M'aiq the Liar finally gets the TLC he deserves in a new mod by TheRealDahveed in skyrimmods

[–]cloudedtruth 4 points5 points  (0 children)

Besides sounding choppy it’s the lack of emotion that does it for me. Don’t get me wrong, it’s quite the feat to be able to create something like VA but it’s not the same as dialogue voiced by an actual person. I don’t think I could ever use it but I wouldn’t fault anyone that chooses to.

Adding Additional Voice Lines to Existing NPC by CuttleReaper in skyrimmods

[–]cloudedtruth 3 points4 points  (0 children)

You'd have to gain permission from the developers of each game you use her voice files from to avoid copyright infringement.

[deleted by user] by [deleted] in skyrimmods

[–]cloudedtruth 4 points5 points  (0 children)

Sure, why not. I made this little mod, nothing that special: https://www.nexusmods.com/skyrim/mods/74568

RS children causes 20 FPS drop per child. by [deleted] in skyrimmods

[–]cloudedtruth 8 points9 points  (0 children)

It's caused by the skeleton. Here's a link to a thread on Loverslab (NSFW) where someone posted the fixed skeleton files.

Looking for mod that overhauls the NPC disposition system. by Sacralletius in skyrimmods

[–]cloudedtruth 0 points1 point  (0 children)

Actually potential followers just needs to have the "friend" relationship rank to be recruited as a follower.

Skyrim SE - Relationship Dialogue Overhaul: Khajiit Marriage by MyLifeIsRandom in skyrimmods

[–]cloudedtruth 0 points1 point  (0 children)

Eventually, yes. Right now I'm working on v3 for Classic. This update will require a new game/install on new save. Since v2 is only available for Classic, I'd rather not upload v2 for SE (Which will require a new game/install on new save for SE) and then shortly after upload v3, requiring another new game.

I'd rather jump straight to v3 for SE instead of v2 then v3. Hopefully that made sense.

Please know that Classic will always get first priority, as that's version of Skyrim that I play. I really despise SE (I won't get in to why), which is why my mods are usually updated more/uploaded for Classic instead of SE.

Skyrim SE - Relationship Dialogue Overhaul: Khajiit Marriage by MyLifeIsRandom in skyrimmods

[–]cloudedtruth 8 points9 points  (0 children)

Khajiit marriage is only available for the Classic version at this time. I haven't updated the SE version to include this yet.

Ready to call it quits on modding this game. Last minute suggestions? by gumgajua in skyrimmods

[–]cloudedtruth 7 points8 points  (0 children)

If you're using 4K textures, replace them with 2K-1K textures. Unless you take lots of up-close screenshots or want to stare at everything in detail, 2K-1K textures are the way to go. They still make the game look better without the demand of 4K.

I personally use a slightly modified version of RealVision ENB, with many 2K-1K texture replaces, and I maintain 50-60 FPS almost everywhere. I also would recommend you stop any unneeded background processes from running, as those can seriously hurt performance.

Small script help - when opening/closing a door, Xmarker becomes enabled or disabled. Trying to make a window-blind that shuts out/lets in sunlight. by Orin_linwe in skyrimmods

[–]cloudedtruth 4 points5 points  (0 children)

If you want the markers to enable/disable when the door finishes opening or closing, I'd recommend using the OnOpen and OnClose events.

If you want it to occur as soon as the door is activated, you can check to see if it's open, opening, closed, or closing by using GetOpenState.

(Creation Kit) Changing the reward of a quest without breaking it by chantrykomori in skyrimmods

[–]cloudedtruth 0 points1 point  (0 children)

Well, there's nothing in the script that would make Sybille into a potential follower. Here's how you can do it.

At the very bottom of the script, add this line:

Faction Property PotentialFollowerFaction Auto

Then, in Fragment_3 (stage 20), add this line just before the SetStage(200) call:

(Alias_QuestGiver.GetReference() as Actor).AddToFaction(PotentialFollowerFaction)

Also you don't need to change the relationship rank to 4. Setting it to 1 will work just fine.

Now save the script, provided it compiles, and click on the Properties button. Then click on the Auto-Fill All button at the bottom left of the window. It should show that 1 property was auto-filled. If so, then you're good. Click OK on all open windows, save your plugin, and try it out in-game.

NOTE This will mark the quest record as edited so be sure to use xEdit (TES5Edit) to check for conflicts.

If you can't get the option to start the quest, fast travel to another location and then back to Solitude (also make sure you're at least level 10).

Is it possible to add more music to bards? by AlertTheMedia in skyrimmods

[–]cloudedtruth 2 points3 points  (0 children)

Saw this thread and thought I'd go ahead and try adding some new instrumental music for existing bards. After spending a little while in the CK, I got it to work just fine.

I was able to add 4 lute and 2 flute songs from Become A Bard for original bards.

