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kar2nz

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  1. i am working on a version of proudspire manor which expands the original structure into a mansion. i have tried several methods for doing this, but all of these mods had problems i did not want to deal with. what i did this time was to put my mansion structure right next to the original manor in the SolitudeProudspireManor cell. then i moved all the doors and markers over to the new structure. this works fine except for mods like Live Another Life or storefront which place markers in the old structure. i find my housecarl and my spouse over there frequently, and want it to stop. odd thing is, there is not even a navmesh over there anymore, so unless Live Another Life or storefront is putting that navmesh right back in, i do not understand how they can even be over there to begin with. my current method of dealing with this is to put modified auto load doors all over the floor of the old structure, so that if one of my NPCs got stuck there, the teleporters would send them right back to the new structure. what i really want to do is create one giant load door for each floor of the original manor which sends the player or NPCs that live there back to the correct structure.
  2. Personally I am grateful there is a nexus for me to go to at all, especially being as i can not afford to pay for it. Unfortunately i doubt this is going to affect me at all. used to be i had no problems with nexus at all, but recently all my browsing has been painfully slow, and i can only blame my own ISP, which recently decided to grant unlimited bandwidth to all its customers here.
  3. i've been working on modified versions of vanilla homes, and i have been plagued by missing wall and floor tiles in the game unless i start a new game. the tiles are not there at all, not just invisible. you can walk right out into space through these missing tiles. so far i have done proudspire, hjerim, and breezehome, and they all have this problem. i have tried resetinterior solitudeproudspiremanor, windhelmhjerim, and whiterunbreezehome, but to no effect. the missing stuff is still gone unless i start a new game. people using my mods are very irritated by this, and i understand that sentiment completely. i wouldn't be a very good mod author if i just didn't care how this affected people's save games. how do i combat this? is there a way to fix this in the creation kit, or even a console command that actually works? thanks in advance. i feel sure someone in this particular community will respond, even if only to tell me i am out of luck on this issue. P.S. i am not just redesigning the homes for the heck of it, i am trying to make them compatible with hearthfires multiple adoptions, so that players with six children have city homes to go to. some spouses have really crappy attitudes about raising children out in the wilderness with creatures constantly attacking.
  4. thanks, that is the answer i was looking for. not the one i was hoping for, but it helps keep me out of trouble here. i do appreciate the privilege of being able to post my work here, and really want to follow the rules.
  5. hehe, have that covered as well. there are public domain versions of these tunes done by artists who want to share. still doesn't answer my question though.
  6. i am working on a project called Proudspire Mansion, and want to add some custom music to the home. So far, i have used classical music, and being as Beethoven and Mozart are public domain by now, i think i am ok there, but i have a desire to create another music pack with nostalgic stuff from previous elder scrolls games such as Oblivion and Morrowind. Is it considered permissible to include music from previous elder scrolls game in our mods? Is Bethesda known to be OK with this?
  7. I've recently built a new home based on a farm created by another author. I think i have learned my lesson, next time i create a home it will be from scratch. The home had multiple cells, which were all screwed up when it came to linking. Some large areas were not even being used. So, when my companions did not follow me into the third stage dungeon, i was not too messed up about it. However, since then i created a bathhouse attachment, and at that point it became important that they go in there. So i looked up what might be causing this problem. One person said finalize navmeshes. This didn't work. Another person said that i should unlink all the doors, then delete them, and create new ones. I did all that, still no change. So i got it into my head to simply move the bathhouse into the stage two cell, eliminating the need to go from one cell to another. Works fine for me, i can go in and out no problem. Companions still refuse to go in there, even if i give a specific order to wait in the bath area. I then tried summoning falmer through the console to see if they would come running to help me. Not only did they not come for help, but the falmer appeared in the bedroom area, the same area where my companions were waiting. Lastly, i summoned my faithful horse Morganstern into the Bathhouse area. Sure enough, he appeared in the bedroom area. I am pretty desperate for a working solution here. Anyone with skills in this area please help. Thanks in advance. Nexus community rox, i love being able to come here and ask these questions.
