Jump to content

NOTICE: The new site is now moved to the original www.loverslab.com URL. The site may be up and down during this transition and there is still some tweaks and setup going on, so you may experience the occasional broken link, visual oddity, and other such errors. 

If you notice anything any particular that's broken or have any suggestions or comments, please post them in the following thread: http://www.loverslab.com/topic/87535-new-site-questions-comments-and-suggestions/

The old site will remain accessible for the next week via the URL http://old.loverslab.com

Shadowhawk827

Members
  • Content count

    605
  • Joined

  • Last visited

3 Followers

About Shadowhawk827

  • Rank
    Senior Member

Profile Information

  • Gender
    He/Him

Recent Profile Visitors

442 profile views
  1. CTD at Windhelm stables

    Got to agree with khumak here. I had the same issue in the mountains South of Helgen ages ago. Turned out two mods were trying to do different things in that spot at the same time and it caused CTDs all the time.
  2. This is kind of a noob level question, BUT most of the videos and pages I'm finding on converting mods to SE are leaving out little bits and pieces here and there. I'm trying to jump around to get a complete picture. Overall I've apparently got it down. Both my mods are now converted successfully. What I'm trying to figure out is the TGA files. Most sources say they don't work in SE and that they have to be converted to DDS. Here's the part that's confusing me though. My Sentries mod has TGA AND DDS files in the exported facegen folder, with the same names: One TGA and one DDS each with the same name . This is before I even try any conversions or re-exporting of the facegen data. Anybody know what the deal is there? I'm not sure if I should delete and re-export, leave as is or what. Either way I seemed to have issues getting my mod converted. Is there a good FREE program to bulk convert TGAs also? I may need one if I convert other mods for personal use.
  3. Dawngurad Sentries SE

    hat done, I'm also looking for a bit of specific feedback: For one, I'd like to know what areas outside of cities are other players consistently having issues with vampire attacks. I personally had constant attacks outside of Riften and Solitude, so those cities have exterior patrols. I've been made aware that others have experienced issues around the stables at Whiterun however. (never had an attack there in my game). I want my mod to provide the best coverage possible without making the dawnguard look like an invading army. Also, I'm open to suggestions for future improvements to the mod. I want to add working "shifts" to the dawnguard for starters, so it's not the same guys standing around 24/7 without sleep. I've thought about working out a way so that if the vampire faction wins the Dawnguard missions that the Dawnguard is replaced by vampires or something along those lines also. Going full blast there seems morelike why the other vampires turned on Harkon, but perhaps some sort of a more subtle presence....
  4. Dawngurad Sentries SE

