just a suggestion/question : why use the standing stones effects for the birthsigns instead of, for example, the birthsigns from Oblivion and make it a permanent choice which would stack on top of a standing stone?
    1. Flinch147
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      They are basically identical except for a couple like the ritual stone. It would be pretty redundant. Ideally I'd just disable the standing stones after choosing one as a birthsign but that would make all standing stones incompatible.
    2. Warukun
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      I see your point. Unless the birthsign had some totally different and RP related effects, it would not make sense to separate them. And yeah, disabling the standing stones is not a good option as mods like Sacrosanct and Undead Servant require them. 

      Thanks for the reply and for your work!
  9. dereko2
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    Very interesting mod, so I made all the choices in the book, I don't get any verbal story as in the video example. Went back through the door, character had different starting items and skills were changed. Is this all that is supposed to happen or did I miss anything.  I am not being disrespectful, after reading I saw someone say they got a starting house, and not sure if the verbal playback should be happening as in the video or not.  Also a bit confused as I choose "random on most of my choices. But there is no journal or showing of what was chosen, did I do something wrong?
    1. Flinch147
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      The video is an example of how you can use the choices to weave a roleplay backstory. You are not supposed to get a voiceover. 
      There are 2 ways to tell what you have. The first is your active magic effects, which show all your quirks and traits. The second is by looking in the alcoves of the mind palace. They populate with items corresponding to your choices.
      Once you reach middle age you get a house, the marker is added to your map and how are given a key and property deed. 
    2. dereko2
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      OK, Thanks
  10. LizzieLobato
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    Used the version available for XB1 so I'm not sure if my feedback counts, but  - I loved this mod and the idea of adding depth to the main character, though the initial too low stats ended being decisive for me to drop it (I mean, 20 health is quite daunting). Anyway, this has some serious potential, and with just a few tweaks and polishing could become pretty much a LO staple <3
    1. Flinch147
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      Seems like your character should have spent more time camping or running around as a child ;)
    2. LizzieLobato
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      ooh will keep that in mind. (By the way,I use Imperious. Would this mod be affected negatively by it?)
    3. amgepo
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      Maybe a good compromise could be to have some health granted as basis and reduce the increments in the same proportion as what is granted compared with 100. i.e, you start with 40 HP and make each increment a 60% of what is now.

      The same could be made with stamina and magic, not to make the heal granting choices less appealing.