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Found 8 results

  1. Version 4.0

    102 downloads

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack. This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead. This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine. Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse. Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something. Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area. Vampires will be detected when the events that spawn them begin running. * [Only after they land on the ground]
  2. Version 1.1

    190 downloads

    A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw.
  3. A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw. Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.73 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Dragon Claw Stands.esp and Dragon Claw Stands.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Reclaim any dragon claws on display. If you don't, they will be lost forever. Then delete the Dragon Claw Stands.esp and Dragon Claw Stands.bsa from your Data folder and reload your game as usual. Load Order Place before any mods which may alter the lighting data for any of the supported housing. LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility May have minor conflicts with other mods that alter vanilla homes, the Hearthfire homes, or Severin Manor. Should be 100% compatible with any texture replacements for dragon claws. Not compatible with mods that change the default dragon claw meshes due to the non-colliding display models this mod uses. Known Issues When placing a claw, you may hear NPCs comment on it saying things like "Be careful" or "Watch what you're doing". This appears to be unavoidable due to how the claws need to be placed into the world. Credits Dwip - For the custom made claw stand mesh. Hana - For providing the collision on the custom mesh, and for helping to resolve some Nifskope issues with it as well. Bethesda - For the Paragon Gem script in Dawnguard that led to the solution to make this mod work to begin with. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Version 2.0.2

