Skyrim

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  1. Apollodown
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  2. Apollodown
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    [size=10]NOTICE[/size]



    Apollo is currently on vacation from his mods to raise Mannimarco. Do not expect updates or significant assistance from me for the indefinite future.
  3. Apollodown
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    I RESERVE THE RIGHT TO DELETE, BLOCK, OR REPORT YOU WHENEVER I FEEL LIKE IT. I FURTHER RESERVE THE RIGHT TO EXERCISE THIS RIGHT ARBITRARILY. BE NICE AND READ THE DESCRIPTION BEFORE POSTING.


  4. RikkoFrikko
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    In my long time of using your mods, I am ever grateful for your contribution to the modding community and the Skyrim community. I can not wait for Awake, more so for the description of Awake. I really do hope you are the one that writes it, or at the very least a segment of it where it is without a doubt from you. Contrary to what others say I don't think you should change the descriptions at all. In fact I think you should take down your standing offer of someone rewriting your descriptions should they meet the criteria for doing so.
  5. littlemoe
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    "Civil War Overhaul" sounded very nice, but... ever tried to be Imperial and go into Riften? It's impossible to stay alive, because most of the NPC just attacking you (in my mind it doesn't make any sense, city guards are not part of the army - but in riften also normal npcs (example: sapphire) are attacking)
  6. GodricFawn
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    Thanks for this mod, it is truly a masterpiece.
  7. LucHighwalker
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    Hello! First, thanks for these mods!!! They are absolute gold! CWO and DCO are definitely oin every one of my load orders. But I keep getting this error "Cannot open store for class "EGOTestInitScript"" Which one of the mods has the EGOTestInitScript? Thanks!
  8. sgtklink
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    I only have one other dragon mod, along with this one: Diverse Dragons Collection 2.0. I've already encountered numerous dragon fights, only within the first couple of hours of gameplay, and it SEEMs that DCO integrates DDC's dragons into it, but I've noticed no knockback effect with just the diverse dragons I fight. The author of DDC says that DCO will automatically integrate his content into the game, but is load order a priority? I'm using LOOT, and it places DCO close to the top and DDC close to the bottom, but should I expect any missing content with DCO based on that? Just asking because I'm trying to keep my game as bug-free as possible. So far, CWO and DCO are running great! Great mod!
  9. COOLJ808
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    Your mods are awesome. Your introductions are awesome. Thanks!
  10. Apollodown
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    CWO V4 progress update:

    Like I said, I have completely bypassed the vanilla civil war at this point. At this time CWO only calls functions from the vanilla scripts, many of the high level ones have been edited. The backbone, however, is now completely taken over by CWO. Gone are the days that ulfric tells you to go one place but the objective says different and Galmar goes a different direction. Gone are ALL bugs surrounding Season Unending.

    At this time I'm working on the quest logging system that CWO broke the hell out of. Again, I'm having to completely uproot the existing system in place of the old one. It's really funny just how broke it got, actually. Anyway, by the time I'm done with it it should work fine like wine.

    Next up is to fix the issues surrounding CWMission05. Then I need to figure out how the HELL I'm gonna make BEHOLD THE FUTURE happen. THAT'S gonna be tough.

    CWO is mighty close to achieving perfection.

    EDIT Quest logging is now fixed.
    1. ShenziSixaxis
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      /vomits rainbows in your general direction
    2. Apollodown
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      Progress update from today:

      DIVERSITY DAY cannot be made modular on a dynamic basis. This is a very bad thing. It is due to a limitation in the way the game builds esps versus what it builds at runtime(I can edit the levelled list dynamically, however it won't make changes to the actors that use it as a template, which is massively unfortunate because that's how Skyrim handles the NPCs in the civil war).

      That being said, because of the work I did to set up the process of dynamically adding the diverse soldiers to their lists, I now can easily make separate non-diverse esps, so I will do that.

      But while that's ok, the unfortunate side-effect of all this is that BEHOLD THE FUTURE is no longer possible. What was BEHOLD THE FUTURE? As the name implies, I meant to create a Thalmor invasion after war using the CWO connections code. This is now impossible.
    3. refusedzero
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      NoooooOOOooooo! Thalmor invasion sounds so dang coooooool!!!!
    4. Apollodown
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      It was gonna be, and for the EGO trailer I was even gonna end it with "Behold the future, Behold the Thalmor" before cutting to black at the end.



