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Keldis

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  1. Don't know if you guys fixed it yet, but are you by any chance using SkyUI?
  2. The Vanilla Thalmor robes use the hair/circlet armor add-on so if anything is overwriting this armor addon the equiped item turns invisible as well, that's why there is a priority check in the CK on AA, so i would root out every mod that adds or changes Amulets, Hoods, Circlets, Helmets first, and the use the distinction process to distinct the exact faulty module. In another case it could also be produced by a hi-res texture, i sometimes had the problem of certain armor parts turning invisible or pure black, found out that uncompressed textures which are not stored in DXT1, DXT3 or DXT5 or uncompressed ABGR8 caused the problem, but this problem would not occur all the time but only when loading a savegame in a big area (non interior) where lots of textures are being loaded.
  3. I don't know how you set up your quest in the CK, but sometimes quest fail to start if an alias fails to fill. Is your quest running on game start? if yes try putting every actor/container alias first an then the amulet you want to steal back for her/him, sometimes it also helps to put an alias into the optional state to root out if an alias fails to fill, because if the quest starts with the alias being optional you then know that indeed the alias was the fault. Maybe you could attach your esp file or upload it somewhere and i take a look at it, i love helping with mods etc :-)
  4. So I'm kind of puzzled here, I'm an experienced modder of skyrim but with this problem i run out of ideas, i hope someone here can lighten things a bit up. A few hours ago i started a clean semi mod free game, only mods i am using are graphic overhauls (Env. textures, meshes, skin textures and the likes) and my own race mod made with race compatibility etc, so now here is the deal, sometimes when i enter a cell were i previously killed all the npc's my game crashes, since i have no mods activated that could cause this i am kind of puzzled, i tracked the crash down and the cause are NPC's in that cell that should load but is causing a CTD instead, i figured this out by writing a plugin that writes all REF ID's in that area into a single trace log, the refs are all filtered to only print out NPC's once i had the ref id's i disabled them one by one until i found the faulty ref which was an actor, and it happened in quite a few cells, here are some examples: Embershard Mine: I cleared out this mine and killed everyone, left it by the back entrance, forgot a chest inside i wanted to loot and went back in, but it CTD. Bleak Falls Barrow Area Lookout: Killed all the bandits here, went to anise cabin after that and wanted to advance toward the barrow again, causing a CTD Travas Watch: Same as Embershard only vice versa on exiting the interior cell. and a few other cells caused the same problem. And one other thing i noticed is that if i move that faulty Actor to my position with the moveto commands the game would crash as well, if i disable the actor the cell loads fine again, i even tried removing all items of that faulty actor to no avail, and the crash is only caused by actors, no statics no moveables only actors... And now my Question is: What on earth could bug out an actor so much that the game crashes every time the game loads said actor?
  5. Wow you guys are doing a great job for this site,i really like it, the nexus sites are almost a second home to me, whenever i open my browser i visit the skyrim nexus, whenever i visit another page and the nexus is not currently open, i visit the nexus site, it became like facebook to me, and i am not even using facebook, the internet would be a broken lonely place not worth using anymore if this site would be closed, which i think will never happen anyway (am i exaggerating?) Anyway, keep up the good work, god knows that you have no obligation to do this much of work, but you are doing it anyway, and so far with managing all the nexus sites there are you did a friggin' great job. Kudos :-) Sincerely, Your loyal user :-)
  6. In response to post #7857456. Same here dude, what is going on?It is not just that the sites are down, but they seem to be completely of the grid, because my ISP always redirects me to google saying that the page does not exist.
  7. ah Typo there, i meant "Master of the Mind", DaedricMind is the var that does not get reset.
  8. So as Dragonborn is released now, which adds a perk reset feature at the end of the campaign i need to warn a few people, Bethesda forgot some vital things that will not be reset. Bethesda's reset does not Remove: -Ranger - The Ability to run faster while bow is drawn is not removed. -Persuasion - The Perk decreases the requirements for persuasion checks and sets Global Variables which are not reverted back to the preperk. -Shield Charge - Does not revert like Ranger and sticks. -Quickshot - Variable bools are not reset, which leaves the perk active even after removing. -Master of the Mind - A Global variable is not set back to 0 which leaves the perk active even after resetting. -Golden Touch - Does not set a global variable bacl to its editor value which means the perk will stick even after removing. -Treasure Hunter - Same as with Golden Touch. -Investor - The Quest stays active and can still be used to invest into shops even if the perk was reset. I say they screwed it and were in a hurry for all i know, if you want to reset your perks so they are like you started the character i recommend waiting till the scripts are released or somone changed the .pex files. If you want to reset your perks now i recommend a mod made by me which does not even need the DLC. My mod reset everything listed here.
