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mitchalek

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  1. Please have patience. CH for SSE should come out in april, if everything goes according to plan.
  2. It has to do with missing vertex colors and alpha on it.
  3. It is power not a spell so use shout button to cast it.
  4. Good news. Problem has been found. It happens when you ride a horse that gets deleted with the armor on so when CH tries to change the race back to default game will CTD because of deleted horse. This usually happens with a horse that is spawned by the game as the instance of random world event (this horse can usually be found standing near dead body in random locations). This specific horse has its own cleanup script that will delete it next time it unloads so you can't really own that horse even though it doesn't belong to anyone. This problem will be fixed in 3.3.2 version of the mod and there will be no more CTDs for all of you with this problem.
  5. Hello guys. The only common thing to stopping the quest and riding a new horse that could cause the crash is horse race change if you're using horse armors. What happens when you ride a new horse and when you stop the quest is that armored horse race is getting changed back to default horse race. On race change crash can occur when horse is dead or disabled. I made safety conditions for these circumstances but it could be possible that there is some other state that could cause the crash. Find your horse and make sure it is in the front of you (loaded) and enter config and disable horse armor. See what happens afterwards. I will do some more testing regarding this myself and hopefully I find the cause. In case any of you learn something new please let me know so I could add additional safety checks to prevent further crashes.
  6. It is caused by RWTT v2.0 because these waterfalls were marked as deleted in CK, they should have been disabled instead. Most of these waterfalls will be returned to their original place when you visit original location but some will not and there is no way to fix the broken save, until someone make tool that allows you modify saved data. I wrote a small guide on how to fix missing waterfalls caused by broken version of RWTT and it should work for most of the waterfalls. Some might still remain premanently deleted or stuck at 0,0,0 coordinates (exactly where you find them floating above giant camp) and there is no way to fix those, I tried all possible combinations, even moving them manually but they cannot be moved neither via console nor via scripts. Here is the guide anyway, it is worth to try to fix instead of starting a new character: 1. Go to any interior, type in console "PCB", save game, uninstall RWTT mod. 2. Find out the FormID of one of missing waterfalls. If you don't know how to find FormID, easiest way is to remember exact location of missing waterfall, load early save when you did not used this mod and go to that waterfall and click on it while console is open to get FormID displayed on top of console window then type "disable" to check if you selected correct thing. If you did select the waterfall it should now disappear. You can bring it back by typing "enable" but you don't have to do that because we are going to load other save that needs fixing. Write FormID on a paper. 3. Load the save we made in step 1, recruit a follower and go to the place of missing waterfall so it is loaded in memory or teleport will not work. 4. Tell follower to wait there, select follower in console to learn his ID. 5. Enable god mode by typing "tgm" and teleport to missing waterfall by typing "player.moveto FormID" and after the loading screen immediatelly open console again and teleport back to follower by typing "player.moveto FollowerID" and all nearby waterfalls should be restored. --or without a follower-- 3. Load the save we made in step 1 and enable god mode by typing "TGM" in console so you don't die from falling in step 6. 4. Go to the place of missing waterfall so it is loaded in memory or teleport will not work. 5. Teleport to missing waterfall by typing "player.moveto FormID" and you should be teleported somewhere high in the air on the center of the map and you shall see your missing waterfall floating there. 6. When you fall down on the ground use the map to fast travel to the nearest location of where waterfall originally should be and it should be there when you arrive along with all others that were missing in the same zone. Save the game and you should be ok. Repeat from step 2 for any other missing waterfalls you encounter in other zones. What this whole procedure actually does is force deleted waterfall to load and become enabled, it is then moved automatically to original position on zone change.
  7. I was able to integrate this with the rest of FXAA for myself so it works with sharpening, tonemapping and the other effects that bundle with FXAA injector. I just don't know if I'd break any copyrights by releasing it on Nexus because nandchan mentioned something about it.
  8. I have a solution. Retrieve intentory reference of a stack and then call EquipMe on that reference. let invRefAmmo := *(player.GetInvRefsForItem Arrow3Silver) ; unbox array to get first reference of silver arrows invRefAmmo.EquipMe ; you get whole stack equipped and no message spam Edit: Forget it, seems only to work first time after stack of arrows has been added.
  9. But what if I tell you its possible to predict your target's position if its moving at constant velocity?
  10. I hear some voices of the past where some people actually asked for a mod that would guide your crosshair on moving targets. If such mod exists would you use auto aiming? If yes, what would be your expectations of working mechanics?
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