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  1. So as a bit of the joke that when a player finds Meridia's beacon in a dungeon either they pick it up or leave it. How about for those that decide to avoid picking it up, after either a few seconds or a minute the beacon reacts and begins to chasing you until it either reaches you or you make it a certain distance away from the chest. Including maybe add enemies that jump at you as way for beacon have time to catch up. It would add quite a bit of fun and some dread as when you do encounter it again, you know that if you don't pick it up, there is a few moments before running away. As well a bonus perhaps after evading it 5-10 times you gain a special effect that adds more stamina or luck. No downside to getting caught (as the beacon itself is the downside) This would add some fun in any adventure or fear in any playthrough, either or it would definitely be amusing to see this as a mod.
  2. I'm a Skyrim mod author, primarily an animator. Yesterday, I stumbled upon the strangest thing that I've ever seen in this game. I'm made some walk/run/sprint animation replacers for a new mod I'm working on. I'm implementing them with DAR keywords. While testing them, I noticed that the arm position during the walk was off as compared to how it looks in Blender. My first inclination was to go back to Blender, check and recheck my keyframes, rebake my animation, re-export it, re-convert it, and try the new one. Same problem. I know for 100% that there's nothing wrong with my animations. The game simply not putting the arms where I told it to. I began conducting tests to systematically eliminate variables. I tried different combinations of walk and run animations (some made by me, some by others) in DAR custom condition folders, the DAR player character specific folder, and the straight up vanilla animation folder. After some time and much hair being torn out, I discovered something truly bizarre that defies all explanation. Skyrim appears to blend the running animation into the walk somehow. What does that even mean? Well, what I mean is that Skyrim will take whatever running animation it is currently using, and blend that into your current walking animation by about 5% or so, and the resulting mix is the walking animation that will be played. For those who know Blender, it looks as if you took the walk and run animations, dropped both into the NLA as action strips, overlapped them, then put the cursor to where you're seeing a blend of about 95% walk and 5% run. That's what Skyrim plays. I know--sounds insane, right? It's for real. I tested this again and again with many animations. This occurs with vanilla replacement. This has nothing whatsoever to do with DAR/FNIS/Nemesis. Has anyone else ever noticed this? Am I the first? I've made many animations, but never a walk or run until now. Mostly idle replacers of various kinds. I certainly use walk and run replacers, but I never noticed anything being amiss. I looked again more closely at my preferred walk and run replacers, and it appears that they too blend together, but I never noticed it before because the movement of walking and running is similar enough that blending about 5% of the run into the walk doesn't change it by any noticeable amount. The reason I noticed with my new animations is because the arm positions are very different. My walk has the hands folded behind the back--y'know, like a casual stroll kind of position. I've never seen a position like that before. When blended with the run, the arms move out of their proper position and clip into the middle of the body. When using a walk and run that both have the arms swinging at the sides, the difference from blending in a tiny bit of the run is imperceptible. I don't know what to make of this, and I kinda feel like I'm losing my mind, but it's true. I can't fathom why Bethesda made it this way, and I reckon that there's absolutely no way to fix it. This must be a hard-coded behavior thing. The only solution for me is painstaking trial and error until I can move the arms into an acceptable position. I can make it work, but I'm just dying to know if I'm the first and only one to stumble unto this strange behavior.