    35 downloads

    A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw.
  5. A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack. This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards. NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead. This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine. Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse. Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something. Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area. * [Only after they land on the ground] Downloads AFK Mods Skyrim SE Nexus Bethesda.net - PC Installation Requirements Skyrim Special Edition 1.5.3 or greater. Debug & Status MCM requires SKSE64 2.0.4 (or higher) and SkyUI-SE 5.2 (or higher) in order to use them. These menus are not necessary for the mod to run if you don't have SKSE64 and SkyUI-SE. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the Run For Your Lives page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Run For Your Lives.esp and Run For Your Lives.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstall Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Run For Your Lives.esp and Run For Your Lives.bsa files from your Data folder. Then reload your game as usual. Known Issues Detection of combat start events is inherently unreliable with dragons. Every effort has been made to ensure that when a dragon lands on the ground (yes, that has to happen before a combat detection can occur) that the quest to protect NPCs from dragons will run. The new system can only manage up to 5 dragons in a single area through alias tracking. They should cycle out as dragons are killed and the survivors trigger new registrations, but this cannot be guaranteed. Some NPCs may insist on entering combat with a dragon. Unfortunately Skyrim's AI system may not be entirely up to the task of making them follow the orders the mod is giving them. Efforts have been made to force NPCs to stop combat when the AI packs are running. Further efforts have been put in place to prevent bleedout NPCs who insist on being stupid from dying as a result. Please do not complain about NPCs who won't cooperate. I've done all I can here. A bad navmesh in an attack location can severely impact the ability of NPCs to clear the area. If you see any getting stuck and acting like they can't move, this is probably why. If the area is modified, you'll need to take this up with the author(s) of the mod(s) affecting the area. If the area is NOT modified (ie: totally vanilla) then please report such events so that I can pass them along to the USSEP tracker to investigate. If an attack location has more than 150 NPCs to protect, only the first 150 will fill the quest aliases. After that, any leftovers are on their own and can still be killed! 150 NPC slots is enough to protect all of Solitude running Open Cities Skyrim with 60 slots left open. That ought to be more than enough. If it's not, there's nothing more I can do. Too many aliases in a quest leads to severe degradation in performance. I had to strike a balance somewhere. The alias fill casts a very wide net, do not be surprised if you see Khajiit from the caravans come in to seek shelter from an attack, the carriage drivers, or other NPCs who commonly live outside of a major city and have no assigned interior homes. Compatibility Tested and confirmed to work in all vanilla cities, towns, villages, and smaller settlements. Tested and confirmed to work with Raven Rock and the other smaller settlements on Solstheim. Tested and confirmed to work with all DLC added dragon types. Tested and confirmed to work with Open Cities Skyrim. Tested and confirmed to work with Immersive Citizens - AI Overhaul. Should be fully compatible with all user made dragon related mods, so long as the attacking dragon has MGRitual05DragonScript attached. Mods which alter the following scripts will not be compatible without a patch: MGRitual05DragonScript DragonPerchScript A Note About Immersive Citizens - AI Overhaul Several people have asked over the last few months if this mod is still needed if they are using ICAO. The answer to that question is YES. ICAO sets up its aliases at the moment it is installed into your game. If you later install more mods that add NPCs to population areas, like Interesting NPC, Inconsequential NPCs, Cutting Room Floor, or other similar mods, then ICAO will not protect those NPCs. The only way it's at all possible to account for doing so on a consistent basis is if the protection for the NPCs is triggered on demand at the time of the event. That is what Run For Your Lives does. If someone advises you to uninstall RFYL because you're using ICAO - don't listen to them. The advice is uninformed at best. Troubleshooting Problems In order to debug any problems that may occur with the mod, some information is REQUIRED - without it, there's nothing I can do. Comments reporting problems with the mod will be ignored unless this information is supplied. In order to make this slightly easier to gather, I've updated the package with a global debug toggle that will turn on the log messages on demand. You will obviously need to make sure your ini file has the following section: [Papyrus] bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 bWarnOnFillAliasFailure=1 bShowEventHandlingOutput=1 Enable the mod's debug log: In MCM Open the menu for the mod, select options, enable the "Script Debugging" option, and then close the menu. This menu will also tell you if the quest is running too. Without MCM Open the console with the ~ key and type: Set ARTHRFYLDebugGlobal to 1 The Log Files Your Payrus logs will begin tracking any and all activity generated by the system. While playing, if you run into a problem (folks running inside for no apparent reason etc) then I will need the following from that play session: 1. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log" 2. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log" Archive these files and put them on something like DropBox, or paste the contents to Pastebin.com, then provide a link to where I can get these. One thing - don't bother if you're one of those people who has altered your Papyrus memory settings. Any logs I see in which this has taken place will be dismissed. Altering those settings is bad for the game and leads to malfunctions in scripting that can cause all sorts of unwanted behavior. If you're not using default vanilla Papyrus memory settings, I don't want to hear from you. How to Make it Work With Your Mod For Town/Village/City Mods In order for the system in place to work with a mod added location, a few things need to be set up. 1. A location record (LCTN in TES5Edit) should be established with the keyword LocTypeHabitation. 2. This location requires a marker with its location reference type set to LocationCenterMarker. This only works outdoors, and is best placed as close to the geographic center of your area as possible. 3a. If your settlement has an inn, you can have that become usable by flagging the inn's location as LocTypeInn. It must be set as a child location of the location in step 1. 3b. If you do not have an inn, then you need at least one interior location with the LocTypeDwelling keyword set. It must be a child location of the location from step 1. 