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  1. To my knowledge, from MH1 to MHWI the buttons of item gathering/carving/use and secondary attack have been the same button. In World this could also be mapped to the same key as well. In Rise however, for no reason at all, it cannot be mapped together for.....no reason on Mouse and Keyboard despite the controller bindings still being the same as usual. Is there a way fix this myself or be taught how to fix it?
  2. I installed this mod to an existing save. I went to Paradise Falls to free Amanda but I could't find the key. I watched a walkthrough and there was a guy called Wilk but he wasn't in my game either.
  3. Personally, I'm too used to pressing the 'Z' key to pick up objects, and I too frequently end up stealing things in mistake instead of picking up objects or items. Is there a way to remap this key to something else? or is it hardcoded into the game by default? Please help :confused: Thanks :happy:
  4. Hey. I just got to Angarvunde for the first time at lvl 26, after following up on a misc. quest from the greybeards to find a word of power there. After exploring for a while I came to the realization that I could not go any further in the dungeon without first initiating some kind of guest, due to all the locked doors in the space where you encopunter 3 Draugrs. After a quick google search I discovered that a NPC named Medresi Dran was supposed to have been waiting for me right by the entrance inside the cave. After some coding I discovered she was dead under the stairs close to the entrance. I resurrected and moved her to me after which she proceeded to walk deeper into the cave until she reached the room with the locked doors and just started standing there in front of the largest blocked entryway with the iron bars. When I speak to her I am not given any dialogue options and she only responds with generic "out of my way" or "make it quick" etc. The key she's supposed to have is not in her inventory when I try pickpocketing her. I have already tried multiple solutions I've found online and can't get her to budge or start the quest. I understand that I can get the key with a code easily, which I have successfully tried, but this is more about me being overly persistent on trying to fix a problem and hopefully helping those who come after me who might have the same problem. I am playing on the PC and I'm using several mods including the legendary patch mod. Thank you for your time.
  5. Hello! I am GeneralDuvais, leader of the Elder Scrolls Travels: Shadowkey project, which is a mod in Skyrim. Currently, we need: Concept Artists3D ModelersLevel DesignersIf you are interested in this project reply to this, and even if the three roles we mentioned above do not apply to you, we may still have a need for you. Thank you, GeneralDuvais.
  6. I am looking for a way to map toggling specific HUD options to a key on the keyboard. Basically me and many others complain about post-endgame there being no way to "un-track" a quest so there isn't any of those stupid waypoints or pathways, so people started just tracking the "Collect 'Em All" quest and then turning off the "Active Quest" HUD in the options, so it's as if there's no quest being tracked. My idea is to have either one of these options being implemented: The first option would be to just create a macro to toggle that "Active Quest" HUD, so people can just track the "Collect 'Em All" quest when they're not on a quest, and just press the button when they are on a quest so they can track it properly. The second option would be to add into the game a quest that is completely blank and is never completed, so when you're not tracking a quest you can just click to track that quest and it's as if there's no quest being tracked.
  7. Well Guys, i been having a problem with the last serena quest, the one i need to enter the castle and kill her father, the things is, the castle gate is locked and i can't get it open, it say i need a Key but i know it's no true ( if some one can help me with that i would be happy) but it also came to me that this happens rather ofen even more with all thoses mods we have now days, so a way to fix it ? Maybe the Key we need, but not one for every lock, a single Key that allow us to open any lock that needs a specif Key ( locks that can't be Picked). This is just a idea, but it would be really usefull ( just make sure you don't bug another quest with it).
  8. I've been several times in a situation where I want to lockpick a safe (for the XP) but I've already picked up the key! Since you can't drop keys, the XP is therefore lost. And even if you could, it's a pain in the a** to find the right key. What if there was a mod were you could choose to lockpick or use the key (say E for use key and R for lockpick) and the same thing with use password or hack?
  9. Ok this is a problem I haven't seen anything about, I've checked with numerous sources. The XRE Cars! mod works great with some minor faults. However I'm experiencing a problem with my keys! I loaded my save today and went outside to my car and I was locked out for some reason. So I checked my inventory and low and behold my keys were missing! So I checked my followers thinking maybe I accidentally gave them the keys... Nope! I activated pickpocket on every npc between the hotel and my car... NOPE! So I did what any one would do, I reloaded my last save and checked my inventory, and my keys were there. So I thought "good that fixed my problem it was a minor error" then I went back to the car and I was locked out again. Check my inventory, no keys. Loaded my last save and checked my inventory again... there are the keys. So this time I just went right outside the building and checked my inventory, no keys. What is going on? Now I would just use a cheat to get the caps to replace my car buuut I have alot of stuff in the trunk of that particular car that cannot be added with a code. What do I do to fix this?
