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JackNitro

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  1. I'm trying to replace a static HUD overlay with an animated one in a mod. I understand that in order to do that, I need to use several .dds files and set a time delay for them to switch between. What I don't know is how to write xml scripts, so I basically have no idea what I'm doing. I have seven .dds files that I want to play in a sequence with a delay of .10 seconds and loop indefinitely. This is the section of the script that I need to change: <include src="AdvRecon\AdvReconSettings.xml" /> <rect name="AdvReconNVOverlay"> <x>0</x> <y>0</y> <image name="AdvReconNVOverlayImage"> <systemcolor> &nosystemcolor; </systemcolor> <width><copy src="io()" trait="_AdvReconOverlayWidth"/></width> <height><copy src="io()" trait="_AdvReconOverlayHeight"/></height> <zoom> <x> <copy src="io()" trait="_AdvReconOverlayX"/> </x> <y> <copy src="io()" trait="_AdvReconOverlayY"/> </y> <visible>&true;</visible> <alpha><copy src="io()" trait="_AdvReconOverlayAlpha" /></alpha> <zoom> &scale; </zoom> <depth>-10</depth> <filename>AdvancedRecon\HUD\overlays\OccularOverlay.dds</filename> </image> </rect> I believe that I'm supposed to replace <filename>AdvancedRecon\HUD\overlays\OccularOverlay.dds</filename> with something along the lines of <_filename_0> AdvancedRecon\HUD\overlays\OccularOverlay0.dds </_filename_0> <_filename_1> AdvancedRecon\HUD\overlays\OccularOverlay1.dds </_filename_1> <_filename_2> AdvancedRecon\HUD\overlays\OccularOverlay2.dds </_filename_2> <_filename_3> AdvancedRecon\HUD\overlays\OccularOverlay3.dds </_filename_3> <_filename_4> AdvancedRecon\HUD\overlays\OccularOverlay4.dds </_filename_4> <_filename_5> AdvancedRecon\HUD\overlays\OccularOverlay5.dds </_filename_5> <_filename_6> AdvancedRecon\HUD\overlays\OccularOverlay6.dds </_filename_6> But I know nothing about copy src or how to set a delay or pretty much anything having to do with xml scripts. I apologize for my complete and utter noobishness, but I'd definitely appreciate any help I can get with this one. tia
  2. Or any other animation files that support transparency? I'm trying to make an animated HUD overlay.
  3. I've been with Nexus for a while, but I never really followed along with the behind-the-scenes side of things, so sorry if this is an old/crappy suggestion, but, uh.....donations? I know that members can "donate" by purchasing premium memberships, but in my opinion, the average user doesn't really see "Buy Premium!" and immediately think, "Doing that will help keep this site running." They might even think that the Nexus is holding out good service only for people willing to pay, as some sites do (not true, of course, but people are quick to assume). On the other hand, If you had a donation widget in the corner or, even better, a small banner notification at the top of the page, saying something like "Your donations help us improve the Nexus", I think people might be more inclined to slide a little cash your way. Look at Wikipedia, one of the most visited (therefore quite bandwidth heavy) sites on the web -- they stay up solely through donations, almost all of which are small public contributions. I'm not saying the Nexus would survive just through donations, nor that they should replace Premium Memberships, but if you don't have a donation system (and even if you do, a better advertised one considering I can't find it), it might prove a nice little addition to the site's income...perhaps enough to buy that clustering solution you have your eyes on? Again, just a suggestion. I have no doubt you know best as far as what would benefit the Nexus the most.
  4. It looks like the problem is gone now, but i don't know whether reinstalling fixed it, or that I had both .esp plugins enabled at once was causing the issue (I assume the latter). Thanks either way.
  5. http://i.imgur.com/Jnd3I6U.jpg http://i.imgur.com/3JOtOzb.jpg I think these screens illustrate the issue sufficiently. I'm using Western Sky - Weather and Atmosphere for the skybox, but I haven't heard anyone in the comments having this problem. Could it be a conflict with another mod? LOAD ORDER EDIT: I should also note that when I start up the game, the skyboxes are lined up just fine. I think it changes when I go inside then outside again, but its always after I've been playing for a given amount of time that it gets messed up.
  6. How did you achieve this dirty overlay? Is it a mod? If so, can we have the link?
  7. Everytime I run BOSS now, I get only one thing in the BOSS Log: http://img202.imageshack.us/img202/8118/likeabossj.png I have UNP installed, but I installed it a long time ago and it never caused issues with BOSS before.....Help?