  3. Like many people, I was always wondering "How do you actually run away? Is it possible? What's going on here?" Problems like this made me very upset, because I actually thought you couldn't run away. But you can, which I will explain here. I was ready to put down the game for good, but then I perused the 'Control' menu one final time... I will now provide a proper tutorial for running away. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ Living as a Medieval Peasant: A Lesson in the Art of Fleeing _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ Living as a medieval serf is hard work. Sometimes, you're going to have to run away. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ 1) Automatic Soft Locking: Kingdome Come Deliverance features an automatic 'soft lock' targeting system. This is all well and good, but the developers never explained how to fully utilize this system, much to the ire of the peasantry. When close enough to an enemy (or enemies) Henry will automatically lock on to targets in a whimsical way. If you do not understand how to fully utilize the lock on / targeting system, you'll end up spinning around like a whirlwind in the heat of battle, likely getting yourself killed. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ 2) The proper controls: 'Lock Target' In the control menu, Tab is specified as 'Lock Target' You will use 'Lock Target' to focus on an enemy in your immediate vicinity in a duel-like fashion. If you're facing more than one enemy, pressing this button again will make Henry focus on a different enemy nearby. Pressing 'Lock Target' more than once essentially cycles through your focusable targets. THIS BUTTON WILL NOT HELP YOU RUN AWAY. Actually running away is covered in the next section... _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ 3) The proper controls: 'Unlock Target' Further down the control menu, there is a button, 'Mouse 3' by default, which is specified as 'Unlock Target' This button is never used, mentioned or explained in the game, but pressing 'Unlock Target' allows you to successfully disable the soft lock system, and run away from an enemy or a group of enemies. The PC version, contrary to what we see when perusing the internet for help, DOES NOT make Henry 'Unlock Target' while sprinting - Henry is still locked on until you press the specified 'Unlock Target' button. _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ YOUR TRAINING IN THE ART OF FLEEING HAS FINALLY CONCLUDED! _,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,__,.-'~'-.,_ My Thoughts: This is probably why so many players literally thought you could not run from fights. I wonder how many players developers are willing to lose over not explaining things? Recommended: I downloaded a mod that allows you to see North and South on the compass. Not being able to see actual directions on the compass was another misstep by the developers. This mod fixes this issue and won't ruin your immersion. This mod allows you to save tons of time not only in the game but your actual real life, allowing you to enjoy the game as well as your life more. https://www.nexusmods.com/kingdomcomedeliverance/mods/936
  4. I'm unable to sprint most of the time. I've tried a few things already. 1. CAPS LOCK. 2. Checking to make sure sprinting is still bound to the left bumper. 3. Unplugging and replugging keyboard/Xbox 360 controller. 4. Tried various stances like equipping weapons or spells. (Worked sometimes.) Any ideas? Thanks for reading.
  5. So I'm playing on PC with an Xbox One controller - the majority of the controls work just fine, but I had to attempt to the repair the left analog stick as the actual cap had spanned off from the rest of the stick, breaking off half the stick with it. When I repaired it, I accidentally attached it so it wasn't straight up-and-down, and not completely flush with the original height, so essentially the left analog stick has only about an 80% range of motion when moving up or to the right when compared with a fully-function controller. I'm using this sorta broken one because it's actually an extra that had been forgotten in my household and I figured it would be nice if it could get some use. Is there anything I could do, barring retrying the repair, that could force the game to set my left analog stick's sensitivity higher? Maybe a mod? Or at least maybe an "always running"-mod or something so that I can actually move around and enjoy the game the way it's meant to be? Thanks!
  6. Im looking for a mod that change the movement of the game,i want to overwrite the Sprinting (s#*!) with the Running (Capslock) movement and speed and need to still consume AP,and the Slow Walk will work as normal walk. That way i'll always slow walk,then pressing shift my character need to do the normal running animation but consuming AP per second,to simplify im looking for a Resident Evil looking movement's Sorry if i mispel some words,inglish its not my native language,thanks for read my request.
  7. Hi all, I've been searching high and low for a variable speed mod for the Witcher 3. In particular, there currently seems to be slow walk, fast walk, jog, and run. The immersion of the game is broken for me here. Is there a mod already, or is it possible to mod the speeds so there is an infinite range of walk, jog, and run speeds (max run should be kept as is)? This is especially frustrating when following a character during a quest who's movement speed is slightly higher than my fast walk and slower than my jog, causing me to switch between jog and walk. Thanks!
  8. Something strange happened... 360 Walk and Run Plus was working fine until I went into character creation via "Showracemenu" and once I finished editing my character it stopped working... That said, I found the issue! It's xp32_New_Anim_Pack option within FNIS PCEA2. I have it on as standard as I like it and when I turn it off, the 360 movements work again? Any idea how I can get the two to work together again like they did before? P.S. Someone on reddit told me that I could add the 360 run plus animations to PCEA2 so you can select them via MCM... If this could possibly work... how would I go about doing this as 360 has so many options? Thanks in advance.