    AND, a copy of the article about mod compatibilities with the OldRim version: OK, in an effort to track down the cause of the RARE kill happy Sentry problem and to just generally answer the question of what's compatible, I'm making a list here. It's going to be alphabetical by mod name. Skyrim DLC, Unofficial Patches, SKSE and SkyUI go without saying as being compatible Clothing, Weapon and Armor mods will likewise be assumed harmless unless they have some sort of script The list is going to be pretty extensive as I flesh it out, but that's because a good 1/4 of the time, a mod conflict will be caused by something that seems totally unrelated to the area where the trouble is caused. Alternate Start; Live Another Life - No conflicts but the join Harkon's faction option is broken (I *think* this was caused by the Journal for the Absentminded Dovahkin mod) A Matter of Time - Works Fine Apocalypse Magic of Skyrim - Fully Compatible A Quality World Map - Fully Compatible Arissa the Wandering Rogue - No Known Issues Arrows and Bolts Tweaks - Fully Compatible The Astoria; Dwemner Airship - Compatible Bag of Holding - Fully compatible Bag of Trash - Fully Compatible Bathing in Skyrim - No issues during last play through Better Sorting - Compatible Better Vampires - Up through 6.8 is confirmed good, new 6.9 is uncertain Better Vampire Lord Transformation - Compatible over long periods Brawl Bugs FIx - Fully Compatible Breezehome Fully Upgradable - Compatible BTRH Waifu - No issues, I've used it for a long time Civil War Cleanup - Fully Compatible Civil War Overhaul - No known issues Climates of Tamriel - No Known Issues Craftable Lockpicks - Compatible Cutting Room Floor - Compatible Dual Sheathe Redux - Worked fine in my last, brief play thru Expanded Cities and Towns - Reported Compatible by 3rd Party after hours of cheking Faction: Pit Fighter & Pit Fighter Travels - Compatible Fairies of SKyrim - Compatible Falskaar - No Known Issues FISS - No issues FNIS & It's Add-ons - No Known Issues FUZ RO D-OH - Compatible & Highly Recommended Hearthfire Multiple Adoptions - Compatible Holidays - No Known Issues Huntsman Bow (by InsanitySorrow) - No Known Issues Item Recycling - Compatible JContainers - No Issues JK's Whiterun - Recently made compatible The Rest of JKs City Overhauls - Reported no issues by third party Join the Dawnguard as a Vampire - No issues during 15 minute test Journal for the Absentminded Dovahkin & its USPK Patch - The last version used was buggy and broke quests Lilarcor (by InsanitySorrow) - No Known Issues, but I never did find any pieces of the sword Lustmord Vampire Armor - Fully Compatible Magicka Sabers - Compatible Marriable Serana & Its Hearthfires Expansion - Work Fine Naruto Ultimate Overhaul - 10 minute gameplay test, seems compatible Portable Hole - Fully Compatible Princess Riverwood Cottage - Compatible Pure Water - Worked fine on last play through Pure Weather - No Known issues, used for a few hours on my last play thru RaceMenu - No issues with it or several of it's plug-ins Run For Your Lives - Compatible and Helpful - Recommended Save Game Script Cleaner - Utility, so no compatibility issues, Recommended Shorstone Castle - No Known Issues Tailoring (only on Steam)- Fully Compatible The Eyes of Beauty - Fully Compatible Vilja & Vilja in Solstheim - Fully COmpatible Wet and Cold, W&C Ashes and W&C Holidays - Fully compatible Wearable Lanterns - Fully Compatible When Vampires Attack - Compatible & helpful - Recommended Wyrmstooth - Fully Compatible XPMS Skeleton and Groovtama's XPMSE Expanded Skeletons - Both Good The main mods to avoid are ones that change NPC AI. Those files MAY override the AI settings I put in to keep the Dawnguard friendly to the local guard, and the player, even if they're a vampire. Likewise mods that change city layouts might interfere with the Dawnguard patrol routes. As a final note that wasn't included at the Nexus (lol), sexlab and all it's mods that I used to use worked fine with Dawnguard Sentries also
  5. So How Pissed Off Should I Be?

    I'm on the fence there. Half of me is pissed, half says let it go. Guess it would help if I linked the mods for comparison, huh? LOL Dawnguard Sentries Plus (the original since May 2014 on Steam) https://www.nexusmods.com/skyrim/mods/66126/? Dawnguard Protected Cities (the pretender to the throne) https://www.nexusmods.com/skyrim/mods/69012/? And yeah, it's all the work I put into that mod. Anybody that looks at my steam profile will see I have 2600 hours in Skyrim. Over a third of that was developing, bug chasing and beta testing the mod. This guy couldn't even be bothered to learn how to check the 'respawn' box on a character in the CK and he's passing the mod off as the same as mine.
  6. So How Pissed Off Should I Be?

    I got me Dawnguard Sentries mod finally converted over to SE last night. Posted here and on the Nexus too. I'm still on the fence about rewarding Bethesda with copies of my mods on their site. That's a discussion for another post however. My issue this time is that no sooner do I get the mod posted than I have another player telling me there's another mod that's "very similar" to mine. Turns out somebody posted a mod that's superficially similar to mine a month after Dawnguard Sentries originally hit the Nexus. It's more like a stripped down version of mine with only 3 sentries per hold capital and the author couldn't even figure out how to make them respawn. It's a blatant copy. There's more than one Monster Mod for example but they don't all put the same monster in the same spot. This comes pretty close to that.
  7. Dawngurad Sentries SE

    Nope, you're looking at the "main" file (full version) requirements. :) Here's the light version:
  8. New Site: questions, comments, and suggestions

    Uploaded a file, posted, sent a message... So far everything is working flawlessly. The main page is even readabe now. Great job, LL team!
  9. Dawngurad Sentries SE