  8. 1) Lots of people have the same problem with using the NMM for some downloads - It just doesn't seem to handle large transfers well. Keep in mind that the manager is very new and still under heavy development. As a workaround when this occurs, download the mod manually. You will then have a .rar or .7z file which you must select using the "add mod from file" button in nmm. From there, install as you typically would. 2) Updating mods can be confusing, because it will leave the original version in your mods list even after you activate the newer version. You will see something like this: http://s7.postimage.org/mthz615fd/10_example.png Just activate the one with the newer version number. It should give you a prompt about updating; just click "yes" unless the mod author advises you otherwise.
  9. I would strongly advise against adjusting uGrids unless you A) know what your doing or B) don't care about your savegames. Besides, by the sound of it, the problem is probably the result of one or more of your mods. Try disabling ALL of them except skyrim.esm and update.esm, and make sure skse is up to date with your patch version. See if you still get ctds then.
  10. If you haven't purged everything yet, I'd like to see If i can help. I can't seem to tell from your description, but have you Tried running it without any mods?
  11. 1) Did you try hitting shift+f12 ingame or setting UseEffect=true in enbseries.ini? 2) Are you using MSI afterburner, Xfire, or EVGA? 3) Did you enable bFloatPointRenderTarget=1 in SkyrimPrefs.ini? 4) Are you using an ATi card? If so, did you enable ForceFakeVideoCard=true in enbseries.ini? 5) Have you tried deleting RenderInfo.txt from Documents\My Games\Skyrim and then running the launcher? 6) Did you try setting FixParallaxBugs=true in enbseries.ini?
  12. Dear God... We need to operate right away. Improved Combat Sounds v2.1.esp SoS - The Dungeons.esp SoS - The Wilds.esp Those two mods are absolutely incompatible. I had the same problem myself. You'll have to completely uninstall ("deactivate" in NMM) one or the other - you can't just untick the esps Realistic Lighting - Addon.esp Realistic Lighting.esp Realistic Lighting Patcher.esp Why isn't Realistic Lighting.esp above the other two?? Weapons and Armor fixes.esp Weapons and Armor fixes - Hacks.esp Only one of these should be selected. WARZONES - Civil Unrest.esm Occupy Skyrim.esp I believe these two are compatible, but running them together would take a fairly high-end rig, especially with such a huge list of mods. WARZONES especially is known for ctd Sneak Tools Vanilla Hoods.esp Sneak Tools Vanilla Masks.esp Sneak Tools.esp Again, wrong order. Put the original esp above the others. Also, I had ctds with the optional "hoods" and "masks" esps enabled. No guarantees, but you might try disabling them. SkyRe_Plugin_ImmersiveArmor_2.esp SkyRe_Vampirism.esp SkyRe_Combat.esp SkyRe_Main.esp SkyRe_EncounterZones.esp SkyRe_EnemyAI.esp SkyRe_EnemyScaling.esp SkyRe_StandingStones.esp SkyRe_Races.esp SkyRe...Now here's a fascinating creature indeed. Many users claim insurmountable compatibility issues, but others seem to have no problems with the same mods. Try to start without it and see what happens. Real 1st Person View.esp Real 1st Person View alpha 04b.esp I don't use this mod myself, but you should go to the mod page and make sure of whether you should have BOTH these esps enabled or not. killable_children_1_01.esp killable_children_qp_aventus.esp killable_children_qp_nelkir.esp Another user recently reported ctds with this mod. Consider disabling it. My most pressing advice to you, USE FEWER MODS, at least until you know that they work; then add them one at a time or a few at a time. Keep in mind that you simply won't be able to use some mods in tandem with certain other mods, so you'll have to make choices between such mods.
  13. To be clear, you shouldn't be turned off by a mod that claims to be in beta. In fact, you'd be hard-pressed to find a mod that isn't in beta. Mods are constantly under development, so few of them are 100% stable, but each update brings more bug fixes and stability to almost any mod, so always update. If you find an update does make your game crash, modders always keep older versions available on their download pages.
  14. The wait utility is something else entirely unfortunately. It causes the script to pause for a given length of time and isn't related to the player waiting in game. Ah, that's what I suspected... Let me try something else - Function function name() RegisterForUpdateGameTime(1.0) ; endFunction Event OnUpdateGameTime() ; if (!Utility.IsInMenuMode()) Insert form script here endIf endEvent Remember, I don't really do scripting, so don't get mad and shout at me if what I just typed is complete crap... EDIT: If it helps, the wait procedure itself uses the following parameters: ActualSeconds value - 0.000100 StopMovement value - true EDIT EDIT: If you have skse, you could also detect when the player presses the "T" key and have that trigger RegisterForUpdateGameTime. You could also use "if" and "else" in conjunction with IsInMenuMode to detect when the player leaves the wait menu and execute UnregisterForUpdateGameTime.
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