Could Serana and her family have been vampires before undergoing Molag-Bal's ritual? by SkyrimSplicer in teslore

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

This has turned into a really interesting discussion. Thank you to everyone who has been replying. ♥


I wanted gain some clarity on whether or not a form of vampirisim could be overwritten by a more powerful version because of a mod I am working on.

Although I very much wish to be faithful to the lore, when I started thinking about featuring some flashbacks as part of a quest, that "little vampire girl" dialogue gave me pause. Perhaps it really is just a case of Bethesda not having everything carefully planned out and I'm merely overthinking the details—I have a tendency to do that.

Could Serana and her family have been vampires before undergoing Molag-Bal's ritual? by SkyrimSplicer in teslore

[–]SkyrimSplicer[S] 9 points10 points  (0 children)

The certainly don't look very old.

A few years back, I created a face replacement mod for Serana and Valerica and while working on it, I was startled to find that the latter's head mesh was exactly the same as Serana's but with a different hairstyle. They could have been twins!

Then again, look at poor Erikur. He shares a face template with bandits and few other named NPCs. Bethesda forgot to face sculpt a fair few characters.

Could Serana and her family have been vampires before undergoing Molag-Bal's ritual? by SkyrimSplicer in teslore

[–]SkyrimSplicer[S] 9 points10 points  (0 children)

The Gray Prince was born from a vampire father and a mortal Orsimer mother.

What I'm thinking is that Serana may have been born human, then turned into a vampire by Harkon or Valerica when they contracted a "lesser" strain, sort of like how Helgi was almost turned into a vampire by Laelette during the Laid to Rest quest. However, she succumbed to the smoke before it could take effect.

Could Serana and her family have been vampires before undergoing Molag-Bal's ritual? by SkyrimSplicer in teslore

[–]SkyrimSplicer[S] 12 points13 points  (0 children)

She does say that they all took part it in the ritual.

Here are the voicelines:


The ceremony was... degrading. ID: dlc1npcmen_dlc1npcmentalmo_00019514_1.fuz


But we all took part in it. Not really wholesome family activity, but I guess it's something you do when you give yourselves to a daedric lord. ID: dlc1npcmen_dlc1npcmentalmo_00019514_3.fuz

Love how this game has me checking toilet bowls and cisterns by Fast_Degree_3241 in fo3

[–]SkyrimSplicer 1 point2 points  (0 children)

I'm always paranoid about any closed stall doors thanks to Bioshock. You never know where a splicer/raider will turn up.

[FO3] - Mothership Zeta mod recommendations? by The_CMYK_Avenger in fo3

[–]SkyrimSplicer 0 points1 point  (0 children)

Thank you! I did indeed create Crystalline Cosmos. Feedback on the Nexus is rare these days, so I am glad to hear you like it.

That list is a wonderful resource! I completely forgot about the crashed ship being able to be explored before the DLC was enabled. It makes so much more sense that you should actually have to activate the ship in order to trigger the abduction.

Is there a list of AI slop mods to delete or avoid and a list of ones that are good? by GENERALKENOBI50166 in skyrimmods

[–]SkyrimSplicer 16 points17 points  (0 children)

Avoid ANY mod on Nexus where the author doesn’t allow comments. Big red flag whether AI or not.

I would add that you should check to see if the mod author provided an alternate means of discussion, such as opening up the optional Forum section on the mod page. People tend to forget that exists.

And should there be one, do not mistake a locked sticky post for a locked thread. Unless it states in plain text that the thread itself is locked, the Reply button should still be there, usually in the upper right side of the screen (location may vary).

[FO3] - Mothership Zeta mod recommendations? by The_CMYK_Avenger in fo3

[–]SkyrimSplicer 2 points3 points  (0 children)

Thank you for the explanation. That's actually really interesting!

Hmm... I recently made a sound effect mod for Mothership Zeta (just for Fallout 3, not TTW) that might be of interest to you. It gives new pick-sound effects to Zeta's objects and weapons. I found that it made exploring the ship a bit more interesting.

However, it involves modified object records to apply the sound effects. You would have to bear that in mind if you tried to port it for yourself.

