Jump to content

gezegond

Members
  • Posts

    114
  • Joined

  • Last visited

Nexus Mods Profile

About gezegond

Profile Fields

  • Website URL
    http://www.gezegond.com/
  • Country
    None
  • Favourite Game
    Half-Life

gezegond's Achievements

Enthusiast

Enthusiast (6/14)

0

Reputation

  1. It might be either because of your BSLightingShaderProperty or BSShaderTextureSet. I've had similar problems but haven't managed to find the source of the issue. Here are some guides that might help you troubleshoot your problem: https://forums.nexusmods.com/index.php?/topic/1188259-bslightingshaderproperty-basics/ http://beyondskyrim.org/2015/05/27/skyrim-nif-files-bsshadertextureset-and-textures/
  2. Which one? One of the nif plugins only works with blender 2.49b. Download and install all the items on the "Installation" section on this page: http://niftools.sourceforge.net/wiki/Blender
  3. Yes, skyrim can't obviously load infinite amount of things at the same time because the RAM is limited. What they do to get over that fact is that they use multiple cells in overworld and have a new one streamed into RAM when you move close to it, and in the case of dungeons they break it up into several cells that you can access through load doors. If your cell is getting too big try doing one of the above to break it down into smaller bits.
  4. Hi. I remember having a similar issue once but can't remember how I fixed it. Where does your marker show in the map? Do you fill the alias manually or via script?
  5. No. It will make your game crash even if you could do it. You can however, scale the the diffuse separately from the other maps, they don't need to be the same size. If by "scaling the diffuse" you mean scaling the uv maps, then no you can't. All UV maps must correspond to eachother. However if you're making a new UV diffuse map by scaling the old one, it's extremely easy to do the same for the rest of the maps as well, so there shouldn't be any big issues.
  6. You can also copy and paste your text to notepad and then use the replace function to replace all fancy apostrophes with the regular ones.
  7. Make your recipe create a unique item. attach a script to your item so that when it is moved to player inventory (on container change) it would spawn the enemy and then remove itself from player inventory.
  8. I always thought you have to pay monthly to remove the ads. Now that I know it's a one off payment I'm much more likely to get the thing.
  9. It's not disheartening at all, in fact quite the contrary. Up until now I had just assumed that no one had bothered updating my mod even though many people had been asking for specific features. But now that you've fixed it it makes sense.
  10. If the closest function in quest alias works the same way as the closest function in papyrus (which is very likely to be the case), then the formlist has to contain "Base Objects", and it finds a nearby reference of that base object. In that case you can't fill the formlist with "Object References". But if you do have the reference just add the reference directly as an alias? http://www.creationkit.com/IsInList
  11. I'm not sure what you are asking, it seems you've gotten the job done already?
  12. Hello. I've also identified another problem that can cause this: If you assign the same BSLightingShaderProperty to 2 or more different NiTriShapes, it works fine in NifSkope but triggers this error in creation kit. To get around it, just duplicate BSLightingShaderProperty and BSShaderTextureSets and set them to the same texture.
  13. I can't say I like it. The mods, news, media, should be on different pages. If they have to be on the same page I'd combine news and media and put it on a side bar. Way it is now very easy to miss, not many people scroll down. And if you're here just for the news, you shouldn't have to scroll down.
  14. Can the 0.6 be used concurrently with 0.56? Otherwise, is there an option to "hard install" mods in 0.6 the way it worked in 0.56? I'm a mod author and hard installing mods like 0.56 NMM has benefits for me while developing mods. At the same time I may need to use 0.6 to make sure my installer is working correctly with it.
×
×
  • Create New...