4. In the interior from step 3, a marker with its location reference type set to LocationCenterMarker must be placed. This is the target the AI packs will look for. 5. Place some dragon perches around on the tops of your buildings. These give them places to land which will increase the chances of a good detection. When all 4 steps are complete, nothing further needs to be done. When a dragon attacks your village, settlement, city, or whatever, the citizens will flee. Where they go depends on a few things: A. If they are already indoors, they will be made to stay there for the duration of the attack. B. If they are outside, have a home in the city that is marked as LocTypeDwelling, and their editor location is inside the home, they will go there. C. If the city has an inn, any non-residents and local NPCs whose editor locations are outdoors will go there. D. If none of the above are true, the game will select a random interior from your area matching the LocTypeDwelling keyword and the NPCs will flee there. For example, in Falkreath, the city has an inn. Any NPCs in the area who don't have a home flee there consistently. In a place like Darkwater Crossing, where there is no inn, the NPCs have two choices. Either the mine or the one house. More often than not, the game would choose the mine. An easy way to test the system is to use the console and type: set winextdragon to 0 This tells the dragon spawning system you're ready for one, and it should spawn shortly and move toward the area. Alternatively, you can hand spawn one with the console and test the results wherever you happen to be standing. Such a test may be skewed by the fact that the dragon will become immediately hostile and will be on the ground already, so detection would be automatic. This method cannot simulate an approach from outside the area unless you yourself spawn the dragon far enough away from a town. For Dragon Mods In order for your dragons to be recognized by the combat detection, it will be required that they have the script MGRitual05DragonScript attached. This is considered normal for all dragons in the official content so that they can be used to harvest heart scales from them for the College of Winterhold. There are no properties to set. The modified script uses GetFormFromFile() to populate the needed data. Even if your dragon is not appropriate to skin for the College quest, this script needs to be attached (ie: mechanical dragons) or they will be able to reek havoc on a population center without restriction. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  6. A simple mod to provide display stands for your dragon claws. People like to display their collectibles in their homes. I am no different, but I've always wanted a way to do the same with the dragon claw keys used on the Nord ruin puzzle doors one they're of no use anymore. It always seemed silly to just toss them in a chest and forget about them since they're among the more unique things about the game. So the idea came up to make a display stand for the claws, but not just any display stand. One that was somewhat unique and fitting with their style and purpose. Thanks to some help from the folks at AFK Mods, this is now a reality Each vanilla player home, as well as the 3 Hearthfire homes, and Severin Manor in Raven Rock, now have display stands in various numbers. Simply have one or more of the claws in your inventory and activate the stand. If you have only one, it will be automatically displayed. If you have more than one, it will ask you which one you want to display, in much the same way the Paragon Gem platform in Falmer Valley does with Paragon Gems. If you should want it back for some reason, simply activate the stand a second time and it will be returned to your inventory. Under the hood, the mod takes the claw from your inventory, puts it into a hidden chest, and then places a clone of it in the visible world. When the claw is removed from the stand, the original copy in the chest is placed into your inventory and the clone is deleted to ensure there is no save bloating from creating multiple claws repeatedly. This is done in case the claw is marked in a quest alias somewhere so that the alias is not disrupted. Not all houses can display every claw due to limited space. Severin Manor is the only one with enough space to hold all 10 in the same cell. The Hearthfire houses split them up between the Main Hall and the basement, and all of the vanilla houses can only hold some. For example, Breezehome only has room for 4, while Proudspire Manor can hold up to 7. The placement of the stands are also tied to certain room upgrades, except for Severin Manor where they all get enabled once the player owns the property. As an added bonus, if other mods add more dragon claws, they can be added to the formlist used to track the vanilla game claws. All they would need is a script to access the formlist and add their base object to that list. The only condition is you would need to be sure the mod added claw is the only one in your inventory when you want to place it. This is due to limitations on how the menu works when asking for a claw. Download Locations AFK Mods Skyrim Nexus The Assimilation Lab Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Hearthfire DLC. Official Dragonborn DLC. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Dragon Claw Stands.esp and Dragon Claw Stands.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Reclaim any dragon claws on display. If you don't, they will be lost forever. Then delete the Dragon Claw Stands.esp and Dragon Claw Stands.bsa from your Data folder and reload your game as usual. Load Order Place before any mods which may alter the lighting data for any of the supported housing. LOOT (https://loot.github.io/) should be used for optimal placement. Compatibility May have minor conflicts with other mods that alter vanilla homes, the Hearthfire homes, or Severin Manor. Should be 100% compatible with any texture replacements for dragon claws. Not compatible with mods that change the default dragon claw meshes due to the non-colliding display models this mod uses. Known Issues When placing a claw, you may hear NPCs comment on it saying things like "Be careful" or "Watch what you're doing". This appears to be unavoidable due to how the claws need to be placed into the world. Credits Dwip - For the custom made claw stand mesh. Hana - For providing the collision on the custom mesh, and for helping to resolve some Nifskope issues with it as well. Bethesda - For the Paragon Gem script in Dawnguard that led to the solution to make this mod work to begin with. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  7. Clinton Lylvieve seems to think he's older than he really is.
  8. for some reason the unofficial skyrim mod stops me from being able to absorb dragon souls, it seems to be ancient dragons that are affected ( have yet to kill any others since i tried this mod) i tried many ways to fix this and found that taking this mod out fixed the problem... not sure why. the dragons that i killed are two random spawned ancient dragons in the town you go to after helgen (cannot remember name) and one at a dragon location that i had never been to before, safe with other characters. this was not happening before i installed this mod, and stopped after i turned it off. the other unofficial mods are all installed, only this one seems to make the bug happen.

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