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crgobi

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    Dwarf Fortress

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  1. DLC2DwePtnWallAnim01 is an animated section of dwemer partition that raises up from the floor. I'm attempting to make it so that when you pull a lever it goes up if it's in the down position, and vice versa. The problem I'm having is that it will go up once, down once, and then stops working entirely. I can't see why it wouldn't continue to animate based on the script. I would appreciate any help with this. :ermm: The animated wall section is connected via activate parent to a vanilla dwemer lever. The script on the wall is as follows: bool property startsUp = false auto bool property isUp = false auto hidden Event OnCellAttach() if startsUp == true playAnimation("stage1") isUp = true endif EndEvent Event onActivate(ObjectReference akActionRef) if isUp == false playAnimation("stage1") isUp = true elseif isUp == true playAnimation("stage2") isUp = false endif EndEvent I'm guessing it might have something to do with the animations this object has rather than the script, because from what I can see there should be no reason why you couldn't pull the lever indefinitely to raise and lower the wall.
  2. This would be deeply disturbing and yet so awesome. As a sphynx owner IRL I would love to see this! ...that said I certainly don't have the skills to make it happen. :happy:
  3. I was browsing through the Skyrim mods subreddit and saw this post/question. To quote the OP: As far as I'm aware there is no mod that does this... I think it would be a fantastic idea though. It would add to immersion and make the crypts quite a bit more creepy. I have absolutely no skills with modelling or texturing or I would attempt this myself. I suppose you could simply replace the 'dead' dummy draugr with actual corpses but it would seem to make more sense to replace the actual model. Just thought I'd put this out there.
  4. In response to post #7518539. Same issue here. Ctrl-f5 does not seem to fix it. I checked my mod page with IE (was using Chrome) and it is using the same (wrong) background image, so I don't think it's a cache problem.Edit: Issue has already been responded to below. For the record I love these changes!
  5. I just started getting these weird visual issues with the CK. Primitives that would normally be transparent are opaque and light radii are solid blobs of color instead of circles. I've played with the render window properties to no avail... I'm at a loss. I have no idea what I did or how to fix it.. has anyone encountered this before? I would greatly appreciate any help. Screenshot of the issue... the white areas are occlusion planes. Edit: It's my ENB. I highly recommend this mod if you have the same issue. http://skyrim.nexusmods.com/mods/17619
  6. This just happened to me. I had 140 active mods working together in perfect harmony... now nothing. :pinch: Horrible. They could at least warn you...
  7. Thank you so much! You're seriously my hero. :D I had no idea how powerful TESSnip was. All this time I was worrying every time I went into a Bethesda cell that I'd change something and make my mod a little less clean.. little did I realize I can just snip any problems out heh. Turns out that I somehow changed the AMBWaterfallSmallQuiet sound emitter and possibly also the underlying sound file. I tried but couldn't find a way to fix whatever it was I did. Used TESSnip.. snipped that right out.. problem solved. What a relief. Thanks! Edit: @ Grand Architect: Thanks for that too! I also didn't realize you could check the details and see everything that was changed by the mod. Yikes. This is pretty much my first mod ever so I'm still coming to grips with things. Thanks for being so helpful everyone!
  8. The funny thing is I have disabled all sounds emitters and sound and music properties for every cell I ever touched and still the sound persists. I just downloaded TESSnip and got it running for Skyrim... not sure what do with it though. ;) I'm pretty positive it's one of the ambient stream sound effects and those all look normal. Why it's playing in every cell though...? I might have to scrap this mod and start over. So much work though... bleh.
  9. No other mods. Just running the game with only my mod enabled to test and it still has the problem. I was mistaken though, it's only interior cells.
  10. Thanks, I'd really appreciate it! Yeah it's happening in both interior and exterior cells. It sounds like a river or creek running. What puzzles me is there doesn't seem to be a place where you can add a sound globally.
  11. ...bump. Anyone? This is very frustrating. I'd hate to have to redo the mod because of the sound of running water. >.>
  12. So I've been working on my house mod and I must have accidentally edited some global variable because now the sound of running water plays in every cell in the game. Turning off my mod turns off the sound so it has to be something I did. In the course of making the mod I added a couple of waterfall splash emitters inside and changed the sound profile for the cell itself. As far as I can recall I didn't touch anything else. I've gone through all of the acoustic space base files and everything else I can think of but I can't find what's making this noise! Anyone have any insight on this? I'm going crazy trying to figure it out. The mod itself is here if you'd like to take a look under the hood. Thanks!
  13. Well after some fiddling around it doesn't seem like my light settings are causing this. I went around with a torch like you mentioned and the lights didn't respond like you said. I also tried several different preset lighting templates.. never gets any better The problem seems to be that one piece of the kit is illuminated but an adjacent one isn't. When you view it from a slightly different angle all of a sudden it lights up and is illuminated the way it should be... making it 'flicker' as it jumps from totally dark to lit up. For example I have 2 dwemer wall sections side by side with a light source on the left (no shadow bleak falls torch light). The left section is brightly lit with nice tochlight, the right section is totally dark. When you move around a bit or view it from a side angle the light from the source suddenly hits it. I've messed around with positioning, type of light source, amount of light overall etc etc and am going to go crazy soon if I don't get this figured out, lol. It's almost like that one bit of wall (or whatever it may be) is being lit independently or something. >.> Fixed my weapon rack issues.. the triggers were too deep in the wall I believe.
  14. So I'm working on a house mod and no matter what I seem to do there's always a few lights that don't show up until you get close, then suddenly flare into life, giving them a sort of glitchy flicker effect. Am I placing too many lights too close together? Mod is http://skyrim.nexusmods.com/downloads/file.php?id=9541 Any help would be appreciated! Some of my weapon racks also make it impossible to remove weapons once they're placed. Everything seems fine with placement and how they're linked up so I'm not sure about that either. Arg!
  15. Yet another house mod... This is my first mod for Skyrim so hope you enjoy. Let me know if you find any bugs! http://skyrim.nexusmods.com/downloads/file.php?id=9541 14/02/2012 - Fixed some bugged lights. Removed broken weapon racks and plaques and added some others. Added more storage and changed some furniture in keeping with dwemer theme. Increased general brightness. Be sure to take all items out of the house before upgrading! From the readme: ===Nchuzzrezar=== A dwemer style manor house with all of the amenities. The house is located NW of Falkreath in the rugged pine forest. This house features an original floorplan, 6 mannequins, several display cases, chests and weapon racks. Also features most crafting stations. This is my first Skyrim mod so any feedback is appreciated. If there is any interest I plan to make a much more detailed exterior area and a quest (and price) to obstain the house in future updates. Now with a video! (currently processing...) http://www.youtube.com/watch?v=Ks7UpMGYcqk&feature=youtu.be
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