  9. In the Farcry series you could execute a slide to transfer from a sprint directly in to sneaking. I haven't seen anything like it for Fallout and it would be pretty cool. I understand a mod like this would be a lot of work, so I hold no expectations at all for anyone to take up the mantle on this one. I'm a console gamer so I'm not even really requesting it for myself; I just thought it would be pretty rad and people would probably love it.
  10. When your camera in third person mode, you can run and reload, but you cant do this when you playing with first person mode. So, it would be good, if someone will do this mod.
  11. Hello. I have one of those gamebreaking bugs with player's movements (ground collision issue?) that I can't fix. One day the game acted oddly, reinstalling a mod (sexlab) while in game (it gave me an onscreen message - idk why, I couldn't find info about this) and from there I simply cannot walk, run, swim, move in any way because after 3 steps the player "bounces back" a bit. The faster I move the more I bounce back, so it's really impossible to play: moving takes forever! The horses are fine, though. I tried to uninstall the mod, I've run the generator for users countless times with no results... Does somebody here have an idea about this?
  12. I finished the main quest and traveled with Deacon to get his affinity up. After having his final talk about his past, he will no long run when he's a companion. He always follows me with a walk similar to how the characters approach you when they have something to say. When he does finally reach me he only gives one of his generic greetings. I've tried rolling through all his chat dialog and dismissing him and rehiring him but nothing works. I finished the game using the Minutemen workaround with the three factions alive.
  13. I installed the newest version of LOOT (v0.8.1) today and extracted the files to: Windows (C:) > Skyrim > Skyrim Programs > LOOT My problem is, when I go into this folder, there is no launcher or exe file to open the program up or do anything with it. Is this normal? It doesnt matter how many times I delete it and re-install, it's still causing the same issue. The only files in my folder are: docs > licenses > (various text documents about licenses) and a readme that doesn't help in the least include > loot > api.h loot32.dll I clicked all of the above and nothing happens. Am I just installing this wrong or is there something I don't know here? Even when I use Mod Organizer to run loot, there's never a box that pops up with "details", it just runs and stops after its done.
  14. I'm having an issue where New Vegas is crashing after the intro video or when attempting to load an existing save file. The game was running fine yesterday, with mods, but I figured I'd see if mods were causing an issue. I've uninstalled and removed all mods, and even uninstalled/deleted everything to do with Fallout NV and reinstalled it, but I'm having the same problem.
  15. I started playing requiem and i observed that the enemies start running away from me(im level 17). I tried to find a way to change it but i dont know what to change cuz everiting looks vanilla can someone help me ? i must say that this problem could be caused by requiem cuz this problem appeared when i started playing it other mods that affect creatures are rebirth monster and immersive creatures but when i played only with them no problem. Could it be a script or i missed someting in the .esp ?
  16. I downloaded the sprint mod and it worked great. Then I found out about this site and started downloading mods, including the mod manager, and all of a sudden just the sprint mod doesnt work, even though its enabled and hot-keyed. Ive been trying different things, for hours, trying to get it to work...i disabled all of the mods and only allowed the sprint mod, and it still doesnt work....the messed up thing is that it worked when i was downloading weapons mods, etc. but out of nowhere it stopped.