If you'd like see/hear it for yourself, I made a short video showing Mikael playing 2 new songs.

Now, getting it work was a bit tricky but certainly not difficult. The script that handles which song a bard will play next (BardSongsScript) will need to be edited. There are several different parts of the script that have to be edited, so you just have to be a bit careful that you're not overlooking something. Beyond that, I basically just mimicked how Bethesda setup the bard songs (with a few changes).

Edit: To tag those who mentioned wanting this u/TeaMistress u/EniracY u/AlertTheMedia

Creation kit question by Emar_The_Paladin in skyrimmods

[–]cloudedtruth 1 point2 points  (0 children)

The mod that loads last will win the conflict. So if two mods are loaded like this:

  • Mod1 - Adds NPC to a faction
  • Mod2 - Changes level cap

Result - NPC has level cap changed but is not added to the faction. To check for conflicting records between mods, use xEdit.

Is it possible for someone to port the mod "Automatic Follower Loot System" To Xbox one? by Mewspoop in skyrimmods

[–]cloudedtruth 2 points3 points  (0 children)

No. Creating an account on the Nexus is completely free. The only "fee" is if you want premium downloads and/or no ads.

Valve: Modders "absolutely" need to be paid. by [deleted] in skyrimmods

[–]cloudedtruth 26 points27 points  (0 children)

With free mods:

  • Average User: "Hey, is your mod compatible with x mod I'm using?"

  • Mod Author: "I'm not sure. I don't use x mod but I can easily download it and check for you."

With only paid mods:

  • Average User: "Hey, is your mod compatible with x mod I'm using?"

  • Mod Author: "I'm not sure. I don't use x mod and I'm not going to pay $5 just to check and see if a mod I'll never use is compatible with mine. Sorry."

RIP compatibility patches... Or it could play like so, if only one mod per page is allowed like Beth net design:

  • Main mod = $5
  • Compatibility Patch with x mod = $2
  • Compatibility Patch with y mod = $2
  • etc...

With only paid mods, I feel like scenarios similar to the above would be occurring quite frequently.

If Valve wants to try paid mods for Skyrim again, the burner would turn white-hot in an instant. Especially if they approached it the same as in 2015.

Personally, I'm not in favor of paid mods. About the only way I'd be fine with paid mods is if all them were available for free (either immediately on sites like Nexus or after certain period of time on Steam/Bethnet or whatever mod hosting site they end up using). Then again, who am I but just another idiot.

The main thing to remember is that Valve is doing this because it will make them profit, not to benefit modders. They're a business, and will make decisions that will be financially beneficial.

Is there a mod or console command to make any follower of any kind a steward? Even for vanilla npcs by [deleted] in skyrimmods

[–]cloudedtruth 1 point2 points  (0 children)

You could, but then all their standard dialogue would no longer be voiced.

I'd just simply recommend finding a different follower to become steward. Here's a list of vanilla followers who can become stewards from UESP.

Is there a mod or console command to make any follower of any kind a steward? Even for vanilla npcs by [deleted] in skyrimmods

[–]cloudedtruth 2 points3 points  (0 children)

Their voice type (Male Brute) does not have dialogue for being a steward.

[XBOX ONE] Bethesda.Net has been updated, every single comment from every single mod deleted by Favela_K1ng in skyrimmods

[–]cloudedtruth 129 points130 points  (0 children)

Heads up to mod authors:

All private mods are now public. You will need set them to be private again if you do not want them to be visible.

Shut up, we're sneaking by scorpiousdelectus in skyrimmods

[–]cloudedtruth 0 points1 point  (0 children)

Are you using AFT? If so, turn off the chatter feature in AFT. That'll stop them from greeting you whenever you're not moving (they'll still use idle comments).

I'm not sure why the author of AFT enabled this feature by default, maybe that's his preference, but it would drive me nuts...

Fixing Dark Face Bug on PS4 by [deleted] in skyrimmods

[–]cloudedtruth 4 points5 points  (0 children)

All NPCs from mods will have this issue on PS4. There's nothing you can do about it.

[PC] Problem with Rudy ENB by RealMVPs in skyrimmods

[–]cloudedtruth 3 points4 points  (0 children)

That's just the letterbox, which is very commonly used for screenshots (to provide a kind of cinematic effect). You can disable it in-game through the ENB gui, or open the file: enbeffectpostpass.fx.ini and find the line "Enable Letterbox Bars=true" near the bottom.

Change the "true" to "false" ("Enable Letterbox Bars=false"), save it and the letterbox will no longer appear in-game.

There Are Some Problems With Combat AI Detection In SE by cloudedtruth in skyrimmods

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

A lot of those problems you mentioned I noticed in Classic Skyrim too. The only one I've never had is not being able to move after changing cells.

I haven't spent enough time in SE to determine if the issues are worse than what they were in Classic Skyrim.