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Chiaro22

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    Fallout 4, The Witcher 3.
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    Skyrim, The Witcher 3, Dishonored, Fallout 3, GTA San Andreas and Half Life 2.

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  1. Do you want to help raise funding for biomedical research into ME/cfs and Long Covid? I've recently set up a Discord-server called Gamers for M.E., which is aimed at raising funding for biomedical research into ME/cfs and Long Covid by playing video games and stream on Twitch or Youtube. We have a team on streamlabscharity, where 100 % of the donations goes to the non-profit organisation Open Medicine Foundation, which does worldleading biomedical research into ME/cfs and long covid. The project is just starting out, but with time we hope to host events and make a difference. If you are a streamer or a gamer who want to support this cause, join by clicking the invite link below: https://discord.gg/FpQvPbt29j We also have a Twitter: https://twitter.com/GamersforME Background: Biomedical research into post viral illness have been neglected by national healt agencies for 70 years. With the pandemic and long covid, more research is being done than ever, but much of the funding still goes towards psychotherapy, graded exercise therapy and not the underlying biomedical causes. Much of the biomedical research has traditionally been, and is still being funded by patients themselves.
  2. This isn't excactly a "kick back"-lounge topic, but since there unfortunately happens to be a pandemic ongoing; if your CPU or GPU have any idle time these days, you can donate it's work powers to help Folding at Home fold proteins in the search for a medicine or a vaccine. Personally I think it's the perfect way to fight the virus for gamers and modders alike. It will draw more electricity, but luckily electricity isn't that expensive during the summer months. All you need to do is download a client and it will fetch and upload small packages automatically when activated. If you want you can join teams, and I'm not sure if there is a Nexusmods team yet, but we do have an Elder Scrolls Team (team ID 52286), and any new recruits are welcome to join. You can of course also fold anonymously and without joining any team. Folding at home: https://foldingathome.org/ Better explanation from Wikipedia: "Folding@home (FAH or F@h) is a distributed computing project aimed to help scientists develop new therapeutics to a variety of diseases by the means of simulating protein dynamics. This includes the process of protein folding and the movements of proteins, and it's all reliant on the simulations run on the volunteers' personal computers." https://en.wikipedia.org/wiki/Folding@home The collective power of Folding at home passed the combined power of the top 500 supercomputers of the World in March this year. Other similar projects: BOINC (for pc) https://boinc.berkeley.edu/ DreamLab (for smart phones) https://www.vodafone.com/about/vodafone-foundation/our-projects/dreamlab-app Download the DreamLab app from Google Play Store.
  3. Thanks for no ads for mod authors, really appreciated! Now I can check my mod pages without going bonkers, or alternatively go bonkers for entirely different reasons. Also thanks (again) for the donation points system in general. Of course I also believe that *cough* Steam and Bethesda should follow up. *cough*
  4. I don't use that many lights, but I'm wondering whether the fact that some of the fx does not appear is because I've used too much. It's hard to know where the line is drawn, though. Room bounds are "culling boxes" (used along with portals) that helps on performance: https://www.creationkit.com/index.php?title=Room_Bounds_and_Portal_Basics
  5. I've been working on some interiors for Oblivion, and have noticed that many of the placed FX (like clouds and twinkle lights for Ayleid ruins) rarely appear in-game. Come to think of it, they rarely appear in animated form in the Construction set too. Is there a limit to how many FX items you can have in an interior, or is there additional steps you have to take to make them appear in-game, and that is not needed to do in Skyrim or Fallout 4 for instance? Also, is there any optimisation like room bounds for Oblivion? I haven't found anything about such things yet, so I've assumed there's not.