    Looks like i *MAY* have gotten the first file of the new site posted, lol This was SLOW going. The creation kit fought my conversion attempts every step of the way. The mod tested fine on two different PCs before upload however. The full version is a BSA file now since they cause less issues with mod prioritization than loose files. The "light"/ Classic version (available at the Nexus) is loose files however. I have NO clue why but after ten tries I could not get the files to archive properly and always ended up with a gray face bug. Left loose, the light version works fine. Go figure. Use only ONE of the two files, which should be obvious. It may take a minute or two for the MCM to recognize the mod, and you will likely have to toggle the options in the menu once to get them to work properly. Beyond that, the mod works fine. Nexus Mod Page: https://www.nexusmods.com/skyrimspecialedition/mods/13547
  10. View File After many days of work I'm proud to bring you all the evolution of my Dawnguard Sentries mod from Steam. This mod adds Dawnguard vampire hunters as extra guards to all the hold capitals in Skyrim, as well as some towns. In those towns, you'll see Vigilants of Stendarr working with the Sentries. That's done for immersion and variety in NPCs. The Dawnguard are supposed to be reforming after centuries and the Vigilants need a way to regroup after their HQ was burned Now compatible with Open Cities and Interesting NPCs First, Dawnguard is required, as are SKSE64 2.0.5 or newer and SkyUI SE 5.2 to support the MCM Menu. For Those Who Don't Like SKSE or SKyUI, or just like to keep their mods as simple as possible, I now have a "Lite" version; Dawnguard Sentries Classic in the downloads tab. Like the main fiile, it's Interesting NPCs and Open Cities Compatible, and it includes all the AI improvements in ver 1.1 So what features does the mod have: 1) TWO DAWNGUARD SENTRY GUARDS AT EVERY VAMPIRE SPAWN POINT IN HOLD CAPITALS All of them are unique NPCs with distinct faces and a full range of Dawnguard gear. Some even have unique weapons. Some villages are also patrolled by teams of Dawnguard and Vigilants of Stendarr. VIllages covered are Dragon Bridge, Ivarstead, Riverwood, Rorikstead and Shor's Stone. All Sentries are set up as members of guard factions to make this mod more compatible with When Vampires Attack and Run For Your Lives. This also means they'll assist guards, make arrests AND FIGHT DRAGONS. Sentries are set to react neutrally to player and follower vampires however, meaning player vampires can go into town to sell and do quests, so long as they don't attack anybody or have a bounty. Other NPC vampires will be attacked mercilessly on sight however. Depending on your personal playing style and which side you're playing on the Dawnguard DLC, the Sentries can be set to Essential, making them unkillable, or to respawn only, meaning if they're lost in a vampire attack they'll re-appear after 10 game days. A note on Riften: I also took into account the Thieves Guild quest in the market and positioned the Dawnguard patrols wide enough from that spot to not impact the quest significantly. All Sentries also should disable during Civil War sieges (vanilla game script) so the fight doesn't become unbalanced 2) EXTERIOR SENTRIES OUTSIDE THE CITIES OF RIFTEN AND SOLITUDE Riften's North gate seems a spot of constant attack spawns for me. Now that spot, and the docks are watched by the Dawnguard, as is the Road just above the Solitude harbor. Mostly for immerison bu they will help with the occasional dragon attack at the Solitude stables. These particular Sentries can be toggled to Essential or completely disabled in the MCM 3) A DAWNGUARD PATROL BETWEEN RIFTEN'S NORTH GATE AND THE ENTRANCE TO DAYSPRING CANYON Mostly for immersion. After all, the Dwnguard has to keep it's supply lines open. This patrol does a great job of clearing bandits and wolves from the road. Again they can be set to Essential, Respawn OR toggled completely off if they're too much for you or you're already using Immersive Patrols. 