Jump to content

Moncoh

Supporter
  • Posts

    14
  • Joined

  • Last visited

Nexus Mods Profile

About Moncoh

Profile Fields

  • Country
    United States

Moncoh's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. FIXED. This issue was with SkyrimPrefs.ini I changed the following line: bDeferredShadows=0 bDefferedShadows=1 Before and after: http://i.imgur.com/on5wmPD.jpg
  2. I've isolated the problems to the [Display] section of SkyrimPrefs.ini by referencing an old backup. Not sure what exactly is causing the problems, yet.
  3. There really seems to be something wrong with my lighting/weather. This looks equally weird without ENB, though I have no lighting/weather mods aside from NLA. http://i.imgur.com/3fdRAFy.jpg
  4. Forgot that I disabled LOD reflections earlier while messing with this. This is what it looks like with those enabled (still too bright and no shadows): http://i.imgur.com/Ul8RJq4.jpg
  5. I recently did a clean install of Skyrim and I've not used any other ENBs since then.
  6. Absolutely positive. I've also made a comparison image with the same weather conditions. As you can see, everything is looking kind of wonky. http://i.imgur.com/8cSx8ws.jpg
  7. Hey all. I've encountered a strange issue with all water in Skyrim. Currently, the water is too bright, is not reflecting, and is not receiving shadows. I've spent some time tweaking Skyrim.ini, SkyrimPrefs.ini, and EnbSeries.ini and going through various water mods in attempt to fix the problem, but my attempts have been fruitless. With Natural Lighting and Atmospherics: No water mods: No ENB: http://i.imgur.com/T1SJxd6.jpg ENB: http://i.imgur.com/nTYjbm3.jpg Realistic Water Two + ENB Textures, Watercolor for ENB and Realistic Water Two: No ENB: http://i.imgur.com/CkbDFXg.jpg ENB: http://i.imgur.com/GFkyTVL.jpg For comparison, here is an image from the author of Natural Lighting and Atmospherics using the same mods: http://static-7.nexusmods.com/15/mods/110/images/50065-1-1390492849.jpg My game: http://i.imgur.com/NWZUakp.jpg On a side note, my sky is also very bright. :confused:
  8. I started a new game without any custom race mods and I'm getting the "Missing Critical Mods!" error along with the "missing race" message. I'm unable to successfully save any of my characters to the Shrine of Heroes. I'm using V1.1.2.
  9. I'm a bit late here, but I love Senviro's idea of adding some fur extending from the bodies on the Khajiit. I've always thought that the Khajiit looked rather flat, like people with fur painted onto them, and envisioned remodels of them featuring fur "sprites" (or flat planes with fur textures) on the jaw/back of the head, back of the neck, and on the underside of the tails (similar to the tails of the female Charr in Guild Wars 2). Also, is there any possibility of this mod or future mods modifying the head shapes of the beast races? Adding fur to the head and neck, as I mentioned, would require a modification to the head mesh. Or, alternatively, this could be implemented through new hairstyles (though I don't think you guys intend on making any hair). All of the progress I've seen so far looks quite promising and I'm glad to have found this thread; I was watching the initial mod page for quite some time.
  10. ====[Fixed]==== __________________________________________________________ The tophat and werewolf models do not belong to me.
  11. For the past few hours I have been experiencing freezes, crashing to the desktop after a few minutes. The freezing followed by a crash seems completely random as I've crashed while talking to an actor, standing still, and simply looking at my skill trees. The most peculiar thing I've found is that my recent saves have gone way up in size. July 13th, 6:26PM: 8,048KB July 13th, 6:47PM: 15,236KB July 13th, 7:19PM: 31,773KB July 13th, 9:37PM: 44,062KB July 13th, 9:57PM: 45,301KB July 13th, 11:42PM: 49,087KB ^In a period little over 5 hours my save size has gone up 509.92%/41,039KB Changes I've made to my Skyrim in that time: - Deactivated "Convenient Horses" - Deactivated "The Eyes of Beauty" - Installed/Activated "ApachiiSkyHair" - Installed/Activated "Natural Eyes" - Installed/Activated "More accurate Khajiit chin and lips paint" I tried disabling a ton of mods, including those recent ones and mods I expected to be taxing on performance such as "Improved Villages" and "Static Mesh Improvement Mod" but still experience crashes after a minute or two of playing. It should be noted that all the crashes I experienced were at the base of the cliff path north of Ivarstead. I fast traveled to Whiterun Stables and ran around for a minute without crashing then returned to my original location and started crashing again. I don't have any mods active that affect exterior cells. Note: I tried enabling papyrus logs in the Skyrim.ini and no logs are made when my Skyrim crashes. Update: - Loaded from the save right before the first in that list (7,078KB) with most of my mods re-activated, played around for about half an hour and saved again, new save is only 6,951KB. It looks like my best option is just to just scrap those 5 hours of gameplay, perhaps my save got corrupted somehow. Still, it would be nice to know how I could avoid having this happen again.
  12. I am currently working on making some saboteur items and at the moment I have created a launch-able bear trap(ACTI). I wanted the trap to explode, burning the target and knocking them down, but I don't know what properties I would need to add to the item's script to cause an explosion (EXPL). Also, what exactly manages how the trap is triggered? I don't want to use a bear trap model but the trap does not work if the model is replaced. My original method of creating this trap was using projectiles but I encountered a lot of bugs that nobody seemed to be able to help with, so I am trying this a different way. The original bear trap item is "BearTrap01" and is in the Activator class. Edit: Found I can make the object explode using Destruction Data, but how can I make the object be damaged when it is touched?
  13. I am currently working on making some saboteur-like items (ex: bombs, traps) and so far I have created a bomb that is launched by a bow that will detonate if an actor comes near it. Problems I have encountered: Explosions caused by the triggering of the bomb will be created at the projectile's initial impact point, not at where the object has rolled to. (If there is no way to fix this, is it possible to make projectiles ALWAYS stick into objects?) I have my bomb projectile set to an arrow (lobbers seems to get stuck in air) and because of this, the bomb can stick on to actors. Normally this wouldn't be a problem, but the bombs do not detonate if stuck to an actor, I would prefer to have them bounce off (if they haven't already exploded.) The bomb sticks in too far in some objects, causing it to become hidden. I am clueless as to how to make the model parent to a body part or show on the bow when drawing. (Ex: Arrows appear as a quiver and can be seen when the player draws their bow.) How would I make the bombs only work with a specific weapon? (Like bound arrows and bows.) Feedback is greatly appreciated.
  14. This thread helped a lot with a helmet replacement I was making, thanks for that! Also, your helmet looks nice, but the armor seems to be a bit lighter and have somewhat of a brushed look to it. Still matches quite well though, good work.
×
×
  • Create New...