  8. I grant you that i do not know what i am doing with this forum system, but it is not exactly intuitive. The problem i am having is this. I uploaded a companion mod named Poison Ivy a few weeks ago. Since then, it has evolved into an all out archery/alchemist mod with a player home, a summonable horse, custom bows, a winter outfit, and a lot more. Since I first uploaded this, I have released several versions, but Nexus Mod Manager still displays it as .9, the original version, no matter what i do. I've tried changing the filename of the 7z file. I've tried changing the name of the esp file inside the 7z file. I've tried uploading a new readme file. I've even tried turning it into a whole new mod, with a whole new mod page. Absolutely nothing changes how it displays as .9 version of Poison Ivy. Poison Ivy is indeed a part of this mod, but at this point, she is a very small part of it. How do i express this on my mod page so that it shows up correctly in Nexus Mod Manager?
  9. I haven't noticed anyone commenting about how Nexus Mod Manager applies a second entry of Skryim.esm in the plugins.txt file on Windows XP 64. I know i am not the only person having this problem. Yeah, it is simple enough to fix, i make a shortcut to my plugins.txt file, and delete the duplicate entry after every time i install a mod with an esp file involved. However, if i forget, the game crashes on load. Also, I managed to find documentation on this issue only after a lot of frustration wondering why my game wouldn't load at all. This can't be fun for the next guy who doesn't know what the problem is, and should be fixed. This only seems to happen on some operating systems, not to everyone, but it is still happening to some of us, and has been happening for months, if not years. Is the new souped up version .50 going to fix this?
  10. Yeah, i don't think bethesda's schedule has much to do with their problems. Many of the problems could have been solved in minutes, but they just decided not to bother in most cases. Cleaning their own masterfiles is an example. They had to know, i mean everyone screamed about it, but they just don't want to do that five minute task to clean their own master files. Bethesda makes really ambitious games, which to some extent excuses some mistakes, but to leave so many of them completely unattended to is unprofessional to say the least. i get the idea they don't even want to talk about the fact that they make mistakes, let alone admit it and fix it. I've spent over a year trying to figure out what makes Skyrim tick. Why does this mission fail to start? Why after killing my first dragon can't i absorb the dragon's soul? Why can't i get orders from my superior officers during civil war quests? Why does Miraak go ethereal and refuse to engage in combat? Why isn't Brunwulf Free Winter showing up after the battle for Windhelm? The list goes on and on practically forever. My point is, i spent all that time trying to figure out how the game works, instead of being immersed in a fantasy, which is supposed to be the whole point of the game as far as i am concerned. We shouldn't be required to have a college degree in game troubleshooting in order to play, but that is about the extent of it. I can't begin to count the hours i spent on google trying to figure out how to get the game back on track. Studying is for learning, not for gaming. I like to learn too, and i use the creation kit, so i do some voluntary studying, but that is different. The problem is not just localized to modded PC games either. My kids have troubles getting missions to finish on the PS3, and again, they spend time online trying to figure out how a radiant quest works. As far as i am concerned as a gamer, i don't want to know that a radiant quest even exists. I just want to lose myself in the fantasy. Yeah, i will probably never stop playing Bethesda games, so there is obviously something good there, but they should be ashamed at their level of quality control or lack thereof. Someone should have been put in charge of that, and if someone is in charge of that, they should be fired and replaced by someone who gives a crap. Having to look behind the curtain so to speak ruins the magic of the game. People should not have to be a mechanic in order to drive a car, and should not have to be a programmer in order to play a game.
  11. Looking for beta testers for a companion mod I have been working on. The companions are two hybrid Dryad Elf girls, who live in a farm with their Wood Elf father, and Dryad mother just east of Whiterun near Battle Born Farm. You can sleep in the home, but containers are not safe, and probably never will be as I intended them to respawn. The farm currently lacks finishing touches, and the parents currently have no function, but other than that, this should be fully functional, complete with custom weapons and armor. This is a pair of the most exotic companions you can find. Poison Ivy & Poison Oak http://skyrim.nexusmods.com/mods/41476/?
