Jump to content

tonycubed2

Premium Member
  • Posts

    340
  • Joined

  • Last visited

Nexus Mods Profile

About tonycubed2

Profile Fields

  • Website URL
    https://sotrealms.enjin.com/
  • Country
    United States
  • Currently Playing
    Skyrim SE - Witcher 3 - Starfield - Diablo 4
  • Favourite Game
    Skyrim - duh!

Recent Profile Visitors

275227 profile views

tonycubed2's Achievements

Rising Star

Rising Star (9/14)

  • Dedicated Rare
  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done

Recent Badges

0

Reputation

  1. Hi Team On mod https://www.nexusmods.com/skyrimspecialedition/mods/97492?tab=files , uploaded today, no views or downloads are registered. Something is wrong.
  2. Hello fellow modders, The creation kit wiki says not to use in a script the command Delete unless it is used on uniques because it can delete spawn points, needed game references, etc. It says to use instead victim.SetCriticalStage(victim.CritStage_DisintegrateStart).Fair enough .But here is the weirdness. If use a mod like minimap that shows both dead and live bodies around you, I different results with both commands. With Delete, the markers for the npcs disappear instant. Also if I,use console command mark for delete. The form of the npc disappears from mini map. But is I use srtcriticalstage and set it at 4, the final stage, the npc visually disappears but still shows a a dead npc in the mini map. The whole purpose of my mod dead body remover is to quickly delete dead looted bodies and thus avoid save bloat when using spawning mods. If the npcs are going to remain in the world then what is the point? To add to confusion there is a cell in the game where dead deleted bodies are sent to. Do all deleted and setcriticalstage toons end up here regardless? If so then again what is the point of,the mod If the dead bodies are not forever and hard deleted? Any info,really appreciated.
  3. having this exact issue in oct 2021. let me try a new game to test.
  4. the mod has been around for a while, since 2020, and was just updated to boot https://www.nexusmods.com/skyrimspecialedition/mods/37889 you is welcome friends
  5. debug.SendAnimationEvent(NPCPlayer,"IdleStop_Loose") debug.SendAnimationEvent(NPCPlayer,"IdleForceDefaultState") where NPCPlayer is defined somewhere either as an actor npc or the player
  6. i tried closing and opening, still happening to me.,
  7. For the love of Talos, stop fixing what is not broken. Or at least allow a toggle to give us a choice on what to use as the user interface. Change for the sake of change is not progress.
  8. In response to post #73897103. #73899578, #73899788, #73900288, #73900358, #73900928, #73908723, #73911858, #73915853 are all replies on the same post. I agree with Clanggedin . Why fix what was not broken??? I was overjoyed to see the old ui back. Was able to get to everything in half the clicks. At least give us a toggle on what ui to use versus shoving the unwanted changes down our throats. That is what irks the most. We have no choice. We are welcome to support the site but have no say in what ui we end up using.
  9. In response to post #73631933. Reminds me of the book 1984.. The government would remove words form each dictionary revision as a way to control people. The smaller the vocabulary the harder it is to argue finer points and win an argument. We see less and less info with each redesign. I do not think the designers actually use the site day in and day out like the users do. If they did, they would see what we see.
  10. In response to post #73633143. This is my number one issue with this. i wish I was as eloquent as you.
  11. In response to post #73633553. Vision issues here too. I second that.
  12. In response to post #73635258. Amen to that. Why fix what is not broken?
  13. In response to post #73619423. #73620108 is also a reply to the same post. All the other points though are still valid. Any comments on that?
×
×
  • Create New...