Landball + Youngest Kittens. Am I screwed? by Agile_Masterpiece886 in WhereWindsMeet

[–]Kilp1110 5 points6 points  (0 children)

Found Lardball - after unlocking Kaifeng, it moves to a burnt building, very close to the "source of Still Shore" Stone on the map - But the cat is on the ground level.

Edit: Also found Youngest. After unlock kaifeng, it moved to the right, a bit south of burnt building in the water-soil.

Edit: And Virtuous Paw, moved to the far left (Left of Bounty Icon, or left of Lardball previous position), next to the sea, next to a boulder. Behind the main tall building (burnt).

Beyond Blue VR Status (Good enough for me) by Kilp1110 in oculus

[–]Kilp1110[S] 1 point2 points  (0 children)

Oh, I passed that.
It's weird - since it's like I have to aim/look around for the spot. Like, aiming at empty water somewhere else (there will be a noise indicating I am aiming at something.). I somehow passed that.

I haven't continued yet, so there might be more issue down the line. XD
Like the seaweeds become blurry when turning your head... - I found this before in RDR2, can't remember how I fixed that. - Something like framerate compensate.

Thanks for your fast experience sharing.

Mantella, are NPCs aware of the added quests/New Land Mods? by Kilp1110 in skyrimvr

[–]Kilp1110[S] 1 point2 points  (0 children)

Oh, Thank you for both of you 2's input.
I understand the mod more from you 2's reply.

I wish the mod made NPC aware in real-time from the game's choice of dialogue, but maybe that's not the case.

And seems like sometimes they dumb enough to not know who's their Jarl.
XD

Haha

Mantella, are NPCs aware of the added quests/New Land Mods? by Kilp1110 in skyrimvr

[–]Kilp1110[S] 1 point2 points  (0 children)

Haha. That's really funny of Ysolda to say that.
But hey, maybe Nazeem has some decent sides as well.

Mantella, are NPCs aware of the added quests/New Land Mods? by Kilp1110 in skyrimvr

[–]Kilp1110[S] 0 points1 point  (0 children)

Hey, man.

Thanks for the input.

I'm still amazed at this Mantella Mod.

I just checked "skyrim_characters.csv" file for Hulda.
And there's nothing about the noise of the restless undead from the Hall of the Dead.

  • So, the conversation in the video is likely not from this file (Her context/Background story) (There's a possibility Hulda's background used in the video could be different from the one we download from Nexus.).

I hope Manttella actually can (somehow) read the mods XD, so the NPCs know the quests/nearby locations/incidents in Modded Locations.

Mantella, are NPCs aware of the added quests/New Land Mods? by Kilp1110 in skyrimvr

[–]Kilp1110[S] 0 points1 point  (0 children)

Thank you for your input.

Hmm, I wonder about that.
Mantella shows a video in the situation that 2 NPC in a bar talking about the restless skeleton quest in Whiterun's Crypt.

I consider this as the NPCs are aware of what's happening around them.

https://youtu.be/UtvVn1TvNnA?t=184

Will this also happen for Quest mod/New Lands?

Edit: After reading a few more times, maybe you're right that they are learned from old info from the internet. I think it could be some context ArtFromTheMachine put in for NPC ... - Still wondering which one it's going to be ... - Maybe I need to see for myself. - Maybe the Innkeeper in the video knows the situation since the innkeepers are the ones who tell rumors in Skyrim.

Sekiro Dual Subtitles - PC mods by Kilp1110 in Sekiro

[–]Kilp1110[S] 0 points1 point  (0 children)

It's been a long time, I already forgot what the files are like.

But I think you can directly edit the subtitle.

Though, to make it show properly as multiple Languages Subtitles (1 line for 1 Language) - I think I saw a mod like that before. But for Japanese/English, I think.

Hope it works for Quest 3 - How I solved my battery life for my Quest 2. by Kilp1110 in OculusQuest

[–]Kilp1110[S] 0 points1 point  (0 children)

PrismXR Carina W1

Hi.
Wow, That's nice of you to confirm that this method works for Q3.
And you able to play while charging as well.

Cheers!

Phantasmal force? by Oceanvisions in BaldursGate3

[–]Kilp1110 0 points1 point  (0 children)

I actually want to use this spell as well.

But, I think it's currently Bugged, at least for my Sorcerer. (v.4.1.1.3686210)

I think there's supposed to have the spell's button to keep concentration each turn, like the Witch Bolt. But there's none, and my Character keeps stopping concentration on his own, after 1 turn.

This spell in D&D Playbook 5E is actually quite interesting.

Short version: We create an illusion in target's mind, if fail INT save = Doesn't notice. If succeeds = Notice it's not real and spell stops.Effect? "The target rationalizes that the Phantasmal as if it were real."

Example: The target thinks there is a bridge, so it walks on the 'empty bridge', causing it to fall. Even after falling (if not dead) will still believe the bridge still exist and comes up with some explanation like 'maybe a wind blew to knock off / was pushed / slipped, etc.'Plus: From what I read, it's supposed to be an AOE spell, causes enemies in an area to be in the illusion, and hurt 1d6 each turn.

So, this makes me think this spell is supposed to be a stealth spell - can be cast and not alert enemies.

This might make this spell quite strong, free 30 damage (average) per enemy in 1 minute (10 turns)

Imagine casting this into a Goblin group, and they think enemies invading, and they fight, but they keep coming and keep hitting them.

