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UFO hasn't been working correctly since Hearthfire. It has been impossible to dismiss followers when you have more than one. Something tied to the new steward role. It's a shame too, it was a pretty good mod.
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:timeout: I can't keep up. :D |
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Right now I have very little left to do except patch a couple mods for compability with the new items added by DG and DB (which is finally downloading, yay) and that won't take long; there's one more small thing I want to do regarding merchant gold which MAY involve changing a few of the Speech perks, but that shouldn't take long since I'm using another mod as a model for it. But then there's the player houses thing, which will probably take a while to figure out with HF added into the mix. Mostly it's just gonna be a matter of figuring out what HF does and how/when it does it so I don't mod in something that doesn't work with it. |
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:O: |
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Plus there's the excitement of figuring out HOW to do something, which is awesome. |
What Frau described is pretty much how I play any game that can be modded at all, and I've been doing it for almost 20 years now. I think what I do is more extensive though, as I am notorious for re-doing/re-balancing all the item stats in a game, particularly weapons. Not unusual for me to spend more time modding a game than actually playing it. I once spent 4 months doing nothing but playing with numbers for X-3 Reunion. Ended up redoing all the stats for all the ships, stations, weapons, and objects, including making several spreadsheets to do all the calculations, and entering in all those figures (which was a royal pain). KSP for example is turning into a real headache for me. I am using a pile of different mods and plugins (and these mods keep getting version updates with new or changed parts), and trying to keep them all balanced together and in line with the main game's parts (which I modded too), as I find most run of the mill modders are horrible (IMHO) at balancing items, so I have literally redone several hundred parts (over 400).
When ever I get to Skyrim, I'll probably do the same as well. Needless to say I figure it will be at least a year (not until the GOTY version) until I even look at that one. (the elder scrolls and fallout series from bethesda always suck up huge amounts of modding time for me). What she is describing though makes perfect sense to me, as I also will play for a bit, and then find something else I think is broken or I don't like, or whatever, then try to fix it. (Psst frau, keep backup saves from major points in the game, so you don't get forced into a restart as much.) |
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:arrgh!: |
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But I also make a save before encountering/doing/loading something that I know is going to be affected by a mod I'm trying out. Usually if there's a problem I'll find it right away, but once in a while I run into an unforeseen circumstance many MANY gaming hours later and if it really fouls up something I was looking forward to, or which was a major planned "plot point" in that character's career, I'll just start over after fixing it. All part of the learning process. And that's what's fun for me about modding - trying out a mod, seeing what it does in the game, then cracking it open to figure out HOW it did that and that's how I learn how stuff in the game works. Then I use that as a jumping off point to make the specific changes I want to make, either by modifying the mod or making an entirely new one. |
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It'll be fine. :up: |
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And amongst some other options, AFT allows me to order any follower to establish a camp with tent, fire, tanning rack, which comes handy at times when using Frostfall as well. My house in Morthal is probably the most wellguarded and heavily armed place in whole Skyrim. :D All people at my skill level, having legendary enchanted armour and weapons only. Would not recommend anyone to go there and start trouble. :D |
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