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IcyDeadPe0ple

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About IcyDeadPe0ple

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    The Elder Scrolls V: Skyrim

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  1. I don't believe OP is referring to permadeath mod, but rather a survival needs system (hunger, thirst, sleep deprivation, etc.).
  2. In my case, I never experienced CTD issues with vanilla Skyrim. Seemed to be much more stable than Oblivion and FO3. As for the graphics, I suppose some of us who have been fans of Bethesda games for a number of years might be seeing the glass as more half full than half empty when each new game comes out and it looks much better than the previous game. I was blown away by how good the vanilla Skyrim graphics looked compared to Oblivion and now I'm ecstatic about the vanilla FO4 graphics and lighting. Do FO4 graphics really look that bad to you? For me in this kind of open world sandbox game, the art style, the attention to detail in the world, environmental storytelling, dynamic systems, etc., are more interesting than, say, the resolution of various textures, but I think this game looks pretty stunning. There were some gorgeous PC version screenshots in the Bethesda.net article about updates to the Creation Engine, did you see those? https://bethesda.net/#en/events/game/the-graphics-technology-of-fallout-4/2015/11/04/45 The new features reportedly include: Tiled Deferred LightingTemporal Anti-AliasingScreen Space ReflectionsBokeh Depth of FieldScreen Space Ambient OcclusionHeight FogMotion BlurFilmic TonemappingCustom Skin and Hair ShadingDynamic Dismemberment using Hardware TessellationVolumetric LightingGamma Correct Physically Based Shading Interesting, I hadn't heard of this before. In my case, I played Skyrim quite a lot of hours without mods from launch until the CK beta in late Dec or Jan IIRC. The only issues I experienced with vanilla Skyrim were minor stuff, like some textures turning purple when my video card ran out of memory, etc. Seemed to be more stable than vanilla Fallout 3 and Oblivion which both crashed frequently. New Vegas was also rather stable at launch, some cosmetic stuff like radscorpions melting into the terrain but very few CTD.
  3. Happy new year and best wishes for the future LOLCAT Nexus!
  4. I've been working on making some new versions of each of the Nordic Catacombs kit models where the candles are not glowing. When I opened one of these kit pieces "NorCatHallSm1way01.nif" in NifSkope, I noticed three NiBillboard nodes, and each had a BSEffectShaderProperty sub-node with Emissive color #806d437f, which I thought represented the color of the candlelight glow. Here is what it looks like inside NifSkope: http://i.imgur.com/qhOeD.jpg I first tried adjusting the emissive colors to black (#000000ff) for the BSEffectShaderProperty sub-node. Tested this by launching Creation Kit without any active plugin file, creating a duplicate NorCatHallSm1way01 base object and changing the model to the new custom .nif. The result was that the candles were still glowing and the model looked the same as the vanilla version. I tried a second time, by completely removing the three BSEffectShaderProperty sub-nodes. I tested this the same way and got the same result (looked identical to vanilla version). Am I doing something wrong in NifSkope, or am I missing a step when attempting to test in the Creation Kit? For example, do I need to save my plugin or exit and restart Creation Kit before the new models appear?
  5. I understand that unique downloads means unique IP or unique accounts. However, how does this work for mods with various files? For example, if someone downloads the original mod once, then later DLs a new version of my mod, and then a separate optional file, do those count as three unique downloads (adding to unique DL tally for each file), or three total downloads and only one unique DL for the first file? If this is not the case, I really wonder why end users keep downloading the same file multiple times?
  6. That's great to hear, thanks very much for clarifying, Dudeman!
  7. I believe the Nexus Mod Manager utility has a feature to automatically download and install subscribed mods. I'd like to make sure my Shout-Tastic mod, which consists of one .esp file and one .bsa file in a .zip archive, works OK with this feature. Do I need to use a specific archive format, like .rar format, or include a folder labeled "Data" within the archive? If anyone can help me confirm this, or test installing my mod with NMM's subscription feature, it would be greatly appreciated.