  6. Thanks a bunch for leaving that reply, daegis! I had the same problem as OP, went into the dreaded Steam Big Picture mode and turned off the first controller option thingy, and now I can finally sneak around again. :nuke:
  7. I'm struggling with the same problem. I've found that it seems possible to remove the esp-dependencies by loading the new esp up in the Creation Kit and CTRL-delete the "master esp" in the parent master list to the right, as in this method from CreationKit.com: https://www.creationkit.com/index.php?title=Creating_Custom_Master_Files So the "complete" method I've found is to first merge an esp with FO4Edit (this will be dependant on the merged-from esp), then load up the newly merged esp in the CK and undo the dependecy. I've done this with some test files, and it seems to work well. I've double checked that the new merged-in esp is not dependant on the old merged-from esp both with FO4Edit and the CK, and the new esp loads up fine in-game with no ctd. I'm still a little worried that this might have unforeseen consequences down the line, but I have no idea. Is this Creation Kit-method of removing esp-master dependencies OK to use?
  8. Speaking of more options for charity, here's a suggestion: Doctors without borders. Another suggestion is to let mod makers give a certain percentage of donation points (per unique mod) to charity organisations also, in the same way mod makers can share percentages of donation points for mods with other mod makers.
  9. Thanks for setting this up, Dark0ne and others at Nexusmods. :thumbsup: Let the coffee and tea flow!
  10. I agree with all this. The prices are way to high for those small assets in my opinion. Of course, they could charge caps instead...make all that loot in FO4 valuable? hoho. :teehee: But the worst part in the long run for many might be the extra download size...gigabyte bandwith aren't free for everyone, nor is storage unlimited, so that's a really weird idea. At least if they don't plan to change it or keep the total download size of CC restricted, which I guess doesn't make much sense either.
  11. If the music from your .esp is played instead of music from Dawnguard you might have named your tracks similar to Dawnguard, or their file paths are similar, so they end up overwriting the Dawnguard music. If you want your music to play in addition to the original Dawnguard music and not instead of it, you need to make sure your custom music IDs (like names and file paths) in the CK are not similar to those of Dawnguard. Also, as others have mentioned, Dawnguard is included in Skyrim Special Edition by default (= "vanilla"), so everyone who plays Skyrim SE plays it "with Dawnguard" (unlike the original Skyrim that came out in 2011 and people refer to as "oldrim", where the DLCs are not included by default). I don't really understand how your update with ini-editing can help remedy your problem. I'd look at the file paths, naming and music track IDs etc for your custom music in the Creation Kit.
  12. I created a heightmap using the built in CK tools for it, and it seemed to work ok, but when re-opening the worldspace later it had lots of small tears between many cells. I googled it and found out that you could use soften vertices to smooth over the gaps, and that worked fine...until I found one cell that floated high up in the sky, towering way above the others. I tried to smooth over the edges, but as I caught the glimpse of a few other off in the horizon I just said "f%& it" and closed out of the CK. Upon re-opening the .esp I found that the floating cell (and it's buddies for as far as I dared to see) was not there anymore. Slightly optimistic I made some further edits, placed a couple of exterior houses (on the ground)(definetively on the ground!), saved, and went in-game only to find out that the last house placed floated in thin air, in a black void where the ground used to be...a whole cell had dissapeared from view, probably high up in the sky, or down below somewhere. I opened up the CK again and hey, what do you know: all the houses were solidly grounded on the, well, ground, or heightmap. So, working with heightmaps/landscaping in the CK seems like a bumpy ride to me. Am I doing something wrong or what? It's not very fun when the whole landscape turns into San Fransisco every 5 minutes because some random thing happened. Are there any best practices that I don't know about? Like; 1) don't actually try to edit the landscape, 2) oh no, please don't place a prop onto the heightmap after you've generated it or 3) did you drink coffee while working on this? Cause whatever you do; you just can't do that...it is known. Workarounds/things I've learned so far: -If there's tears and gaps between cells, use soften vertices to smooth over the gaps. -If a cell goes missing (in-game), make a small edit to it in the CK.
  13. Then it seems about right to you TheDungeonDweller, eh...I just wondered whether it was at all possible to use the SE CK to create .esps that could be used both in oldrim and SE. Thanks for the replies though. The 32bit vs 64bit was a bit "more complicated than I thought", to quote more powerful people than me: the differences went deeper than I had hoped. If necessary I'll read up on it elsewhere.
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