4) VAMPIRE GUARDS OUTSIDE CASTLE VOLKIHAR A handful of unique Vampire guards now protect the outside of the Castle. Since the mod has all NPCs walking 24/7, these Vampires have a modified version of the Vampire sunlight weakness magic effect. They will be significantly weaker in sunlight, but won't take actual damage from it. Ergo, you have an advantage attacking during the day. These guards are respawn only but can be toggled off 5) DAWNGUARD RECRUITS IN DAYSPRING CANYON Similar to Castle Volkihar, Fort Dawnguard has it's own security. 10 unique NPC Dawnguard recruits are positioned along Dayspring Canyon standing guard. They're respawn only but can be disabled via the MCM So there you have it; a lore friendly, non-cheating and extremely customizable way to protect your favorite NPCs from Vampires and Dragons. The 'When Vampires Attack' and 'Run For Your Lives' mods are also recommended and compatible if you want maximum lore friendly protection for your NPCs. The mod was built with the MCM Menu being the only script added to the game also, so it should be very uninstall and compatibility friendly. The best part is that thanks to the new MCM Menu, you have multiple options on how to configure the number of Dawngaurd Sentries running about and if you want them to be killable or not (via essential state toggle options). Basic protection for the capitals and bigger towns, or max it out, it's all up to you. TRANSLATIONS (OldRim Version): Dawnguard Sentries Plus - Traduzione ITA by logan1710 Dawnguard Sentries Plus traduction fr by yassincraft MOD COMPATIBILITIES and CONFLICTS: I've played versions of this mod with over 200 other mods installed at once. Thanks to the only scripts it uses being the disable during civil war and MCM scripts, it's very friendly to most other mods. I have an article on the articles tab listing mods that are known to work with this one, and one that lists all KNOWN conflicts and incompatibilities. Check those articles before you ask if something works with this mod. As a basic guideline, the only mods that would probably not work are mods that make major changes to the structure of towns so that the mapped patrol routes for the Sentries wouldn't work. Cosmetic town changes are fine though. Mods that change AI around or monkey with Factions may also cause erratic behavior by the Sentries. RECOMMENDED: FUZ RO D-OH for silent dialog. VERY few voices work with the Dawnguard dialog factions, so this will let you "hear" more than a huh? from some Dawnguard Sentries. Likewise any mod that improves the Textures on the Dawnguard & Vampire equipment. I personally like EcthelionOTW and MissLexi's (absolutely amazing) EotW DAWNGUARD DLC TEXTURES REMASTERED. If you use a Sevenbase or UNPB body replacer, I also recommend FastestDogInTheDistrict's SEVENBASE ARMOR CONVERSIONS for the Dawnguard & Vampire Armors. Both look similar to the originals, just better textures and they don't make 7B characters look flat chested. Yes, UNPB bodies are so similar that Fastest Dog's mods have worked fine for me as a replacer. With all that said, I'd also like to give huge THANK YOUs to everybody who's given me an endorsement here or a thumbs up at Steam. I do this for fun and as a learning experience, but the ratings do help give me the motivation to continue. Likewise huge thanks go out to Crimson Blade, CPU, CDCooley, DarkFox127, lofgren, pevey, EnaiSiaion, Aqqh, FastestDogInTheDistrict, and several others who have all contributed directly or indirectly to my being able to make this mod work. Crimson Blade, mentioned above, was the author of the original Dawnguard Sentries mod. I took over the mod with his permission after he took a break from the game. While the mod has evolved a good deal since then, ALL credit for the original idea and initial work go to him. Submitter Shadowhawk827 Submitted 11/14/2017 Category Regular Mods Requires SKSE64, SkyUI SE 5.2 Regular Edition Compatible No
  11. Dawngurad Sentries SE