  10. So, RegisterForKey is part of the Form script, ObjectReference extends Form, so in theory RegisterForKey should be available to object references, right? But i'm trying to call it from an item in my inventory (extending object reference) and i'm getting this on the log "Unable to call RegisterForKey - no native object bound to the script object, or object is of incorrect type" Testing this on a book, added to my inventory through an alias for testing purposes, but it's not working. Does RegisterForKey simply cannot work for an inventory item? I'd prefer to not need to call it on a quest or something, would be quite limiting. Scriptname lalal extends ObjectReference Event OnRead() RegisterForKey(2) EndEvent
  11. Hello skilled modders, to press the key to toggle the quick acess menu to select signs or bombs and then press the key again to exit menu, takes a lot of time and interrupts the combat, it'd be awesome to make this menu just like the witcher 2, holding the key select and release key, makes combat way more fund dynamic, faster, thanks to everyone who are making mods for this game :smile: you make an awesome work, keep it up
  12. It would be cool to have keychain and password log in invetory, so u dont have to scroll thru all those keys and passwords in misc. Also it would be cool to have indication of what notes, tapes etc are already read/played
  13. Hello I added Leaf Rest mod.They said if you cant find key in letterbox, then there is one in house. Then I unlocked house.They said there is a key in hide safe. I couldnt find it. Where is the key?Is someone please add detailed position of key? Thx.
  14. I use a 360 controller. What I want to do is change the "favorites" key from the up and down buttons to the R3 button (or whatever it's called for xbox). The reason I want this is because SkyUI can have macros, and I want all four D-pad buttons do be different gear setups. I can't do this because up and down D-pad buttons are for the favorites menu. I can't change the favorites menu key because there's no where to do this. Is there a mod that allows you to have more control over keys and what not?
  15. http://s12.postimg.org/tffp4hgil/wereweof.png Sorry for the title, but the previous one didn't grab attention even for one view. I have to know this mod is really not what people are looking for at all. So, I can't believe there is no mod for this yet! Or maybe I'm just not looking right. Anyway, I would love to see a mod, where when I hit a certain button (like predator vision is k in predator vision mod, or driniking from the stream is b in realistic needs an deseases) my werewolf performs a howl animation (for example the one from transformation) and actaully makes the howling sound. It could have some power ability, but I don't care about that much. I'm always imagining it with a sound from the mod called "Heart of the Beast". I hope somebody will look into it. When I'm running and I reach a cliff, I always want to do that, then I am remainded that it is not possible :sad: In werewolf oblivion mod there was a key that had let you do that and it was awesome. Thanks for reading!
  16. remove or go http://forums.nexusmods.com/index.php?/topic/1240680-omg-how-can-there-be-no-mod-for-this-yet/
  17. Something that's started to bug me lately is the game telling me which key to press to interact with/activate an item. 300+ hours in, I'm pretty sure I know what key it is. Personally, I think the HUD would look better without it. Thoughts?
  18. I need help with my Morrowind to work. To prove it's a legal official copy, let me show you this: http://prntscr.com/48dwtx I ran the game as administrator, played a few minutes, and then exited the game. I installed MGE XE, which is basically the mother of all mods. The resource to allow any mods to work, and I got morrowind resolution tweaker to play at my 1440x900 native resolution. The problem: http://prntscr.com/48dx4c
  19. hello people just wanted to know if there is way to make a note to be shown on screen after picking up custom made key? sorry for my english
  20. Couldn't find a mod that would allow me to pick a lock for which I already own the key. I think that it would be more immersive if one had the choice: Whether or not you want to use your key. At this point, I would also like to ask if locks will be relocked. I'm only experiencing this when NPCs catch me trespassing or - obviously - the thiefguild's chests in the training room. Maybe I didn't waited long enough, but if it should be true that locks generally aren't relocked, maybe add that feature, too? That would almost mean everything to me - well, maybe not, but I would be pretty damn grateful.
