Tag Archives: mod report

Amazing Follower Tweaks: Fixing a Save that didn’t get Tweak Commands

Well, on my newest character I encountered a strange bug regarding AFT and the fact I didn’t seem to end up with the Tweak Commands (absolutely necessary when your followers hit a guard by accident) no matter what I did. The dialogue menus would pop up like always on the followers, but never in the powers and neither did I get the AFT readme added. Trying to look up the problem got me a whole bunch of scattered bits and pieces talking about mod conflicts and other things that were interesting, but not really what the issue was with the mod.

So I did what I normally do when troubleshooting. Swapped AFT to the bottom of the load order, uninstalled it, reinstalled it and checked for conflicts in my other mods. I *almost* tried the Boost Priority plugin but the thing is that the NPCs were reacting normally, had all the right dialogue, it was just that the Tweak Commands and Make Follower wasn’t available, so I figured something wasn’t getting triggered right. It was hugely frustrating.

THEN, I checked again and found some info where Dheuster mentions that AFT is start game enabled and that Alternate State mods like Live Another Life can mess with start game enabled mods, and can specifically prevent the powers and readme from being added to the inventory– his recommendation is to disable AFT when making a new save until after sufficient enough time has passed (I think it was 24 in game hours) and then reload with AFT enabled.

The save game was a port from a different machine. I don’t even think the save was made with an alternate start mod. It had already completed the start quest, and for some bizarre reason when I loaded it up for the first time the powers didn’t get added. In retrospect this isn’t so surprising; sometimes the scripts take a while to run and something probably interrupted it the first time I loaded that save.

Unfortunately, reinstalling wouldn’t work with this save. So I did the next thing I could think of; cleaning the save. It’s been a while since I’ve had to do anything like that. In fact the last time I did, it was for beta testing for some issues Dovahtracker was experiencing regarding CTDs and not being able to update the server with the character info.
So, I went out and found this amazing little utility that seems to work even better than the one I had used before. So I backed up my saves and tried it out. Even though I had reset AFT and followed the proper uninstall instructions the scripts were still in the save and that indeed was the problem as to why the powers weren’t being added. Once the scripts were stripped out, the save loaded the powers just fine and I got AFT fully functional again which was a pretty big relief. One time the followers got into a scuffle with the guards and somehow I ended up with a 1000 coin bounty. It was a blood bath around Whiterun.A note about the save cleaning tool:Users say sometimes anti-viruses will react badly to it, but so far Avast has been quiet for me. I’ve also got FNIS Sexy Move installed and it seems all right so far. The program is pretty easy to start up and use.  Some of the features seem useful to keeping a healthy save, particularly the reset havoc because that can create a lot of data from moved objects. Especially if you’re like me and jump up to dance on Ulfric’s table… never knew the guards could arrest you for that until I tried.

Alchemy Overdose Mod

So, one of my first characters in the Tamriel world was an Alchemist. It was a custom class, one that focused on the Alchemy skill with a side helping of magicka and some minor skills in One-Handed.

To me, the Skyrim perk tree for Alchemy seemed weak. So I started up a little mod that tweaked the heck out of the Alchemy skills to increase the potency of created potions. Most mods out there that tweak magicka didn’t really seem to touch the Alchemy skill.

I won’t lie and pretend I had balance in mind as so many perk tweaking mods do (and then proceed to make life a living hell if you actually rely on those skills coughstealthrebalancedcough), especially for high levels in the skill. It just seems to me that if you’re a Master Alchemist (or Master Anything really) you should be able to make legendary items. Since it’s a perk tree, alchemy will be pretty much the same if you don’t invest in the perks, but the idea behind it is to make the potions more useful than 2 seconds of freaking invisibility, for example, especially when starting out with Alchemy perks, and by the end, being able to do amazing things with the ingredients. I got really tired of having a billion useless potions in my inventory that weren’t worth selling.

To that end, I restructured some of the default perks, combining the perks dealing with beneficial potions into one set of perks, and creating a new perk with the leftover.

Instead of making the healing potions super strong and the other beneficial potions somewhat strong, it makes everything a little bit stronger in general, but the overall boost to healing potions is slightly less than what it is in default. I thought it was a good sacrifice to make. Poisons get an extra boost as well.