    Version 1.1c

    22 downloads

    After many days of work I'm proud to bring you all the evolution of my Dawnguard Sentries mod from Steam. This mod adds Dawnguard vampire hunters as extra guards to all the hold capitals in Skyrim, as well as some towns. In those towns, you'll see Vigilants of Stendarr working with the Sentries. That's done for immersion and variety in NPCs. The Dawnguard are supposed to be reforming after centuries and the Vigilants need a way to regroup after their HQ was burned Now compatible with Open Cities and Interesting NPCs First, Dawnguard is required, as are SKSE64 1.0.5 or newer and SkyUI SE 5.2 to support the MCM Menu. For Those Who Don't Like SKSE or SKyUI, or just like to keep their mods as simple as possible, I now have a "Lite" version; Dawnguard Sentries Classic in the downloads tab. Like the main fiile, it's Interesting NPCs and Open Cities Compatible, and it includes all the AI improvements in ver 1.1 So what features does the mod have: 1) TWO DAWNGUARD SENTRY GUARDS AT EVERY VAMPIRE SPAWN POINT IN HOLD CAPITALS All of them are unique NPCs with distinct faces and a full range of Dawnguard gear. Some even have unique weapons. Some villages are also patrolled by teams of Dawnguard and Vigilants of Stendarr. VIllages covered are Dragon Bridge, Ivarstead, Riverwood, Rorikstead and Shor's Stone. All Sentries are set up as members of guard factions to make this mod more compatible with When Vampires Attack and Run For Your Lives. This also means they'll assist guards, make arrests AND FIGHT DRAGONS. Sentries are set to react neutrally to player and follower vampires however, meaning player vampires can go into town to sell and do quests, so long as they don't attack anybody or have a bounty. Other NPC vampires will be attacked mercilessly on sight however. Depending on your personal playing style and which side you're playing on the Dawnguard DLC, the Sentries can be set to Essential, making them unkillable, or to respawn only, meaning if they're lost in a vampire attack they'll re-appear after 10 game days. A note on Riften: I also took into account the Thieves Guild quest in the market and positioned the Dawnguard patrols wide enough from that spot to not impact the quest significantly. All Sentries also should disable during Civil War sieges (vanilla game script) so the fight doesn't become unbalanced 2) EXTERIOR SENTRIES OUTSIDE THE CITIES OF RIFTEN AND SOLITUDE Riften's North gate seems a spot of constant attack spawns for me. Now that spot, and the docks are watched by the Dawnguard, as is the Road just above the Solitude harbor. Mostly for immerison bu they will help with the occasional dragon attack at the Solitude stables. These particular Sentries can be toggled to Essential or completely disabled in the MCM 3) A DAWNGUARD PATROL BETWEEN RIFTEN'S NORTH GATE AND THE ENTRANCE TO DAYSPRING CANYON Mostly for immersion. After all, the Dwnguard has to keep it's supply lines open. This patrol does a great job of clearing bandits and wolves from the road. Again they can be set to Essential, Respawn OR toggled completely off if they're too much for you or you're already using Immersive Patrols. 4) VAMPIRE GUARDS OUTSIDE CASTLE VOLKIHAR A handful of unique Vampire guards now protect the outside of the Castle. Since the mod has all NPCs walking 24/7, these Vampires have a modified version of the Vampire sunlight weakness magic effect. They will be significantly weaker in sunlight, but won't take actual damage from it. Ergo, you have an advantage attacking during the day. These guards are respawn only but can be toggled off 5) DAWNGUARD RECRUITS IN DAYSPRING CANYON Similar to Castle Volkihar, Fort Dawnguard has it's own security. 10 unique NPC Dawnguard recruits are positioned along Dayspring Canyon standing guard. They're respawn only but can be disabled via the MCM So there you have it; a lore friendly, non-cheating and extremely customizable way to protect your favorite NPCs from Vampires and Dragons. The 'When Vampires Attack' and 'Run For Your Lives' mods are also recommended and compatible if you want maximum lore friendly protection for your NPCs. The mod was built with the MCM Menu being the only script added to the game also, so it should be very uninstall and compatibility friendly. The best part is that thanks to the new MCM Menu, you have multiple options on how to configure the number of Dawngaurd Sentries running about and if you want them to be killable or not (via essential state toggle options). Basic protection for the capitals and bigger towns, or max it out, it's all up to you. TRANSLATIONS (OldRim Version): Dawnguard Sentries Plus - Traduzione ITA by logan1710 Dawnguard Sentries Plus traduction fr by yassincraft MOD COMPATIBILITIES and CONFLICTS: I've played versions of this mod with over 200 other mods installed at once. Thanks to the only scripts it uses being the disable during civil war and MCM scripts, it's very friendly to most other mods. I have an article on the articles tab listing mods that are known to work with this one, and one that lists all KNOWN conflicts and incompatibilities. Check those articles before you ask if something works with this mod. As a basic guideline, the only mods that would probably not work are mods that make major changes to the structure of towns so that the mapped patrol routes for the Sentries wouldn't work. Cosmetic town changes are fine though. Mods that change AI around or monkey with Factions may also cause erratic behavior by the Sentries. RECOMMENDED: FUZ RO D-OH for silent dialog. VERY few voices work with the Dawnguard dialog factions, so this will let you "hear" more than a huh? from some Dawnguard Sentries. Likewise any mod that improves the Textures on the Dawnguard & Vampire equipment. I personally like EcthelionOTW and MissLexi's (absolutely amazing) EotW DAWNGUARD DLC TEXTURES REMASTERED. If you use a Sevenbase or UNPB body replacer, I also recommend FastestDogInTheDistrict's SEVENBASE ARMOR CONVERSIONS for the Dawnguard & Vampire Armors. Both look similar to the originals, just better textures and they don't make 7B characters look flat chested. Yes, UNPB bodies are so similar that Fastest Dog's mods have worked fine for me as a replacer. With all that said, I'd also like to give huge THANK YOUs to everybody who's given me an endorsement here or a thumbs up at Steam. I do this for fun and as a learning experience, but the ratings do help give me the motivation to continue. Likewise huge thanks go out to Crimson Blade, CPU, CDCooley, DarkFox127, lofgren, pevey, EnaiSiaion, Aqqh, FastestDogInTheDistrict, and several others who have all contributed directly or indirectly to my being able to make this mod work. Crimson Blade, mentioned above, was the author of the original Dawnguard Sentries mod. I took over the mod with his permission after he took a break from the game. While the mod has evolved a good deal since then, ALL credit for the original idea and initial work go to him.
  12. New Site: questions, comments, and suggestions