      *primal scream*

      BEEEEEEEEETHEEEEEEEEEEESSSSSSDAAAAAAAAAAAAA!!!!!!!!!!!!!!!!!!!!!!!!!!
    5. noobzor
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      There has to be a way to accomplish this. Even if it is not specifically part of CWO, someone somewhere must find a way. This concept is way too cool to give up.
    6. FallingStar7777
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      EDIT: Nothing to see here, I removed a confused wall of text that I posted after misunderstanding something about BEHOLD THE FUTURE.
    7. Apollodown
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      Star - your solutions are to a problem that does not exist.

      I can start it 9 ways from sunday. The quest itself and the way the vanilla CW sieges work and the assets they use and the way they use them is the problem.

      And no amount of theorizing can fix it. If I were to make the necessary edit to make it possible, it would violate one of my rules for CWO, which is not to perform any major edits on the quests themselves.
    8. FallingStar7777
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      Oh well. I guess I'll have to accept that BEHOLD THE FUTURE isn't going to happen I was just hoping that you'd be able to save the idea one way or another as it sounded awesome, so I posted some random ideas. Looks like I misunderstood the nature of the issues behind why you decided it wouldn't be happening. I get it now.
    9. phellen
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      That's too bad about the "Behold the Future" idea not working out, it would have been so Epic! Such a great idea.
      hmm...Just wondering, Instead of a full out war (which would have been awesome) would it be still possible to have a single large battle with them that occurs at the end of the civil war quest line? Somewhere along the shores up by the Sea of Ghosts would be a great location. I Imagine that's where an invasion would occur, on the beach near the Thalmor Outpost. Picture something like the battle scene from the movie Troy where all the warships are arriving and soldiers are charging in from all directions.
    10. Apollodown
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      Oh gawwwwwwd I like that idea and I could do it if I put a lot of work into it.

      The hitch is the same though - I can't use the vanilla system to put the Thalmor in charge of the territory - meaning if I did a battle like that, it would have to be vanilla-style(impossible to lose). Theoretically if I go in and edit the quest that controls who governs, I could hardcode in a Thalmor government - but that would almost certainly carry a massive host of unexpected errors that would only come out after numerous hours of gameplay. Like I said, anything I edit will throw a wrench into the operation - so I do my best to edit as little as possible.

      And that is unacceptable to me.
    11. YoungStallion94
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      @Apollodown

      "Progress update from today:

      DIVERSITY DAY cannot be made modular on a dynamic basis. This is a very bad thing. It is due to a limitation in the way the game builds esps versus what it builds at runtime(I can edit the levelled list dynamically, however it won't make changes to the actors that use it as a template, which is massively unfortunate because that's how Skyrim handles the NPCs in the civil war).

      That being said, because of the work I did to set up the process of dynamically adding the diverse soldiers to their lists, I now can easily make separate non-diverse esps, so I will do that.

      But while that's ok, the unfortunate side-effect of all this is that BEHOLD THE FUTURE is no longer possible. What was BEHOLD THE FUTURE? As the name implies, I meant to create a Thalmor invasion after war using the CWO connections code. This is now impossible."

      My Response:

      "By the gods. This can't be happening!"
    12. Garuda002
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      I think at this point, most of us would rather have some sort of battle with the Thalmor, regardless of if we are forced to win it. If making the battle is possible, but we have to win, I say just do it. Unless you are able to break your rule and make what you intended, I would say do that, because in the bigger picture if you're making a battle with the Thalmor then you are making a major change to the vanilla quest.
    13. ShenziSixaxis
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      I think I agree with Garuda002 on a Thalmor battle sort of thing; even if it was a force-win, I think a lot of people would appreciate that, since I'm pretty sure that everyone who's interested in that is because of the idea of bombing the Thalmor into the modern age.

      Perhaps it could be a sort of optional CWO add-on? That might be a lot of extra work though.
    14. Apollodown
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      Not happening, guyz. Sorry.

      Today's progress - I am rewriting MURDERMAYHEM SCOREBOARD to be less code-spaghetti(it's awful now) and to have more of an effect on gameplay. Overall, there will be less reinforcements available to each side, but the proportional differences between the sides will be bigger. That means sieges will go much faster, and will be far more dependent on your score.

      For example: if your murdermayhem score is 20, and the other side's is 50, then the other side will have a weighted score of 20(the cap) and you will have zero. If you are attacking, then you receive -5 reinforcements and the other side receives +5. Therefore, in a Minor Capital Siege, where you start with a base of 15 reinforcements, you would have 10 reinforcements and the other side would have 40. The fight would be completely impossible.