  21. Yo of course my first post is an issue.. :laugh: After I denied Lord Harkons offer to become a vampire and got banned from the Castle I let Serana bite me instead before entering the Soul Cairn. After "Touching the Sky" and recieving Auriels Bow which started "Kindred Judgement" I fast travelled to the Caslte. Now when I'm there everytime I go towards the entrance the Gargoyles wake up and start attacking. However there are absolutely NO vampires coming out of the castle, thus I need a key for going inside. Is there any way I can get this key OR use the console to trigger something so the vampires come out? I really wanna continue.. Peace
  22. (FIXED, just a load-order-thing) Hi, I can't talk to Vex in the Thieves Guild at all. I have done the main quest, and working on restoring the guild. Came back from a heist job. Every time I press the activation key, or talk key (E by default) a generic sound plays (the same as the "wait sound" [empty clicking noise]) an nothing happens. I've tried everything! Killing her, disable/enable, placeatme, leaving the area, rebooting, restarting the game, and taking on/off, dropping an identity-hiding-cowl I've got and many more. Reloading an old save is not an option. Sometimes if i pick up several items from a table I tend to get the same bug, the "activate button" (E by default) simply does nothing, except from playing the noise. I've tried remapping the key, but it doesn't work. Help me, please :sad: Old "buggy" load order: Skyrim.esm Dawnguard.esm Dragonborn.esm HearthFires.esm Update.esm Unofficial Skyrim Patch.esp Unofficial Hearthfire Patch.esp Unofficial Dragonborn Patch.esp Unofficial Dawnguard Patch.esp SPIKE.esm ApachiiHair.esm HighResTexturePack02.esp HighResTexturePack03.esp HighResTexturePack01.esp lpsleep.esp SoS - Civilization.esp SoS - The Dungeons.esp SoS - The Wilds.esp WetandCold - Ashes.esp WetandCold.esp Populated Cities 2.esp Open Cities Skyrim.esp Immersive Weapons.esp Immersive Battles.esp Immersive Brigands.esp Immersive Dawnguard.esp Immersive Dragonborn.esp Immersive Factions.esp Immersive Mercenaries.esp Immersive Patrols.esp Immersive Travelers.esp Immersive Werewolves.esp iHUD.esp hothtrooper44_ArmorCompilation.esp EnhancedWetnessandPuddles.esp Konahriks Privilege by Edhelsereg.esp Chesko_Frostfall.esp HARODATH_ImmersiveSoulgems.esp RLO - Adaptive Interiors Vanilla Weathers Patch.esp RLO - Major City Exteriors - No Guard Torches.esp konahrik_accoutrements_dpe.esp konahrik_accoutrements.esp konahrik_accoutrements_db.esp konahrik_accoutrements_SkyRe.esp Populated Forts Towers Places.esp Populated Cities Towns Villages.esp ImmersiveFP.esp Populated Lands Roads Paths.esp Equipping Overhaul.esp TouringCarriages.esp dD - Enhanced Blood Main.esp TradeRoutes.esp TradeRoutes-SkyRe-Patch.esp _admod.esp DawnofRiften.esp Superior Rorikstead.esp DawnofWindhelm.esp WhiterunAlivePiano.esp iNeed.esp BorderSense.esp RaceMenu.esp RaceMenuPlugin.esp ReProccer.esp SkyRe_Main.esp SkyRe_Races.esp SkyRe_StandingStones.esp SkyRe_Combat.esp SkyRe_EnemyAI.esp SkyRe_EnemyScaling.esp SkyRe_EncounterZones.esp SkyRe_Survivalism.esp SleepTight.esp RE_RealEstate.esp Hunterborn.esp Hunterborn_Dawnguard-Patch.esp Hunterborn_Frostfall-Patch.esp thesnakepit.esp HeljarchenFarm.esp Convenient Horses.esp WellCaveCustom.esp MoonGlow.esp Prometheus_No_snow_Under_the_roof.esp SkyUI.esp Animations.esp RealisticHumanoidMovementSpeed.esp flaho_shi_eagles_nest_ENG.esp towConversation.esp Blackjack.esp GarrettThiefArmor.esp AK- Cowl of the Grey Fox.esp New "functional" load order: Skyrim.esmUpdate.esmDawnguard.esmDragonborn.esmHearthFires.esmSPIKE.esmUnofficial Skyrim Patch.espUnofficial Hearthfire Patch.espUnofficial Dragonborn Patch.espUnofficial Dawnguard Patch.espApachiiHair.