  12. i have tried posting this on the undeath page, but my post does not seem to show up after i send it. maybe i just don't know what i am doing with the forum here, that is possible. i really don't mean to be rude,but my first concern is for the community, and they need to test this before they invest a lot of time in saves after installing this. this mod is either conflicting badly with another mod, or is causing problems all by itself, not sure which. the easy way to test this might be what i started with. start a new game, then go to the blue palace, and see if "the man who cried wolf" starts. if it does not, this is the start of more problems. if it does start, maybe things will be ok, and maybe not. at first, i thought it was just one of those property/thane glitches which prevented me from purchasing proudspire manor, or even starting the "man who cried wolf" quest, so i wrote it off. this had never happened to me before, but who knows when something you've never run into before is going to happen when you start adding mods? then i noticed i was having many other problems which had never been an issue before, too many to mention, but i will cover a couple of them. more and more quests came up which i could not finish, and my companion started acting up. to be specific, my companion summons a spriggan whenever we are being attacked, even in one of the walled cities like solitude. this has never been a problem before, but after i installed this mod, the spriggans started attacking innocent people, and getting into trouble. i was not blamed for this, but the spriggans were apparently essential, and my companion would not leave while her spriggan was being attacked. also, she started making two or three spriggans, when she had never done so before. this happened on two game starts, so it was not an isolated incident. i did try uninstalling other mods, and did find two other problems, but they were minor, and the problems did not stop when i uninstalled them. once i uninstalled this mod, this stopped happening, all of it. here is what i did. i uninstalled the mod, and started a new game. went to the blue palace, and voila, the "man who cried wolf quest" started right up. so i went back to a backup save from before i installed undeath, and started my game from there. the problems were completely gone, all of them. i realize i am not the most knowledgeable person on nexus, and i can't hold a candle to this guy when it comes to making a such a complex mod. its not a jealousy issue. i recognize the skills. i do clean all my mods, every single one which shows up as needing cleaning in boss, and the master files, plus the ones which show up in the unrecognized section. if the mod doesn't work after cleaning (has not happened yet) i would uninstall it. i run boss every day, defrag before every game, and run checkdisk once a week. whenever i start noticing something wrong, i go back after the mods i've installed recently, and test them one by one to see where the problem stops. every now and then, i uninstall and reinstall skyrim and all its mods, dlcs, and tools just to be sure. i make lots of hard saves. i really mean no offense here, but i would not want this to happen to someone who was less prepared than i was. if requested, i will paste the contents of my plugins.txt file into the forum, but i did not want to add that after all of this.
  13. i didn't know there was a climbing mod for oblivion. yeah, i was thinking the same thing, and decided to see if it was already in the mod requests. sure enough, here it is. natural thing to think of when you are frustrated going around impossibly huge, steep mountain ranges all the time. lemme add my name to that request. skyrim is ridiculously mountainous.
  14. i just found an easy way to remove scars and warpaint. it may not be a good idea to do this, but here is how i did it. I was editing rayya, and wanted to give her hair, and take away her scars. So, what i did was to go into the traits tab, and change her into an argonian. The argonian face was all messed up, but i was not going to leave her as an argonian. I noticed when i went to the character gen parts tab, the scar was gone. I changed her back to redguard, and viola, the scar was gone, and so was the warpaint. P.S. as i suspected, this generated the grey face bug. I fixed this by selecting the npc in the object window, and selecting ctrl + F4 on the keyboard. not sure if you can distribute a file like that, but that did fix the problem. I went back into the game, and she is sort of a babe now. She is still quite dark, but i think she is just a bit lighter than she was. now i have her set as essential, wearing a nice ladies' elven dress, (cranberry) and dual wielding flintlock pistols. (i chose this weapon specifically because they do not show up worn on the body, so she looks like an innocent pretty lady wearing a lovely dress, but she's packin' heat under that dress. ;-)
  15. i see that a lot of people are suggesting you enter bAllowMultipleMasterLoads=1 under the general tab in the skyrim.ini file in the skyrim directory. First, skyrim.ini is not in the skyrim directory, at least not the game folder. It is under my documents/my games/skyrim secondly, it will do you no good whatsoever to enter that line into that file. The correct file really is in the skyrim game directory, but it is called SkyrimEditor.ini Yes, you enter bAllowMultipleMasterLoads=1 under the general tab, that much was correct.
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