  8. I just started experiencing something similar after playing my latest playthrough for about 20 hours. My character's face became pitch black. I tried saving and reloading, even showracemenu, but there didn't seem to be any way to fix it. Here is my mod load order and Papyrus log. This is very different from the grey face / neck seams issue with custom NPCs I've seen before. My player character's face is pitch black - looks like this: Pic 1 Pic 2 The only thing I can think of is perhaps I messed up some male textures by installing coverkhajiit through copying the files to my data folder, as there was no .esp and .bsa for this mod. However, I did not experience this issue at all until after playing for about 20 hours with the same mod load order.
  9. Yes, as you can't currently use shouts, magic or weapons underwater, I suppose an underwater combat mod might require some new animations for using weapons while you are swimming.
  10. Problem solved - I had roombounds set to invisible in the Creation Kit. Feel free to lock this thread.
  11. I have modified the lighting in cell cragwallowslope01 as follows 1. reduced the Ambient, Fog Near, Fog Far, Directional, and Directional Ambient RGB values to 0,0,0 2. set a number of omni lights to "initially disabled" 3. reduced the radius and brightness of a number of light objects 4. changed the emittance for certain FXMistLow objects to NONE. In the Render Window, it looks appropriate; however when I go ingame and COC cragwallowslope01 from the start menu, the lighting is reverted to the vanilla version of the cell. If I walk forward from the COC marker and take the right tunnel leading to a larger chamber, when I step into the the larger chamber, suddenly the lighting transitions to the correct (significantly darker) modded version. If I step backwards, the lighting transitions back to vanilla. Is this a bug, or is there something I am doing wrong. I haven't observed this "transitioning" effect in any other modified vanilla cell I've worked on previously. If anyone cares to help me test this, you may download the plugin file here
  12. Updated the OP to add a few more reserved cells: 1. PhantomWyvern - Prefix "Asi" Cell (21,30) 2. Snipeh - Prefix "Sni" Cells (20, 26) (20, 28) and (20, 29) "Pilgrim's Trench" 3. Rabidweezle - Blackreach River cell TBC, Prefix TBC 4. hellay-fr - Prefix "HRW" cell (30, 30) 5. Ticklefeather Prefix "BLU" cell (37,10)
  13. In celebration of Skyrim's awesome new underwater visuals following Patch 1.5, the Creation Kit Steam Group has announced an Underwater Mod Jam contest calling for new underwater mods by April 30. Help us to flesh out some of the vast underwater area that looks gorgeous, but is barren of content, by making new underwater dungeons, points of interest, buried treasure, magic items, underwater NPCs, quests, whatever you can dream up. Every entry, subject to a minimum quality check, will be considered a winner and included in the Skyrim Underwater Mod Jam Collection to be released on Steam Workshop on May 1, and subsequently incorporated in a compilation mod to be released later on the Nexus and Steam Workshop. In order to enter, please post below the Tamriel worldspace cell you wish to reserve and a 3-letter prefix you will use for any new forms or scripts you create. For example, if you find a good location for your underwater dungeon entrance, etc., make a note of the worldspace coordinates and post this in the comments, along with your reserved 3-letter prefix. All entries must be fully completed and uploaded to Steam Workshop and the Nexus by April 30. In order to avoid conflicts between the Underwater Jam mods, please do not modify any existing vanilla quests or NPCs, or any core game content other than your reserved worldspace cell. And be sure to use your reserved 3-letter prefix for any new forms or scripts you create. Every new interior cell or modified vanilla cell must include navmesh and it must pass a minimum quality check. If there are problems with your mod, we will work with you to explain what needs to be fixed. if your mod is not compatible with Steam Workshop for some reason, let me know and we can figure out a workaround. Good luck and have fun! RESERVED CELLS: 1. PhantomWyvern - Prefix "Asi" Cell (21,30) 2. Snipeh - Prefix "Sni" Cells (20, 26) (20, 28) and (20, 29) "Pilgrim's Trench" 3. Rabidweezle - Blackreach River cell TBC, Prefix TBC 4. hellay-fr - Prefix "HRW" cell (30, 30) 5. Ticklefeather - Prefix "BLU" cell (37,10) CONTEST EVENT PAGE: http://steamcommunity.com/groups/SkyrimCKPublic/events/921226908534520566
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