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espiHUD.esplpsleep.espSoS - Civilization.espSoS - The Dungeons.espSoS - The Wilds.espSkyRe_Main.espSkyRe_Races.espSkyRe_StandingStones.espSkyRe_Combat.espSkyRe_EnemyAI.espSkyRe_EnemyScaling.espSkyRe_EncounterZones.espSkyRe_Survivalism.espSkyUI.espSleepTight.espRaceMenu.espAnimations.espImmersiveFP.espChesko_Frostfall.espHunterborn.espHunterborn_Dawnguard-Patch.espHunterborn_Frostfall-Patch.espOpen Cities Skyrim.esphothtrooper44_ArmorCompilation.espWetandCold - Ashes.espWetandCold.espEnhancedWetnessandPuddles.espDawnofRiften.espSuperior Rorikstead.espDawnofWindhelm.espWhiterunAlivePiano.espTradeRoutes-SkyRe-Patch.espPopulated Cities 2.espPopulated Lands Roads Paths.espPopulated Forts Towers Places.espPopulated Cities Towns Villages.espTouringCarriages.espiNeed.espImmersive Weapons.espImmersive Battles.espImmersive Brigands.espImmersive Dawnguard.espImmersive Dragonborn.espImmersive Factions.espImmersive Mercenaries.espImmersive Patrols.espImmersive Travelers.espImmersive Werewolves.espHARODATH_ImmersiveSoulgems.espRLO - Adaptive Interiors Vanilla Weathers Patch.espRLO - Major City Exteriors - No Guard Torches.espKonahriks Privilege by Edhelsereg.espkonahrik_accoutrements_dpe.espkonahrik_accoutrements.espkonahrik_accoutrements_db.espkonahrik_accoutrements_SkyRe.espEquipping Overhaul.espdD - Enhanced Blood Main.espTradeRoutes.esp_admod.espBorderSense.espRaceMenuPlugin.espReProccer.espRE_RealEstate.espthesnakepit.espHeljarchenFarm.espConvenient Horses.espWellCaveCustom.espMoonGlow.espPrometheus_No_snow_Under_the_roof.espRealisticHumanoidMovementSpeed.espflaho_shi_eagles_nest_ENG.esptowConversation.espBlackjack.espGarrettThiefArmor.espAK- Cowl of the Grey Fox.esp
  23. i have recently found a mod named Riften Assassins Hideout by Steve Foster and was thinking of creating something similar in each of the cities and was wondering if there was a way to lock the doors after unlocking them without using other mods. so what i need to know is there anything i could do to make keys be able to lock doors or have a button placed nearby the unlocks and locks the door
  24. So I'm newish to Creation Kit and have been working on a mod. Been using a youtube series to learn the basics, but it doesn't cover what i want to do with code. Basically I am recreating the original NES Zelda dungeons in Skyrim. But seeing as big empty rooms are no fun, I've decided to also bring them up to the level of detail that one could find in any average skyrim dungeon. It'll be more than just a direct bland port. Right now I'm working on "Eagle" and if its popular enough i'll make more. Screenshots of varrying ages can be seen: http://imgur.com/a/puGHF#0 The help I have come seeking today lies in the age old tradition of crappily forged keys. Basically I want to code my doors to check if i have the key, unlock, eat a single copy of the key, and display a message saying something like "The old rusty key snapped in the lock, at least it worked." The player would then have to click an OK or w/e and continue on. This way I could distribute any number of copies of "Old Rusty Key" and not have any one key tied to any one door (cept the boss door.) I could techncially just make a whole bunch of keys (old rusty blah 01, old rusty blah 02, etc) but that seems overly tedious in play and then you have to collect specific keys for each specific door. Basically i think its a better idea to ask for help for the coding. So... can I get some assistance?
  25. Hi all, In-game, while attempting to use the alt key with any other keys, a ding sound can be heard. I've managed to turn off the sound in my desktop through the windows setting, but it still persists in game. Anyone knows how to turn it off? It's driving me nuts! lol
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