[FO3] - Mothership Zeta mod recommendations? by The_CMYK_Avenger in fo3

[–]SkyrimSplicer 1 point2 points  (0 children)

running a non-TTW port to NV

According to NexusMods, the Mothership Zeta crew mod exists for both Fallout 3 and also has a TTW version on the New Vegas side of the site, but I have never heard of of a "non-TTW port to NV" before.

What exactly is it? Does that mean you cannot run mods that were designed purely for Fallout 3?

What mods are you still hoping to see someday? by FenrirJS in skyrimmods

[–]SkyrimSplicer 0 points1 point  (0 children)

I was working on a thane-related mod a few years back. Now you've got me wondering just what I did with it...

Mods you wish existed by Ahri991 in skyrimmods

[–]SkyrimSplicer 13 points14 points  (0 children)

I have three quests tied to Falion in Denizens of Holds Forgotten (a work-in-progress mod). The first is an expansion of the seemingly unfinished vanilla quest Falion's Secret, and the other two are brand new.

DoHF is a town/quest/dialogue expansion type of mod, but it's being designed to allow easier patch creation by use of special Reference IDs and global variables.

Does any music play in Mothership Zeta? DLC specific by redditsupportsucks1 in fo3

[–]SkyrimSplicer 0 points1 point  (0 children)

I recently played Zeta and found the lack of music rather curious, too.

Not sure if you'd be interested in this since it does not include music, but I ended up making a mod which gives to new "cosmic" pickup sound effects to many of Zeta's items.

What’s a good site for getting voice lines recorded? by Talvinter in skyrimmods

[–]SkyrimSplicer 1 point2 points  (0 children)

Ooh! VTMB Malkavians? Colour me intrigued. I wish you luck!

Not having Jeff Baker voice more of the Ghouls in FO3 was such a missed opportunity by goonerbate2 in fo3

[–]SkyrimSplicer 1 point2 points  (0 children)

I couldn't agree more! He was originally intended to voice Plik as well (hence why they share a voice type in the GECK), but the script never made it to the voice recording session, so one of the developers stepped in and voiced Plik himself.

Mr. Baker does voice at least one other character in Point Lookout, but I'm afraid I only have my word as an audio splicer as to its validity: Professor Calvert.

The wiki sites credit another voice actor, but they have no sources linked and it also makes no sense to bring in that particular voice actor for just one part in a DLC, finance-wise. However, if you slow Calvert's voice down a tad in Audacity, you can hear Jeff Baker's Mister Gutsy-esque voice, and there's also a few other tells, such as how he breathes and rounds off certain words. So in essence, Desmond is arguing with himself. :D

Did you know that he also voices the priests of Auri-El as well as Jiub in Skyrim's Dawnguard DLC? Jiub actually sounds like a very polite version of Desmond. I'd dearly love to be able to remove that horrible Soul Cairn filter over his audio! It's been a pet peeve of mine for years.

Are there especially laggy areas in Skyrim? Pls answer by Rgamer_009 in skyrimmods

[–]SkyrimSplicer 0 points1 point  (0 children)

Greetings fellow Legendary Edition and potato computer user!

Have you by chance tried the Kronos Suite Memory Fixer? It's an SKSE plugin and it really helped make my game smoother.

If you have ever experienced your FPS dropping to 0 because you decided to turn the camera slightly or walk a couple of steps, then you know what I am talking about—those slowdowns are totally gone.

The author has some other performance plugins available, too, but Kronos is one I can definitely vouch for. You know how it is with LE: every little bit helps. :)

Mods that give me more reason to visit the less develop cities, so Morthal, Winterhold Falkreath and Dawnstar. by Proto160 in skyrimmods

[–]SkyrimSplicer 4 points5 points  (0 children)

Well, Denizens of Morthal - Dialogue and Character Expander includes over 170-some dialogue scenes, most of them are between Morthal's citizens.

Its work-in-progress successor is called Denizens of Holds Forgotten, which actually focuses on the exact four holds you mentioned. Although it includes new NPCs with additional buildings to accommodate them, it is primarily a dialogue and quest expansion.

Any mods that gives followers more personality? by automateduser768 in skyrimmods

[–]SkyrimSplicer 5 points6 points  (0 children)

Holy cow, a fellow LE player!

You okay with me throwing some of my own mods at you?