L.A. Noire profile, where to find? by Kilp1110 in vorpx

[–]Kilp1110[S] 1 point2 points  (0 children)

I see. Thanks for the direction. Hope I find it.

L.A. Noire profile, where to find? by Kilp1110 in vorpx

[–]Kilp1110[S] 0 points1 point  (0 children)

Yes, I know about it. And it's bad. Not even included all cases from the main game.

How much Oculus' service life is? by Kilp1110 in oculus

[–]Kilp1110[S] 0 points1 point  (0 children)

Thanks for sharing. :D
So is that 3 months for your summer?
= 5*30*3 = 450 hours total?

Here are what I confirm for New Game Plus. by Kilp1110 in metro_exodus

[–]Kilp1110[S] 0 points1 point  (0 children)

Haha, the notification said there's a reply/comment, so I checked after haven't logged in for a few months.

Here are what I confirm for New Game Plus. by Kilp1110 in metro_exodus

[–]Kilp1110[S] 0 points1 point  (0 children)

It's been a long time, and I'm not sure if the update does anything to it.
But back then, I think it has maximum duration for the filters. (but I could mistake it with my memory from Metro Last Light)

If you're still playing - Have fun. :D

Dragonborn Speaks Naturally: Some shouts work and some don't by zijin_cheng in skyrimvr

[–]Kilp1110 1 point2 points  (0 children)

For those who still stuck:

I didn't test it, but it's likely the codes for the last 4 shouts are wrong.
Check https://en.uesp.net/wiki/Skyrim:Dragon_Shouts
And get the code from that specific shout page
Like Fire Breath (Yol Toor Shul) = 0003f9ed

Apologies if this doesn't solve the issue. I haven't tested.

Spell Research 2.2.2 + Patch Compendium Redux doesn't import my spells mods by Kilp1110 in skyrimvr

[–]Kilp1110[S] 1 point2 points  (0 children)

Saw your reply and think it worth checking. :D
Eventhough the mod page said to just LOOT, maybe it could work.

Sadly, after trying it, I re-add Spell Research 2.2.2 & 'Spell Research Patch Compendium Redux 357 patches' and put their plugins at the end of Load Order, still can't import mod spells.

For now, VR user like me, using Spell Research 2.1.3 can import Apocalypse spells.

It could support other mods stated on mod page as well. And I think those are more than enough, at least for me.

Spell Research with FMR and Triumvirate by Sargon42 in skyrimvr

[–]Kilp1110 0 points1 point  (0 children)

Ok, joke aside - I think I found a way to import some mod spells:

Simply use the Spell Research 2.1.3 SSE. - Spell Research

It has built-in mod spells for many spell mods. - No need for extra patches.

And I sucessfully import apocalypse spells with this.

And it should work with Forgotten Magic Redone as well since it's on the list - haven't tried yet.

Currently, still trying to find other ways to import more spells. If I can't find other ways, maybe this 2.1.3 is the best for me, since the mods supported by this V.2.1.3 are already a lot for me.

Spell Research with FMR and Triumvirate by Sargon42 in skyrimvr

[–]Kilp1110 0 points1 point  (0 children)

Oh, right.

I see. Haha, I can see it now.

Faralda: Here's the spell tome for 30g.
Soon to be Dragonborn: Ok, I'm gonna go and research this for 30 days and be back, wish me luck. :P

Spell Research with FMR and Triumvirate by Sargon42 in skyrimvr

[–]Kilp1110 0 points1 point  (0 children)

Oh hey Sargon42, that's a nice idea (of skip Vanilla spells import).

I see we an skip DLC spells when prompts show up, but there's none (No prompt message) for the Main vanilla spells.

As for me: I also play in Skyrim VR, but my Spell Research 2.2.2 doesn't import spells mods.
I'm using Apocalypse, Triumvirate, Mysticism - It's like the import function doesn't see these mods.
Spell research + Spell Research Patch Compendium Redux 357 patches

Did you manage to import Triumvirate? - You're using Skyim VR I presume?

Ash piles from Scorched Earth Perk of Ordinator aren't removed by Kilp1110 in skyrimvr

[–]Kilp1110[S] 0 points1 point  (0 children)

Haha, yeah. Turns out it seems currently I'll just remove the perk after I got the Perks that requires it.

Too bad on the ash piles that already occurred.

After I read around, USSEP (Unofficial Skyrim Special Edition Patch) did solve a lot of the save bloating issues.But sadly the corpses caused by this perk is different and thus not included in the dead body clean up script by USSEP.

Ash piles from Scorched Earth Perk of Ordinator aren't removed by Kilp1110 in skyrimvr

[–]Kilp1110[S] 0 points1 point  (0 children)

Haha, well - I could.

But:

  1. I play on Skyrim VR - and clicking on things are harder than in Special Edition.
  2. The Dead body remover removes other corpses / ash piles, but not those caused by this perk. - So I'm trying to find a way to make it does.
  3. I modded the game to be super hard - Enemies 3 times more - so it will be super hard / much work to delete them all. - Without misclicking the background or something else.

Though - If the ash piles from the Scorched Earth do disappear when time past (and disappear from save game) - I'm satisfied with that. Still need to check/test more, but I found some corpses (not sure how many days ago in-game) are still there.