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berticus0001

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About berticus0001

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    United Kingdom
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    Skyrim
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    Hmm, tough one! I'll get back to you on that!

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  1. So if I want to enter I have no choice but to register with another website that I have no interest in at all(redit)?!? Well that sucks! Maybe I'll try again when your competition isn't running a sign-up rally for third party sites. Disappointed NEXUS!
  2. This. But as I said earlier, I doubt that any Havok tools would be included. No .nif related tools were present in previous CK's, so I don't think Bethesda will help us with that. I'm I bit annoyed at this point, as I have hundreds of models I need to make for my mod and no proper way to make collisions yet. I hope someone who's more tech-savvy than me will figure it out soon. What I really hope for the CK is an improved UI, I really would like to see clear dialogue trees, for example. As long as things have't changed too much from skyrim this may help with your collisions. http://bertscktutorial.ucoz.com/index/advanced_collisions/0-36
  3. Double post! Where's the delete button?
  4. So, if a mod that uses stolen assets actually gets through the "Under Review" (I know, how likely is that?! (Takes tongue out of cheek)) and makes money but is then found out to be such the money goes into Steam's coffers? Isn't that called profiteering? For me the worst part is that a lot of mods nowadays require compatability for others, which means if I want my mods to be as compatible as possible I have to buy said mods! Sorry, not gonna happen! Last thought, I was thinking of doing a retexture paid for mod for socks, how many colours does a HDMI 40bit system generate? 281.5 trillion if I remember rightly, anyone want a new pair of socks or two? lol
  5. I'm glad you made this blog, after reading the one you posted the other day I meant to turn my adblock off and forgot! It is off now!! I will at some point be getting a premium account (hopefully lifetime, but moneys tight so...) but when I do I'd be happy for there to be a switch to leave the adds on myself! As for the endorsments, hmm, not too sure on that one. I know it'd probably be a pain, buuut, how about having a checker on the NMM that watches which maods are installed all the time and auto-endorses after say, 30 days if used every time the game is played?
  6. Woohoo!!! Backwards, forwards, 1 at a time, over and over again!! NO MORE!!! How about having the short description in that space above the tabs, below the "Endorse Me" button? Just a thought. All in all though, top notch! This site goes from strength to strength!!!
  7. Hi T0xicH4zard, just browsing and I found your thread and after taking a quick look at your load order I think I can point out a possible reason (though no guarantees!) why this "may" be happening. I see your using both my cellar and the full remodel and I have to point out that both these mods change the same place (Breezehome and below) so would highly recommend choosing one and disabling the other, though you may get away with it if you try this: Firstly, load up all your gear from both mods and head out of town, another city would be best as the mods not only change Breezehome inside and out but also adds the auto-load door to the grate by the stables, make a full save and quit then uninstall both mods, reload/continue and save again to remove all traces of both mods from your save-file then reinstall the cellar but this time deselect the greenhouse and garden (and garden cheat) in the installer, then reinstall the remodel (which has the greenhouse and grotto included), this will mean you'll lose the garden cheat and have to find the bug jars to bring the garden to life though, but it will stop the game getting confused about where to send you (the cellar versions grotto or the remodels). I hope this helps sort things out, let me know how you get on! berticus0001
  8. I can't believe I'm pointing this out to you Dark0ne, X3: Reunion, Terran Conflict, Albion Prelude and X:Rebirth on the way (quickie link: EgoSoft) For space sims you can't get bigger or better, with a massive modding community that rivals this one!!!
  9. None of my mods affect or change the stewards in any way at all so I'd be surprised! bert
  10. I went for the "rebind any key" mod so i could use the numpad for movement ect. then tried "on screen key fix" thing same as you and found that they both mod the same keyboard layout file! I cant remember the filename, but i'm pretty sure it was in <Data/Interface> or something like that. I'm afraid if you want both to work you have to edit and merge both files together manually! but if i remember right, they both try to change the same values but only one can be used, i took a look at it myself thinking i could just rewrite it to make all keys usable and have the right one show up on screen, but after about 30 seconds of looking at it i thought "nope, not gonna happen today!" and closed the file! Sorry, but i think your going to have to choose one or the other! Once you've decided, have a look in the zip for each mod and find the offending file(s) that exists in both, then back-up and delete the one in your <Data/Interface> folder, then re-install the mod you want! Good luck!
  11. If you e-mail me, be sure to pm me about it! I never check!!!
    1. berticus0001

      berticus0001

      Been off-line for a while and away working. I will be going through all comments and pm's but it may take a while (there's a TON!! ). Also ran out of pm space so I've had to delete the first lot from early last year, if i haven't got back to you on there and it's come up as deleted re-send and i'll get to you as soon as possible!

      bert

  12. open the ck and load skyrim.esm. when loaded type "housecarl" into the objects filter box and select all, scroll down until you find the housecarl you want to edit, in your case "housecarlsolitude", right-click and edit, when the edit window pops up go to <inventory> tab and change "default outfit" to none, now in-game you can take the default steel armor off of her and she will automatically wear what you give her all the time! hope this helps! berticus0001
  13. cire992: pretty sure thats what i said above! don't know about the heading marker, but like i said it did stay put once i put a nav-mesh under it! p.s. about swords not comming off the wall rack, this was strange cos i could put up maces and take them off again no problem but it wouldn't work with sword! i then took a good visual look at the one above the bed in breezehome (hands up all those not learning the ck by modding this place?!?!?! :) i noticed that even though the wiki says you can put the sword anywhere, but put it close so you know where it goes, the one in the bedroom was touching the white of the activator so i did the same and now it works( only used one sword though! strange!) Oh! just remembered that i took it slightly away from the wall so nothing was touchingt! so it could have been that! going to play with that now! Remember : experimentation is the path to success
  14. jasonDM thanks that kind-of sorted them, my shield and swords now goes to the right place but it wont let me take any swords off! any ideas? nemo looking at the manaquins myself and mine keeps moving too! have not looked into it deeply, i'm still trying to get chillrend off the damn wall but i was thinking you might want to make sure its standing on some nav-mesh, it is an actor and can't go where its not allowed! plus i would guess it's got its own activators the same as the weapon racks! edit: yep! just dropped a quick nav mesh and manny stayed put! now for the bloody swords!!!!!
  15. i like the fact that your mod has to be accepted by steam before it will become downloadable! what they are basically saying is that as far as they are concerned it is o.k. for your 9 year old to shoot people, blow them up, run them over in a car or hack their heads of with a sword/axe but no nudity because seeing a few titties might scar them emotionally! youv'e got to laugh really!
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