I am TheNanoByteGhost aka Giskard I have been making mods, writing computer programs & generally using as many different creative software releases as possible for decades,starting back in 1980 with my first computer Commodore Vic20. I did Computer Studies at school around 1983, back then the lesson had more in common with todays Computer Science Degree than a modern IT computer course. I later did an NVQ3 in modern IT just to prove I had those skills too. I finished that 8 week course in 8 days. Over the years I have learned new languages as needed, then forgotten them when they were not needed. This has taught me how to pick up new computer languages quickly because nearly all languages have certain things in common, once you know that you can read most languages. After that you just have to learn each languages rules to program in that language. Mastering a language takes a lot more work of course. I am also dyslexic but I describe that as -5 language skills +15 imagination.

Comment History  (0 - 30 of 45)
NanoByteGhost
NanoByteGhost - - 45 comments @ The NCR

This should answer some of the questions I have been getting.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Return to Helgen V4.3

The following Skyrim SE mods are back.

Return to Helgen
Solstheim
DarkLore Grimoire

You can find me the Engineering Guild Group on Facebook if you need me.
Facebook.com

Good karma+3 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ Dark Lore Grimoire V3.2

The following Skyrim SE mods are back.

Return to Helgen
Solstheim
DarkLore Grimoire

You can find me the Engineering Guild Group on Facebook if you need me.
Facebook.com

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Solstheim V2.6

The following Skyrim SE mods are back.

Return to Helgen
Solstheim
DarkLore Grimoire

You can find me the Engineering Guild Group on Facebook if you need me.
Facebook.com

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Return to Helgen V4.3

I have removed all SE versions of my mods because the SE version pretty much broke many of my quests. Changes to the Triggers, which my mods use heavily means many quests simply no longer run and each new patch seems to introduce brand new bugs that did not exist before. So I gave up, I dont mod beths games anymore anyway so did not want to waste more time casing bugs beths updates cause.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Solstheim V2.6

I did but the SE version breaks key trigger features used by all my mods. So all SE versions have been withdrawn. They dont work right in SE and I have moved on from modding Beths games now.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Dark Lore Grimoire V3.2

I did but the SE version broke key trigger features so they where withdrawn. Since I stopped modding, i did not want to spend years fixing bugs beths own patches where creating.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Dark Lore Grimoire V3.2

Its best not to mix DLG with other mods that edit the college of winterhold. They can break the college quests or hide library books behind their own bookshelves.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Skyrim Fighters Guild SE (Broken by SE, Avoid)

The Skyrim SE version of this mod has been updated to address a crash when entering certain buildings that some (not all) users where experiencing. No version change because the mod has not actually been changed, just resaved in the editor. I know... weird but it works.

Good karma+3 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ Skyrim Fighters Guild v1.5

The Skyrim SE version of this mod has been updated to address a crash when entering certain buildings that some (not all) users where experiencing. No version change because the mod has not actually been changed, just resaved in the editor. I know... weird but it works.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ Dark Lore Grimoire V3.2

The Skyrim SE version of this mod has been updated to address a crash when entering certain buildings that some (not all) users where experiencing. No version change because the mod has not actually been changed, just resaved in the editor. I know... weird but it works.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ Solstheim SE

The Skyrim SE version of this mod has been updated to address a crash when entering certain buildings that some (not all) users where experiencing. No version change because the mod has not actually been changed, just resaved in the editor. I know... weird but it works.

