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CountFuzzball

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    Fallout 3, SWAT 4, ARMA 2: Operation Arrowhead

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  1. I wonder how this holds with the Skyrim modding EULA? i.e selling content created using Bethesda's tools.
  2. I've done this in oblivion (Could be different in Skyrim though). All you need to do is esmify the first mod (which you've already done). Then load up skyrim.esm, update.esm + whatever other esms you need and the esmified HTBM.esp. Set COC.esp as your active file. This way the changes from HTBM also get loaded up and COC.esp registers it as a master plugin. Get editing to your heart's content. When you finish editing, un-esmify the HTBM.esp and test it out ingame. You can then upload HTBM.esp (*as* a legitimate .esp file) to the nexus and also upload COC.esp. The engine shouldn't care about an esp depending on an esp.
  3. I tried this on a dark elf with a custom body mod, but used showracemenu to fiddle with the skin tone after changing to the non vampire race. When I switched back to the vampire race, the skin tones stayed the same. Seemed to work for me.
  4. I'd certainly like to see a similar hack for Fallout 3/NV. Sheson's fix makes Skyrim over 9000% more stable than it was previously. There may be differences between the engines, but I daresay the concept would roughly be the same. Random crashes while exploring the main worldspace plague both Fallout 3 and Skyrim without Sheson's fix. Co-incidence? Perhaps.
  5. So I've been wanting to reduce the selling price of all normally looted items (weapons, armours, etc), but keep the modded (by Valuable Pelts) prices of vanilla animal pelts/hides (and maybe the added items by the Realistic Wildlife mod) the same price. Mods like 'Harder trading' by Svartberg reduces the sell cost of all items, which is good mostly, but renders things like arrows literally worthless, not to mention the animal hides/pelts. I can up the sell value of the individual items in Valuable Pelts, to make them actually valuable, but then the buy price for them become insane. I know there are a number of global settings that can be edited in the CK such as (from the CreationKit wiki): fBarterBuyMin 1.050000 Lowest price the player can buy an item for (in percentage of item value) fBarterMax 3.300000 Highest multiplier/divisor for buy/sell prices fBarterMin 2.000000 Lowest multiplier/divisor for buy/sell prices fBarterSellMax 0.950000 Highest price the player can sell an item for (in percentage of item value) In essence: Make everything less valuable to sell except for the animal pelts but keep them at a reasonable buy price. Any help on getting the right combination of these settings or somesuch would be appreciated.
  6. So the version of the Gamebryo engine that Morrowind/Oblivion/Fallout 3/NV and Skyrim use all have a maximum mod count of 255. I hear that a lot, but does this mean both .esms (and yes I mean, 'true' bit-flipped master files) and .esp files? I know that many people do 'esmify' their esp plugins to get around the nav-mesh bug in Oblivion (wasn't it present in FO3 too?), or does that also contribute to alleviating the 255 mod limit?
  7. Bump. Well I started a new game using Arthmoor's Live Another Life mod and did the Win 7 command line edit as found here: http://forums.nexusmods.com/index.php?/topic/503190-tried-evreything-and-still-getting-ctds-heres-the-fix/ But set the userspace memory to 3 gigs so the kernelspace memory should be 1 gig. Haven't noticed anything weird with my system yet (and it's a 32-bit OS). I also installed SSME and just used the default values for that. Have had absolutely 0 crashes in the 6 hours of gameplay on my current character so far. I also have had 0 purple texture issues as well, be it on the loading screen or in the inventory. Is this a good omen? Time will tell. I have my doubts whether or not the bcdedit command is just placebo.
  8. I'm getting very constant CTDs when in exterior cells or changing from interior/exterior cells after a while and the purple texture bug. It's getting incredibly annoying and I can hardly play for more than 20-40 minutes it seems. My save file is nearing 10MB and I have put about 40 hours total into my first character so far. PC specs are: Intel Quad Core Q8200 @ 2.3ghz 4GB RAM ATI Radeon 7750 w/ 1GB Video RAM. Running most settings on the default 'medium', but I've tried turning down the texture size to 'low'. Still doesn't seem to have helped. I have Skyrim + all dlc Mods: UNP body Craft and purchase crossbows and bolts Arvak fiery orange re-texture Summon Arvak Vampire_NoSunDamage_Hoods&Helmet LovelyHairstyles I will admit I have not been the most dilligent in keeping the saves 'clean' from loading/unloading different re-texture mods for vanilla objects/armour or adding stuff to leveled lists etc, so some garbage data laying around in the save file could be the main culprit, though I suspect it could be my rig running out of memory in some way. Would lowering the amount of cells buffered into memory be worth a shot? Edit: I suspected that the autosave feature was the culprit, so I disabled it for wait, travel and sleep. Autosave on the menu is set to 5 minutes. This actually did nothing to reduce it, and I still have a tendency to crash immediately after fast traveling. I'd love to know what kind of machines Bethesda tested any of their games on.
  9. Bethesda provided the updated script sources for Dawnguard, but failed to provide a necessary vanilla script source that was changed. That script is vampirequestscript.psc Two properties (lefthandspell and lastpower) need to be declared in vampirequestscript.psc like so: I compared the above with a decompiled version of vampirequestscript.pex in the dawnguard.bsa. They match, so no problem compiling dawnguard scripts anymore. Enjoy. :D
  10. I don't quite get what you mean, meh21. AFAIK, the imagespace modifiers are in-built ways for different screen effects. Even Fallout 3 had them and that didn't use Papyrus. Also none of the imagespace modifiers don't appear to be attached to any central script. But the traps/ambushes/shrines make a lot of sense, that seems like a great way to reuse code. Can't wait to get deep into it. :D
  11. I saw this thread which goes into detail of the issue, but admittedly no conclusive fix for it: http://forums.nexusmods.com/index.php?/topic/759432-vampire-head-discoloration-doesnt-match-body The problem may be the facegen data/how the vampire race overlay is applied to the character, but it's really weird that there is no reliable way to fix this. I love that mature texture, patcazzo. From the screenshots it seriously brings an awful lot of 'life-ness' to the character's faces.
  12. Like I said, I'm not using anything other than the custom body mod and the custom face textures that Dimon has up. Having said that, I just tried it using vanilla textures and meshes only on a fresh new game. Then in the helgen keep, did 'player.setrace bretonvampirerace' followed by 'set playerisvampire to 1' and then did 'showracemenu' as usual. Sad thing is, even with *vanilla* textures and meshes, this bug still appears. Bottom line is, I cannot change my character's skin colour as a vampire race even in the vanilla game without getting rather irrational head/body mismatches. I also checked through some old threads on this and it seems nobody else has found a solution to this. So frustrating.
  13. Slight bump. Seems the problem is that I'm a vampire race character, so for some reason the skin shade of the face texture isn't updating, but the rest of the body does. Should I need to replace the vampirerace files too with the head texures, or could that be asking for trouble?
  14. Can anyone say yay or nay if the UNP face textures aren't conforming to the skin shade selected when using showracemenu ingame? Is this a feature or a bug? The rest of the body on my character shades/unshades as normal, but the face doesn't change. I haven't tried it in the chargen at the start of the game. Using a Breton female, no custom races + UNP + UNP face textures.
  15. Now that's a seriously cool thing to do. Seems to make doing stuff like that an awful lot simpler in comparison to previous games. Thanks for the explanation.
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