The leftover perk went into a boost for skill-based potions, so your smithing potion should work just a little bit better.

I also added some high level perks to increase ingredient gathering, my thinking is that an experienced alchemist would know how to use more parts of the plant, and unless my memory is totally failing me, that had been one of the added effects of gaining Alchemy skill in Oblivion.

From Oblivion, I really missed the ability to create two potions at once, so I added that back into Skyrim, too, placing it at the higher end of the skill tree.

A truly exceptional Master Alchemist should be able to do these things, I’m reasoning out. You hear the stories of what Alchemists and Enchanters can do in lore, but you never get to do them yourself. Likewise, I feel if your enchanting skill is at 100 and you’ve got all the perks you should be able to reconstruct the Staff of Chaos.

The mod itself is in an alpha stage, as I am not quite sure if I tweaked the skill potions properly, but testing it out should prove interesting.

The Kenzeft Project

I figure it’s probably a good time to introduce the Kenzeft project. I call it that because I don’t quite have a final name for it, but it’s a culmination of several ideas I’ve had and wanted to implement in Oblivion, but never found the time due to college or other real life stuff. Skyrim has made it easier to create dynamic, interesting NPCs, and so I moved my ideas to Skyrim.

My original inspiration came from wanting to bring a new level of live to an NPC in Oblivion, sort of like Ruin-Tail’s Tale but on a higher level, where the character will interact with not just a personal questline, but also offer opinions and experiences on current quests. I have plans to include commentary on all the major quest lines and most of the base Skyrim quests. Right now, I’m flipflopping on whether or not I should make the mod dependent on Dawnguard or Dragonborn, or just have patches for them.

Well, starting from that, the ideas mounted up and the Kenzeft is a pretty large project already. Several new NPCs, a major questline, several smaller questlines, new locations, a new home for the player, and a few marriageable NPCs.

Of course, I’m trying to keep it all very lore-friendly, and I’ve been doing a lot of research into the lore, like just how old is the College of Winterhold? The answer was “Nobody really knows, but there’s some allusions Serana makes that gives it a sort-of ballpark figure.” It certainly pre-dates the First Allessian Empire and the Uprising since Serana also seems to pre-date it, as she seems surprised that there’s an empire at all.

My thought is, how the heck do I get a voice cast for all these NPCs? I mean, I could probably do one, maybe two, but I’m not a very good actor in the first place and my microphone is of the less-than-stellar quality. I have another person willing to do another several voices. That leaves about a dozen different roles to fill.

Now, as to what the Kenzeft Project is about… well, I sort of want to keep the specifics a secret just yet. But let’s just say that Divayth Fyr and Yagrum Bagarn play a somewhat minor role in it. And let me tell you, It’s been incredibly frustrating trying to find out if Divayth Fyr and Yagrum Bagarn survived the Red Year. If you’re even somewhat familiar with the lore you’ll probably understand why it’s frustrating. Sure, Marcurio in Skyrim mentions that they found “the last living Dwemer in Morrowind.” But it’s still kind of vague. That’s actually all I have to go on, and it seems to imply they are still alive for one reason or another, so that is how I’m going to proceed. It sort of makes sense in a way, if Divayth Fyr is about 4000 years old and an incredibly powerful wizard-lord of Telvanni, his town could very well have been spared much of the desolation. Either that, or he had prior warning, as mentioned elsewhere in the lore some few were warned, and moved his tower as Neloth did. In that case, Yagrum being alive is still a good bet.

All in all, I’m very excited about the project. Have a teaser screen cap of one of the new locations.

kenzeft

Mod Report: The Choice is Yours, The Paarthurnax Dilemma, and Quest Eraser

One of my major beefs with Skyrim is the forced quests that keep being inflicted upon you by the masses. Every single person in Skyrim seems to think you’re some sort of gopher, and you usually don’t get a choice about it.

Especially the Paarthurnax quest. If you knew how much I’ve wanted to slap Delphine silly for all the amazing wonderful bullshit she’s pulled… then goes to tell the Dragonborn, whom the Blades are supposed to serve, to kill their dragon-mentor who means no harm and was instrumental in defeating Alduin?