  9. Hello everyone, at the moment I'm doing a vanilla and exploit free skyrim run, that means no mods, no exploit using etc, but still im noticing a strange and weird behavior of the game, so what i am talking about is that the game randomly plays the "Item Added" sound, sometimes i even gain 100 Gold from killing enemy's, (strangely this only occurs when killing predator NPC's like Sabrecat's, Bears, but no Wolfs), sometimes the Gold is even Higher, like 300 (Always a flat value 100 or 300 Gold) Gold a kill, i even get the gold when killing the NPC with the console command "kill". So my question now is, is this normal for Skyrim? Or is it a bug? I'm not complaining about random free money or items(No items are actually added, only the sound plays) but i do not want to depend on this money when it comes from a bug. Hope that someone can help me out here.
  10. So i made a new mod which i need some suggestion for, there are so many options to choose from, but can't satisfy everyone's needs so i ask the community what the majority of you would prefer. Here is my mod: UFTO - Ultimate Fast Travel Overhaul http://www.youtube.com/watch?v=DMQ4_vAhOH8 Waiting eager for some responses PS: I hope this is the right section for the poll.
  11. You should use OnActivate() instead of OnContainerChange in this case, and attach the OnActivate to your Salmon Activator then advance the global variable with each activation of this salmon. like this: ScriptName SalmonPickup extends ObjectReference GlobalVariable property SalmonCount auto Quest property myQuest auto Int property preReqStage auto Int property StageToSet auto Auto State Ready Event OnActivate(ObjectReference akActivator) if myQuest.GetStage() == preReqStage if akActivator == Game.GetPlayer() SalmonCount.Mod(1) Debug.MessageBox("You've found a special salmon") if SalmonCount.GetValue() == 3 myQuest.SetStage(StageToSet) endif GoToState("Picked") endif endif EndEvent EndState State Picked EndState
  12. Guys take a look at my new project and tell me why i always get out of sync like in this video at the annotation: My Code: Scriptname VLAscendEffScript extends activemagiceffect ObjectReference Property VLPlatform Auto Import Utility Import Game Spell Property VLDescendSpell Auto MiscObject Property DummyItem Auto Event OnEffectStart(Actor akTarget, Actor akCaster) if akCaster.GetEquippedSpell(2) != VLDescendSpell akCaster.EquipSpell(VLDescendSpell,2) else VLPlatform.Enable() ;takeoff while you have the magic effect which is from type Concentration While(akCaster.HasMagicEffect(VLAscend)) VLPlatform.MoveTo(akCaster,0,0,500,True) Utility.Wait(0.1) akCaster.TranslateToRef(VLPlatform,500.0,500.0) EndWhile DisablePlayerControls(0,0,0,0,1,1,0,0,0) akCaster.StopTranslation() SetINIFloat("fInAirFallingCharGravityMult:Havok",-5.00000000) While(VLPlatform.IsDisabled() == False) akCaster.RestoreActorValue("Stamina",5000) ;make the lord a bit faster if akcaster.GetAV("Speedmult") < 200.00 akCaster.SetAV("SpeedMult",200) EndIf ;This is used to setav speedmult in real time, so you do not need to sneak to update the speed if akCaster.GetItemCount(DummyItem) < 1 akCaster.AddItem(DummyItem,1,true) Wait(0.1) EndIf EndWhile akCaster.RemoveItem(DummyItem,akCaster.GetItemCount(DummyItem),true) EndIf EndEvent MagicEffect Property VLAscend Auto This is for Ascending my Character, currently for a Vampire Lord flying Project. Scriptname VLDescendEffScript extends activemagiceffect VLDescendProperty Property VLDescendStoreProperty Auto ObjectReference Property VLPlatform Auto Activator Property DLC1VampLordBatsFXActivator Auto EffectShader Property BatsReform_01 Auto EffectShader Property BatsReform_02 Auto Spell Property DLC1nVampireBatsSpell Auto MiscObject Property DummyItem Auto Import Utility Import Game Event OnEffectStart(Actor akTarget,Actor akCaster) ; While(VLDescendStoreProperty.akDescender.Is3DLoaded() == False) <----- this was used for a teleport mod, the while is there to wait until the teleport to dummy is loaded. ; EndWhile ; VLDescendStoreProperty.akDescender.Disable() ; VLDescendStoreProperty.akDescender.Delete() ; akCaster.SetPosition(VLDescendStoreProperty.fx,VLDescendStoreProperty.fy,VLDescendStoreProperty.fz) ; VLDescendStoreProperty.akDescender = None VLPlatform.Disable() Utility.Wait(1) SetINIFloat("fInAirFallingCharGravityMult:Havok",5000) EnablePlayerControls(0,0,0,0,1,1,0,0,0) Wait(1) SetINIFloat("fInAirFallingCharGravityMult:Havok",1.35) akCaster.SetAV("SpeedMult",100) akCaster.AddItem(DummyItem,1,true) Wait(0.1) akCaster.RemoveItem(DummyItem,akCaster.GetItemCount(DummyItem),true) EndEvent for Descending, what im doing is setting the gravity to an monstrous high amount to just pop to the ground, but as you can see in this video it gets out of sync and i do not know why :-/
  13. Since my fix seems to work for people i made this for the rest that can't or won't handle a hex editor :-) 3rd Person Fix
  14. Former Nexus Name: DarkenDE
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