Good karma+4 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ ReturnToHelgen SE

The Skyrim SE version of this mod has been updated to address a crash when entering certain buildings that some (not all) users where experiencing. No version change because the mod has not actually been changed, just resaved in the editor. I know... weird but it works.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ ReturnToHelgen SE

Yes mate, its the other file linked to this mod page. There are 2, the SE and none SE versions. Have fun.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ NanoByteGhost

Sorry mate I have never had a crash in Solitude, not one since the game got released. With or without mods. But I will tell you this, you know those mods that edit default items like weapons and spells and cloths.... they also change every NPC in the game. 1 mistake and they cause crashing everywhere.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ NanoByteGhost

See my reply to Tgon mate, also Yes they do, finishing the main quest, finishing the db, finishing the civil war pretty much complete all requirements helgen will have. BUT helgen was designed to unlock quests slowly over time, so you can be named dragon born for example by the greybeards, head back to helgen and see whats changed. OR you can rush through the main quest and then do it all in one go. I recommend playing normally and returning to helgen as you do various main quests and see if anything new has appeared or become available. It was designed to interact with the main quest in that way.

PS You console users have been great so far, nearly released my mods only on the console because of that. Thanks.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ NanoByteGhost

You know that market place outside, thats 1 massive trigger box, just walking through it causes the mod to look at your progress and start quests that may need to be started based on what it finds. Sometimes that means leaving the commanders tower and re-entering it to force an update. In the past we would just run a quest from the start of the game but Beth put a stop to that in Skyrim, so now we use trigger boxes that require the player walk through them to force quests to start.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ Skyrim Fighters Guild v1.5

The quests include opening up other branches of the Fighters Guild who also offer quests. You just need to check the other branches or do the quests that open those branches. Markarth for example requires some default game quests be finished before that branch will open.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ NanoByteGhost

I am uploading them now.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ The NCR

Thanks mate.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ Return to Helgen V4.3

You can be Governor of Helgen with Imperial or Stormcloak sides. It has been supported since Version 1.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Return to Helgen V4.3

NP glad you like them.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Skyrim Fighters Guild v1.2

James the mod works fine.. heavily tested it my self. Make sure you finish the quest properly.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ NanoByteGhost

I would not rule out future work but right now I am enjoying being a simple gamer again. Modding takes up a great deal of time and it cuts in to my game time pretty badly.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ The NCR V3.0

Its been over a year since I worked on that feature so i really dont have a clear memory of this feature, but you try speaking to the NPCs outside the command tend in Forlorn hope. I have a vague memory of having a man wandering the camp outside of that tent that deals with viper squad.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Dark Lore Grimoire V3.2

This mod not only contains a full set of spells that make RPGing your character worth while again, eg you get special perks for specialising and other stuff. But it also contains House Telvanni, Order of the Black Worm and Solitude mages guild factions, all of which can be joined, have their own quests and spells and are fully voice acted by volunteers. Finding a voice actor that actually hands in voice files is very hard, so these guys are the rare breed that did so. Be sure to say thank you too them because without them, there would be no voice work at all in my mods.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ Solstheim V2.6

If you like it, you should vote for it.
The haters always remember to vote, would be good if the likers do too.

Good karma+2 votes
NanoByteGhost
NanoByteGhost - - 45 comments @ The NCR V3.0

Most of Viper squad will respawn in the normal way, usually at Forlorn Hope but its been over a year since i created that feature so the details escape me. I would stay away from Forlorn hope for 4 or 5 days or dismiss Viper squad for that time and go and do something else.

Congrats on getting viper squad btw.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ The NCR V3.0

All my mod releases are full releases. This is the full mod.

Good karma+1 vote
NanoByteGhost
NanoByteGhost - - 45 comments @ Return to Helgen V4.3

Sounds like the mod is corrupt, this can happen when somebody cleans a mod. Which I strongly recommend players do not do with large quest mods because it is known to break them.

Also sometimes Skyrim simply does not register events if your system is over loaded, eg if your computer cannot handle the battle. This is a known issue, in fact Skyrim turns off the AI on some NPCs when this happens so they just stand around. But the Battle for Helgen does not have that many NPCs fighting, where as my other mod Winterhold does (not uploaded here yet).

Using resurrect spells breaks the scripts dead counter, this is a known problem with Skyrims spells and you should avoid using such spells whilst doing quests. Other spells are perfectly fine, it is just resurrect spells.

I personally have not seen this issue, but I would guess its one of the above causes.

Good karma+1 vote