I was always more inclined to kill her instead.

Well, I’m reviewing a few lesser-known mods (as in, mods that aren’t plastered all over everything) that really bring a new level to questing in Skyrim.

The Choice is Yours

by kryptopyr

This mod, in my opinion, is absolutely essential to any Skyrim install. Ever since I plopped it into my Data folder, I have not been getting a single unwanted quest. In combination with the Thieves Guild Requirements (from the same author) Brynjolf stays where he is and doesn’t chase you all the way across town just to make your paladin warrior character plant that ring on poor Brand-shei.

Some quests, ever since I started playing a couple days it came out, would always sit in my character’s journal. Usually these quests started at the beginning of the game, and when I wind up level 81 and still have those damn quests in there, it’s frustrating trying to find the quests mixed in that I actually want to do. This adds in the options that I feel should have been in the game in the first place. It gives an added depth and focus on tasks to complete in the game, and also lets me feel more free to randomly explore a dungeon I otherwise felt like I couldn’t because X person was waiting for their frilly pink lollipop unicorn poop.

The Paarthurnax Dilemma

By Arthmoor

This, by far, is my favorite vanilla quest enhancer. I say favorite because it lets you tell Delphine and Esbern where to stick it. In my opinion, Skyrim should have had these options in the first place. You’re set up for them, but nothing you say or do except to kill Paarthurnax closed the quest. This remedies that once and for all.

Once you get the quest from Delphine and/or Esbern, you now have the option to talk to Arngeir and Paarthurnax about it. You could before, so it’s not that big of a surprise, HOWEVER! It’s actually a quest option and not just something you could do as a side thing. Telling Arngeir you won’t kill Paarthurnax actually means something. Of course, to close out the quest, you have to go back to Delphine after talking with both Arngeir and Paarthurnax and tell her you won’t kill the dragon. Delphine will argue until you’re almost sick of it, but will eventually back down in fear because, damn it, you’re the DRAGONBORN.

Now, there is a small problem where if you’re past the point of getting the “Kill Paarthurnax” in your quest log, you likely won’t benefit from having this installed. It’s much better to use a save that doesn’t have that in the quest log yet. Unfortunately, Kill Paarthurnax will likely be stuck in your quest log since you can’t get the options to tell Delphine off. There’s not much the mod can do after that. The only other problem I’ve observed is that there should be a better way of scaring Delphine without threatening to kill her with the Thu’um. I think a couple of options there for roleplaying purposes would do the trick, but that may be coming in a future update.

All in all, a very satisfying change in game play.

Quest Eraser

by kryptopyr

By the same author as The Choice is Yours, this small but nifty tool will remove those quests you don’t want from your journal if you’ve already been playing for a while. Now it will take a bit of time and effort to activate the quest again, but hey, that just adds more enjoyment trying to get into solving this thing you totally forgot about but suddenly encountered again.

It’s a small mod, but useful.

Personally, I think Bethesda sort of tied their hands when they chose their release date. It seems as if the game still needed a lot of bug testing and many things, like quest choices, were left out, but there were so many problems that they felt obligated to release it and just rely on patches. It does a major disservice to the video game industry releasing half working crap and not fully cleaning it up.

Yes, I said Skyrim was half-working crap. It’s an amazing game, and an amazing world, but let’s not delude ourselves. A game is crap when it has a major game breaking bug in not one, but several places in a friggin main questline. When it first came out, hell, I was hit by every single one of the major game breakers and I even helped document a lot of them on UESP. At least one, the Jagged Crown/Season Unending is still a little tricky to work around. Unfortunately, it’s been said that because of the problems associated with getting things to work on PS3, Bethesda won’t do anymore downloadable content for Skyrim, and that probably means no more patches. And the game is still buggy as hell. God forbid a Bethesda game works like it should.

Until I installed the Unofficial patches, there were things in game that I thought were intentional but actually weren’t, and playing with a new character after installing the UOPs shocked me because things were actually working and Skyrim had been so much more lively and richer than I had gotten to see. This is why I’m grateful for the community modders that provide the unofficial patches and fixes. And, to be honest, I can’t understand why Bethesda won’t work with the community to officially release the fixes. It isn’t like they haven’t been documented well and implemented.