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Does anyone know?, Misc how-to's |
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ghastley |
Jul 10 2014, 03:32 PM
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Councilor
Joined: 13-December 10
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I wanted to give my latest character a name containing a non-keyboard symbol - ñ - which I can type in most contexts using ALT+164 (on the numeric keypad) but doing that in Skyrim character generation gets me "164" as it ignores the ALT key.
Anyone know how to create a name using non-keyboard characters?
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Mods for The Elder Scrolls single-player games, and I play ESO.
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Acadian |
Dec 1 2014, 02:44 AM
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Paladin
Joined: 14-March 10
From: Las Vegas
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Made a nice discovery (for me) today. Ever since day one, I have been unhappy that the game starts every single session with the player defaulted to always run. So for my entire 1000 hours playing Skyrim, my first action when opening every session has been to tap the autorun key so Buffy walks. I asked on one of the threads here (not this one) about defaulting to walk instead of run on start up but no one seemed to know how to do that. I was perusing the ini files for some other purpose and quite by accident stumbled upon the solution. Buffy now opens every session autowalking instead of autorunning and I am a happy paladin! In case anyone else is interested in applying this simple change so the player defaults to walk instead of run, here’s how: Open Skyrim iniprefs. Under the [Controls] section, find this line: bAlwaysRunByDefault=1 1=yes and 0=no in ini-speak, so I simply changed the 1 to a 0 and Buffy now starts up each session walking instead of running by default. This post has been edited by Acadian: Dec 1 2014, 02:24 PM
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Lopov |
Dec 1 2014, 07:57 PM
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Councilor
Joined: 11-February 13
From: Slovenia
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QUOTE(Acadian @ Dec 1 2014, 02:44 AM) So for my entire 1000 hours playing Skyrim, my first action when opening every session has been to tap the autorun key so Buffy walks. bAlwaysRunByDefault=1
1=yes and 0=no in ini-speak, so I simply changed the 1 to a 0 and Buffy now starts up each session walking instead of running by default. Awesome, thanks!
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"I saw a politician the other day." "Horrible creatures - I avoid them whenever I can."
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SubRosa |
Jan 31 2015, 08:05 PM
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Ancient
Joined: 14-March 10
From: Between The Worlds
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It won't cause any issues to the rest of the world. You might find it inadvertently starts the quest associated with it. That is because some of those areas, especially the Helgen dungeon, have boxes set up around certain choke points. When you walk in them, it automatically sets a specific quest stage. You can only see them in the CK of course, and otherwise they don't do anything. If the quest has not been started yet, I am not sure if it will automatically start it or not. Try it and find out.
Aside from that, some things might be weird, or not work, in the area. Some areas have statics that are transformed by quest-specific events. For example, The Forgotten Vale has shrines which start out buried in the ground, and only rise up and become usable when following the Dawnguard main quest. If you don't do the quest, those shrines will never work. Though you can still explore the Vale without them.
Finally, you might pick up a quest-related item, which you then cannot ever put down again without doing the quest. Though you can use the console to get rid of those.
I have done this is some places. Several of my characters have gone up to the top of High Hrothgar for example, with the main quest disabled. All it really takes is using the CK to disable to the collision box at the far left of the Greybeard's fortress, which blocks a little ledge that goes around the place. Or using the TCL command in the console of course. After that all you need is the Clear Skies shout, which I turned into an ordinary spell long ago. You never see a Greybeard, never see a dragon, fight some monsters on the way up, and get the Notched Pickaxe at the very top, along with some ore veins
This post has been edited by SubRosa: Jan 31 2015, 08:09 PM
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ghastley |
Mar 26 2015, 04:26 PM
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Councilor
Joined: 13-December 10
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Anyone have experience of Erandur as a follower? He levels to 50, which is good, but his skills are things like Restoration, Speech and Smithing, which don't seem very useful. He uses destruction spells and a melee weapon, but has no pre-existing skill or perks with either. I'd expect him to acquire some with usage, but how well does he progress?
My lateest Orc has let him tag along, because I read that he has more dialog than most followers, mostly unique. And she's adopted the Dunmer version of Sofie, as well as Uzgash, so a Dunmer follower fits!
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Mods for The Elder Scrolls single-player games, and I play ESO.
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ghastley |
Mar 26 2015, 05:15 PM
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Councilor
Joined: 13-December 10
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The Orc character is trying to do "Mystic Barbarian". She's using exclusively a Bound Battleaxe as a weapon, and advancing her two-handed to try and keep it viable. You can't temper a bound weapon, so I expect she'll start to fall behind soon. So far she's not used armour or flesh spells, but will likely have to do the latter soon, as she can't rely on pure offence. Armored foes with enchanted weapons can be a challenge already.
It's not quite a Buffy situation, as her choice of weapon means closing to melee distance, and not using sneak. But different is fun.
This post has been edited by ghastley: Mar 26 2015, 05:16 PM
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Mods for The Elder Scrolls single-player games, and I play ESO.
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