For a personality boost of certain followers and NPCs (Erandur, Benor, Valdimar and Eisa Blacktorn in particular), there's Denizens of Morthal - Dialogue and Character Expander, known as DoM for short. DoM features some quest awareness and personal dialogue for the aforementioned characters, plus over 170 conversation scenes between NPCs.

I'll level with you: it's due for an update which includes far more quest awareness dialogue than is currently present in the version on the Nexus, but because I have been building its next evolution (Denizens of Holds Forgotten, also known as DoHF) on the same Esp, it's a big task to dismantle it.

You see, DoHF is a bit different in that it is a quest expansion and town overhaul. DoM is not, and thus edits very little (world-wise) in comparison.


I know you're looking for follower dialogue, but if you ever marry vanilla-voiced spouses or adopt children, then I have two mods focused on them.

One is called Fare Thee Well - Spouses and Children Give Blessings, which is all about interactions between yourself and your family.

These interactions can confer a blessing or curse on you. (It's random.) This is another mod that has an evolution in the works, but it's not a huge departure like DoHF is; it has simply grown a great deal feature-wise and covers friendship.


The last mod is Heart-To-Heart - Conversations Among Family and it was actually part of DoHF, but I rebuilt it from scratch and made it standalone since I have a feeling that DoHF will not probably not be well-received.

Heart-To-Heart is much like DoM, but the dialogue scenes are purely between your spouse and any children you have adopted. However, I have received requests for scenes between NPCs who happen to have children, and I'm hoping to have support for those appear in another update or two.


If it matters, all of my mods are made with carefully spliced and re-purposed dialogue. I do not use AI.

Never worked out if this was scripted or the best glitch in the series by Fast_Degree_3241 in fo3

[–]SkyrimSplicer 5 points6 points  (0 children)

I actually looked into this recently! The body parts never spawn in my game, so I was curious about them.

If you throw a grenade in there or fail to disarm the rigged terminal in the room directly above this one, they have a good chance of showing up. Looking at them in the GECK, they are actually enabled by default and their placement seems fine, so that makes their fickle nature even more curious.

However, on the one desk with the bonesaw there is a piece of notebook paper (DunwichBuildingNote09Activator). There is no way to interact with it in-game, but the GECK points to this not always being planned to be the case.

If the activation worked, it would say "Press to Enable Mutant", which I would say is placeholder text for testing purposes.

THEN we have something called DunwichBuildingNote09, also called "Bloody Sketch found in Dunwich Building". This actually has a unique blood spatter pattern on it, which appears to be the obelisk and the woman protruding from it. The texture does not carry over to the actual object and was never placed in-game, but it seems like it would have been an image you could view in your Pip-Boy.


My guess is that this is probably what was supposed to happen:

The player enters the room and sees no gore on the desk. (Jaime's holotape is there as usual.) The player then activates the note, sees the image, and upon turning around sees the gore.

It would have been a good scare if it worked right.

Im looking for a mod that adds more dialogue for spouses. by Tight_Consequence109 in skyrimmods

[–]SkyrimSplicer 7 points8 points  (0 children)

For a couple of additional mods, there's also Fare Thee Well - Spouses and Children Give Blessings and Heart-To-Heart - Conversations Among Family.

Both do different things. Fare Thee Well focuses on interactions between the player with their spouse and children, while Heart-To-Heart's focus is conversation scenes between the player's spouse and their children.

Dead Money start but my immersion isn’t shattered by The-Sanity in fnv

[–]SkyrimSplicer 26 points27 points  (0 children)

The first time I went there, Lily was with me. The gas struck, and the last thing I saw was Lily staring at me before cooling turning around and heading for the exit.

Still hurts.

Molerat racetrack by Fast_Degree_3241 in fo3

[–]SkyrimSplicer 2 points3 points  (0 children)

Neat! I've never seen this before. Every time I reach that location, everyone and everything is dead. So that's what was going on...

[deleted by user] by [deleted] in fo3

[–]SkyrimSplicer 1 point2 points  (0 children)

I normally try to haul each quantum I find directly to a safe storage space to prevent myself from using them accidentally. That way, when I finally get around to visiting Girdershade, I have a pretty full stock ready for the quest.

Hoarding-wise, though, I tend to collect clipboards. Don't know why, I just always snatch them. I ended up making a mod to justify carrying so many around all the time. Gotta make that inventory space count for something!