      However, if you go into it completely even in score, , then it would be 10 to 20. Completely winnable for somebody who is at a high enough level to make a dent.

      EGGS BENEDICT ARNOLD has now been coded in. I like it. It made Roggvir's execution rather...exciting.
    15. axonis
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      Apollodown,

      here is a small "thank you" from me:



      a donation will follow soon
    16. Apollodown
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      Axonis, to answer your question, there is nothing particular to test because the framework was rewritten. Everything needs to be retested(aside from finale bugs which were not fixed in the Alpha).
    17. rage0976
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      Total sadface at hearing "Behold the Future" isn't going to happen, but still very much looking forward to the final result of CWO mark 4. No doubt in my mind it will be EPIC! Still would have been great to actually take the battle to the Thalmor full scale, but I'll just have to be satisfied with sticking it to them one patrol at a time I suppose...

      No offense to Thalmor players, of course. But let's face it. You guys suck. :p Nords rule, Elves drool!
    18. sirvarth
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      How would the Thalmor invade Skyrim? Even with the White Gold Concordant in place, the empire is not going to accept a full-fledged Thalmor army on its territory, the result would be a war in Cyrodil in which the Dragonborn (regardless on faction) would be obligated to take part. The other options would be a navel invasion of Hammerfell, followed up by invasions of High rock and Skyrim. securing Hammerfell could take a while, look at what happend last time they tried. They could invade Morrowind by sea, then strike at Skyrim through the border with Eastmarch, but the sea route around black marsh might be difficult to control if the Argonians take exception. Lastly they could just sail around the entire continent and attack Skyrim from the sea of ghosts, but the problems with that should be pretty obvious. Either way, the next war will probably not be fought, and certainly will not be won, in Skyrim.
      None of that would have made BEHOLD THE FUTURE any less awesome.
  11. 1Phase1
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    I have just one question I wanted to ask on here about this mod. Currently, I have ONE save game from before I downloaded and installed this mod. Let's just say that I install this mod, start a new game, play that new game, then decide for whatever reason to go back to my old save. Is it possible for me to be able to play that old save again by disabling this mod in NMM? Or is it simply not possible and that save game will never work again?
    1. fang3412
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      if this mod isnt loaded into a save that save wont have this mod in it
  12. Armatiel
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    Great mod. I'm really enjoying the Fire as it makes dealing with some flame slingers mort challenging. I know your working on other things but I would love to know if there is any way to extend this mod to work with Coldharbour resummoned http://www.nexusmods.com/skyrim/mods/69574/? and It's coldfire spells.
    What can I say some people just want to watch the world burn. I'd like to see it burn blue. Hahahah.
  13. lgvereor
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    Okay, after beating my head against the keyboard for weeks trying to find out what is causing occasional and random CTDs, today it just dawned on me, or rather it's been staring me in the face in the Papyrus all this time and I was overlooking it somehow.

    Every single time I CTD, I get this exact same pattern (repeated) of lines in this exact same order:
    [05/08/2016 - 04:10:48AM] Error: Failed to setup moving reference because it has no parent cell or no 3D
    stack:
    [ (FF0017EE)].SIC_ActorRemove.TranslateTo() - "<native>" Line ?
    [ (FF0017EE)].SIC_ActorRemove.TranslateToRef() - "ObjectReference.psc" Line 583
    [Active effect 3 on (FF0017EE)].MSODrowningEffectScript.OnEffectStart() - "MSODrowningEffectScript.psc" Line 10

    It's always the same reference ID (FF0017EE) too. From what I can make of this, Immersive Creatures is removing an NPC that Movement and Stamina Overhaul is trying to affect, what I don't get is why it's *always* FF0017EE and what exactly FF0017EE is. This is really bothering me because I want *both* mods. Can anyone help me out here? Is my theory even the problem?
    1. lgvereor
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      I've just decided to uninstall SIC and keep MSO. I don't enjoy being talked down to and that's all the SIC community has done to me in trying to sort out this conflict; the mod author though has yet to respond. I'll take MSO and the lack of a few lore-questionable creatures over that anyday. If anyone can help though, much appreciated.

      Clarification: I can run either mod alone, but together I get those same lines spamming, thousands in a minute.
    2. Apollodown
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      SIC and ALL of my mods are compatible. There is something else up with your Skyrim.

      Lifestorock has helped me on a couple of these mods, they are definitely compatible.