  17. Hello people, I had a question. What mods should I run with, while I make a youtube series featuring some mods? Currently I have a ENB (sharpshooters), Realistic lighting, and a couple more smaller mods, like water enhancing and stuff like that. What other mods should I include? ALSO, I just started a series on mod reviews, and was wondering if I could get some feedback, Thanks :D Video: https://www.youtube.com/watch?v=u8aLnDKEfF4
  18. I recently came back to the world of Skyrim to see what new mods were offered and to give it another playthrough. I never had any issues with certain mods in the past, but I simply cannot get any of my old animations that I used to use, to work. I use FNIS and have tried reverting back to the old CHSBC skeleton. No animations will work, whatsoever. Even when I use the XPMS (extended version - LL) with XP32's animations, they simply will not work. I wonder if there is a conflict somehow, with PCEA and the animation mods that I would like to use (VHH LX w/ walk backward compatibility), or if somehow FNIS has created a weird behavior that wont let me use them. I am trying to simply use the "Martial Arts" animations (to start with) from Evanoblivian (http://www. nexusmods .com/skyrim/mods/9421/?). What I get is the same old animations. Is there an install order that I should install the animations in? CHSBC>CBBE>Animations>FNIS? Any help is greatly apreciated :smile:
  19. i don't understand why this happens when i'm running with bow. I was try fix them installing mods/animations of "running with bow" but this don't change Sorry if my english is bad , i speak spanish http://www.youtube.com/watch?v=3cQLXNoUYAc
  20. I have a specific issue with movement speed. It's doubled. However, while in combat, it's normal. Whatever the problem is seems to mess with my movement speeds in combat and outside of combat. When in third or fourth stage, the bonuses are applied as normal to my character's speed, but entering combat reduces 100 off the top. Using the player.modav command to reduce it to default puts the value at 0 during combat, which seemingly has no effect(probably defaulting to 100), but in the third or fourth stage, the -100 puts the speedmult at 10-20, which then dramatically reduces my speed to almost nothing, practically overencumbered or less. I have Better Vampires installed. I have tried resetting vampirism. I looked up the frost damage 'group of effects' to use the player.removespell command for each frost spell's corresponding ID variant(includes ice wraith cloak damage). I wasn't sure if that was a solution, but I tried it. I have done this in combat as well. I've completed every step to remove the mod when upgrading(including .bat file). I've done everything short of uninstalling SKSE or Skyrim. I've used the speedmult value with player.setav, modav, and forceav. as the 'getav' command will show me, none of them work and setav seems to do nothing. I am at my wit's end. I can just avoid combat and stay in the first or second stage of vampirism at all times(which I have no trouble doing), but I'm going to want to be at the third-fourth stage when I want have real fun with being a powerful vampire. Mods and load order: Not in list, but bear mentioning: SKSE, Save Game Cleaner, TES5Edit
  21. I'd like to request a mod where you can walk like them as well basically using their entire animation move set, or at leaste a list of how to do it?
  22. Hello all I am having a few problems today wondering if anyone can help me(sorry if this is posted in the wrong place) So first off and probably what will help the most is that BOSS is not detecting Oblivion so far i have tried these different steps: Ran Oblivion launcher Ran Boss thru Wyre BashHave boss installed in same folder as OblivionOblivion is starting up and running no problem but this is where my other problem comes is that my player is walking extremely slow so I have always run on but it just seems like I am running at a walking pace. I am wondering if my mod order is messing with things. Here are some screen shots of my Wyre Bash order http://imgur.com/a/iQTBv Thank you to anyone that reads this and helps me out its much appreciated:)
  23. hello guys i had a mod for skyrim a while ago and i canot find it again, i think it was inside anoter mod but couldnt tell certanly, it was a mod for female character and the way they run, attention RUN not sprint, my character runs ver girly with the movement of the arms, a particular sign was the elbows when my character was runing the elbows were very close to the body and they went from the sides to the far side of the back, hope you can help me
  24. hey all, recently upgraded to windows 8.1 and had fo3 goty running perfect but yesterday decided to do a clean install. game installed fine but now when i click on the launcher/fallout.exe or try and run it with fose through fomm, the mouse cursor changes to the blue spinning wheel for a couple of seconds then nothing happens. I've tried every compatibility setting under the sun and still nothing, all i get from the compatibility trouble shooter is "incompatible program" even though until yesterday it was running perfectly!
  25. So I have come to like the Run The Lucky 38 mod by PaladinRider. In the mod you can get a Lucky 38 style suit. While I like the suit, it isn't incredibly useful in terms of defense. I was wondering if someone could make a set of armor with a Lucky 38 motif. Better yet, why not make a set of armor for each casino? Every major faction has at least one unique set of armor, as well as the Van Graff's. It doesnt have to be anything special, just a set of regular old combat armor or something with a new texture. I hope someone will take this into consideration.
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