    Main page is still white washed
  13. New Site: questions, comments, and suggestions

    Liking it so far, BUT... 1) my security software is still warning me that the logins are unsecured 2) the main forums page is a bear to read in the default color scheme. White, light blue and light grey???
  14. Yeah, a little too much fun to be honest, lol. Great video though, in terms of demonstrating what a half way decently made Basket Hilt can do. I'm going to be re-uploading the file again later tonight. Apparently some members are having trouble downloading it. If anybody is having issues, it's also available at the Nexus: https://www.nexusmods.com/skyrimspecialedition/mods/13290/? I'm not sure if I'm going to upload to Bethesda.net or not. I really do not like the way Bethesda has treated modders and mod users the last year or so.
  15. File Name: Scottish Basket Hilt Broadswords SE File Submitter: Shadowhawk827 File Submitted: 01 Nov 2017 File Category: Regular Mods Requires: Just the Game Regular Edition Compatible : No Coming soon to a draugr decapitation near you! Authentic Scottish Basket Hilt Broadswords! Sharp enough to impale a dragon and still cut a tomato razor thin! OK, all cheese aside... What Vioxsis and I have for you all is a collection of masterfully rendered Scottish Broadswords in 2K textures. The hilt design is based on the Cold Steel Scottish Broadsword: Our collection includes Iron, Steel, Dwarven, Nordic Steel (ala Dragonborn), Glass, Stalhrim, and Daedric. All weapons have balanced stats compared to vanilla swords, and are completely craftable, temperable, and enchantable. The Glass and Stalhrim swords have transparencies. You can probably see them in the pictures. Daedric sword has a proper daedric red glow set also. I've also managed to populate them into leveled lists for merchants and loot. They SHOULD be there so long as you're using a bashed patch or merged patch. They've tested present for me in merchant and caravan vendor sales lists, on a few bandits and being carried by NPCs also. Most notable there was Talsgar the Wanderer seen wearing a steel one when my character was level 8. I also scattered a few "Worn" versions of the Iron Basket Hilt Broadsword around. One is in Helgen Keep and one is in Riverwood in Gerdur's logging mill. These ones aren't quite up to par BUT can be cleaned up at the FORGE (not grind stone). Once cleaned up, they'll look like normal Iron versions (tassel and basket hilt liner added) and be temperable and enchantable. As a general guide line on stats... The Basket Hilts will do 1 point of damage more than the vanilla sword equivalent, usually be 1 unit lighter (depending upon how bulky the vanilla sword looked) and just a hair faster and more valuable. All of which is meant to reflect better crafting technique and rarity (in the case of the slightly higher values). See the pics for base damages with NO skill points or tempering factored in. FINAL NOTE: Anybody who loves the look of the swords as much as I do, Thank Vioxsis. He put in a ton of work getting the meshes and textures just right and did a top notch job. Click here to download this file
×