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Ares1

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    Skyrim
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    Morrowind

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  1. Solved. Toggle off Origin overlay for the entire program not just DAI itself.
  2. I have an update on the situation. Seems there might be an incompatibility between Frosty mod manager and reshade. Going to see if delaying the start of reshade solve the issue
  3. Hello, Been trying out the mod manager and I've ran across something odd for Dragon age Inquisition. When I simply launch the program through the launcher (even with no mods) it seems to not let my use my keyboard in game, doesnt register any key strokes.This is happening to me on the latest version as of this posting: v1.0.4.2. Additional info: Added in and imported mods normally before applying mods. Selected the launch button. Afterwards attempted launching without mods and launched with the launcher, did not solve issue. Attempted launching the game normally without the launcher. Keyboard controls worked. I did attempt a new game with the launcher used and keyboard controls are still disabled then and even on the main menu. Any help with this would be greatly appreciated, am at my wits end for the cause.
  4. Ahh ok. Well thank you for the info! :smile: So it seems it's more of a choice of where you want to install it that's really the determining factor in choosing. Shame was kind of hoping there might've been some optimizations. But I doubt that Bethesda would have let GOG or any other service do that really.
  5. So I had heard recently that with the release of GOG's Oblivion that it was much easier to mod than steams. Which has lead me to ask the question. is there any advantages/ disadvantages between these two options (other than steam is DRM) Does GOG's perform better on newer systems? Ive noticed on steams after modding it decently FPS will be generally ~27. though on similar modded setups I have seen others run with a smooth 60 fps. Of course it still comes down to system specs though with the specs I have I had thought I would be able to run higher than that. (Ryzen 7 1700, 16gb ram, Nvidia Geforce GTX 1070) . Guess it comes down to does it matter which one you get/have?
  6. Thank you all for the work you're putting in on the nexus sites ^.^ hopefully the switch will stop the ddosing and make your lives easier.
  7. After trying to edit the Enthir alias form in my quest it still doesnt appear to have an effect, I'm also really trying to avoid editing the main actor form just because it'll mark it as edited and cause compatibility issues which I want to avoid when I do get to the actual mods work. My plan is to edit the actor from within the quest or some form of script to avoid this issue. Your other suggestion about using something other than enable what could be done there? Because it doesnt appear that the quest alias forms are going to cooperate with me.
  8. yeah, sorry posted this when I was running late to be somewhere earlier... Here is the code in my quest menu: Alias_Enthir.GetReference().Enable() Alias_Enthir.GetActorReference().GetActorBase().SetEssential (false) Alias_Enthir.GetActorReference().GetActorBase().SetProtected (true) Alias_Enthir.GetActorRef().MoveToPackageLocation() screenshots as well of the stage and alias: The quest at this point is to run in the background, oh and disregard me using Enthir as a test at the moment :P just getting the script working before getting more complex
  9. Yay, more problems... I'm currently working on a script within a quest I'm doing that will change the base actors essential from true to false. his way the base actors id wont be changed and cause compatibility issues. However this command does not seem to be working the alias I set up during the quest does appear to be linking to the base actor though.. Thanks for any help, this is truely baffling.
  10. figures. thanks :P Is it possible to use the IsDead command to check actor ids in a form list?
  11. I'm working on a mod that makes checking if an NPC is dead essential. Only issue is that I cannot find any sort of script command that checks this... I saw one forum post about a "IsDead" command but it doesn't seem to be present in the creation kit. So I was wondering how can you do this? It sounds utterly trivial to do this but so far it seems rather convoluted. Any help would be appreciated, Also I am checking a lot of NPCs so I'm also wondering if it is possible to use a form list to check them all? My ultimate goal is to display a message on a characters death. simple but needed :P Thank you ^.^
  12. nevermind there is a patch for this in the dual sheath redux mod: http://skyrim.nexusmods.com/mods/34155/
  13. nevermind there is a patch for this in the Dual sheath redux mod: http://skyrim.nexusmods.com/mods/34155/
  14. ok, so I recently got XP32's mod and had all 1 handed swords be placed on my back. This has worked to pretty desirable effects. However some blades like iron swords and Dawnbreaker (shown below) have the sheath strap sticking out now which is mildly annoying. So I took it upon myself to fix the issue. And I did. The files no longer contain the sheath strap, yet it still displays in game, which is rather infuriating. So at this point I'm at a loss, the files are edited to not contain the strap but they still appear, maybe there's something I'm missing? Though it definitely isn't from the bsa's loose files overwrite them. Example: I'll also attach my edited Dawnbreaker meshes in case someone wants to look them over. Thank you to anyone who can help me with this issue. **UPDATE** I tried once again and I got the missing mesh icon so maybe I'm just bad at this.... Ok, I used nifscope to delete the entire sheath, a sloppy fix but it did it. Though I would still like to know a way to just delete the strap and not the whole sheath... I think it was because I was importing into 3dsmax and i guess the export did work properly or I didnt do it right.
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