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carpetbulge

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  1. Way beyond my own modding skills, but I know that Skyrim's game engine doesn't exactly facilitate it... The whole pseudo-hdr implementation is hardcoded, rather simplistic, and there are few and unnecessarily restricted ways in which you can actually influence it. The big overhauls are already trying to tweak what is available the best they can, each in their own way. (And each with mixed results in my opinion, so I just prefer to pretty much disable the whole effect without breaking anything, but I'm obviously biased.) It would be a real trick to give the game the unobtrusive, accentuating, immersion-enhancing eye adaptation model that it deserves.
  2. Sounds like a useful metric at first, but I see big practical problems. You'd only get comparable results if "one download" meant exactly "one decision to endorse (or not)". Like when a mod consists of only one "main file" in its first version. However, many mods consist of more than one file. Do we want a ratio that gets divided by the number of downloadable files? Certainly not, that would be unfair by whole factors. So only let the downloads of the first "main file" count towards the ratio? Doesn't work either. Frequently updated mods accumulate many downloaded file versions but no new endorsement per user. Hell, I recently updated my mod and would have more endorsements than downloads! Then also count files that moved into the "old versions"? Same problem. And which ones, if any? I'm afraid there isn't any fair and meaningful count of downloads to which the number of endorsements can be compared.
  3. Nope, seems like it's a hardcoded limitation of the game engine that no command or script can change. So I made a mod. Here you go. http://www.nexusmods.com/skyrim/mods/57462
  4. Unless someone comes along with proper console commands (if any exist) that can force-disable or redefine the hierarchical status of an object, my best guess would be that you make a custom plugin. You'd have to find the offending objects in the CK and clear their individual "Enable Parent" references, then it should be possible to en/disable them from the game console as usual.
  5. Due to the modular nature of the houses, to activate their components as needed, each building block is divided into groups of objects that inherit their enable state from a particular parent object. Doubleclick on an object in the Creation Kit, scroll to the "Enable Parent" tab in the Reference window, and you'll see a "Reference" dropdown list that shows the parent object. Or use "getparentref" in the game console. You should be able, for example, to disable the big fireplace in a house's main hall (select the stone structure, not the fire) and observe that all the associated clutter will disappear along with it. Dunno if or how it's possible to 'disinherit' and manipulate specific objects from those groups.
  6. Here's the official archive, but don't ask me about which version: http://obse.silverlock.org/download/archive/
  7. Run TES5Edit, let it load all your mods, then enter 1380f in the FormID search box. This should bring up the Hall of Countenance cell. See which mods appear in the column titles in the view panel.
  8. Huh, 5 days already. Either you're dead, or you didn't see the edit and are still waiting for a proper forum notification, so just in case here's a bump.
  9. Maybe a bit late; I'm just coming from this thread because the forum suggested yours as similar tagged. Regarding the "put it back in" part: you don't have to! In your game's Data/ directory, create the subfolder structure sound/fx/ambr/wind/forestpine/ and put your edited ambr_wind_gust_b_01.wav file in there. - The game will automatically override any file from the original bsa archives if another file of the same name in the same subfolders exists in the Data/ directory.
  10. If it's just the background music, it should be easy enough. I'll see what I can do. edit: Okay, here's the how: Open the Creation Kit and load Dragonborn. Find out that the Apocrypha belongs to the worldspace DLC2ApocryphaWorld, which uses the music DLC2MUSDungeonApocrypha, which consists of the two tracks MUS_Dungeon_DLC2Apocrypha_01 and _02. Extract those files with a BSA extractor from the Dragonborn.bsa archive. Use a sound converter to decompress the .xwm files into .wavs. Edit out the bass with an audio editor of your choice. Recompress the .wavs back to .xwm files. Create a Data/Music folder in your game directory and put your edited .xwm files there. And here's the mod: http://www.nexusmods.com/skyrim/mods/50653/ Worked for me in a quick test. Let me know if replacing just the music did the trick everywhere. If the annoying bass is scattered over many individual sound effects though, it'd have to drive you insane enough to go and hunt the files down one by one, I'm afraid... (Why am I doing this? Back in Oblivion, that obnoxious double echo thunder crack really annoyed me too. I know the pain, brother.)
  11. Still broken. And no hint, no rejection, nothing. The page just reloads. Oh well, know that your report was useful to at least one other user, desperately trying to upload his "README.TXT"...
  12. "Changed the way hot files/featured images works so that cropping your image doesn't also crop the thumbnail for that image." So that's why my garlic got snipped! First you lure us into setting a featured image for the search. Then you make us re-upload it to fix the thumbnail. Now I have to pin all these recent murders on you. Silence witnesses. Work. Work. Work. ;)
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