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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

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Found 5 results

  1. Expanded Greetings

    Version 1.1

    125 downloads

    This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels. The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree. The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous. Testing the Mod Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills. Mirrors AFK Mods Dark Creations Mod DB Nexus Mods TES Alliance
  2. [RELz] Expanded Greetings

    File Name: Expanded Greetings File Submitter: Enter_77 File Submitted: 11 Nov 2016 File Category: Patches & Fixes This mod will allow NPCs to recognize all of the player character's talents and make the skill-based dialogue greetings (such as "you're a sneaky looking sort" and "look at the muscles on you!") less redundant once the player has reached high levels. The reason these dialogue lines may have never been spoken depends on what order the playable character's skills increased throughout the game. Eventually, once most/all skills have been maxed, the dialogue gets "stuck" at the top of the dialogue tree. The only modifications are the conditions that regulate how an NPC greets the playable character. Not only does this expand talent-based greetings, but also recover the generic "hello" greetings that are lost as the character becomes more powerful and famous/infamous. Testing the Mod Make sure the playable character has at least two attributes that are 70+ or two skills that are 70+. Otherwise, effects will not be experienced until later. Go up to NPCs (Imperial City Market will have the most during the day). They will usually greet the player with a generic "hello" dialogue line but other times they will comment on the player's skills. Mirrors AFK Mods Dark Creations Mod DB Nexus Mods TES Alliance Click here to download this file
  3. If you've ever tried to modify the disposition of an NPC, you'll know that it's not as easy as it seems. Let's say that you want to change an NPC's disposition towards the player so that it's 25. Well this seems easy enough. Get the NPC's current disposition, subtract 25 and modify the disposition by the negative of that value, like this: let claneeDisp := DBCClaneeRef.getDisposition Player let dispMod := -1 * (claneeDisp - 25) DBCClaneeRef.modDisposition Player dispMod Note that I'm using OBSE syntax here. You can use Set... to... if you prefer. If you test the NPC's disposition after this, you'll likely find that it's still 100. What gives? The problem is that the GetDisposition function is capped at 100. If you have played the game for a while, you've probably earned lots of fame and infamy, so the NPC's just love your character. As a result, their disposition is actually a LOT higher than 100. In order to see what it really is, let's go into the game and open the console. With the console open, click on the NPC. Now modify their disposition. When you modify their disposition in the console, it will immediately report what their new disposition is. I'm running Conscribe, so I was able to capture the results of this process with the NPC called Cla'nee: Remember: you must click on the NPC so their name is displayed at the top of the screen while the console is open. So, when I started, Cla'nee's disposition was actually something like 473 and I had to drop it by 448 to get it down to the value of 25, which is what I wanted. Unfortunately we only have a ModDisposition function and not a SetDisposition function. This would be much easier if we did. Solution The solution is to use a quest script that will automatically loop every five seconds, unless you have changed the interval. The script needs to run its course and then return to run again at a later interval - you can't modify an NPC's disposition and then query the new value in the same pass of the script. In the sample code below, there are some conversation pieces that also advance the quest stages, but this part of the script will keep running until the disposition of the NPC's is lowered to the desired value. It executes during a wait time, so once the wait is over, the rest of the quest kicks in and it's complete. if (anorielDisp > 25 || claneeDisp > 25 || keeranDisp > 25) if (anorielDisp > 25) let dispMod := -1 * (anorielDisp - 25) DBCAnorielRef.modDisposition Player dispMod endif if (claneeDisp > 25) let dispMod := -1 * (claneeDisp - 25) DBCClaneeRef.modDisposition Player dispMod endif if (keeranDisp > 25) let dispMod := -1 * (keeranDisp - 25) DBCKeeranRef.modDisposition Player dispMod endif endif Voilà , our little Cla'nee doesn't love the player anymore. Now she can be as snarky as she's supposed to be.
  4. [RELz] Bring Out Your Dead

    Bring Out Your Dead View File Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead. Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it. NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfire DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch 3.0.0 or greater. No exceptions! Submitter Arthmoor Submitted 10/29/2013 Category Miscellaneous  
  5. Bring Out Your Dead

    Version 3.0.0

    170 downloads

    Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead. Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it. NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest. Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfire DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater. No exceptions!
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