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simsim899

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About simsim899

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    Skyrim
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    Skyrim

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  1. If there was a 'like' button, I would like this post a million times XD Congrats guys!! Truly amazing.
  2. Pardon if I'm incorrect, but it seems that they currently have no active team working on Black Marsh. Is that because they've already finished it, or is it just not on their agenda? because a country like Black Marsh may be an interesting one to attempt The province of Black Marsh is in the 'preliminary discussion phase' at the moment. No actual development of it in the CK has started yet as far as I'm aware (although it does have a completed heightmap), but lots of planning and development of the lore has been done already. They are definitely looking for people to join though, and help get it further off the ground, so if you're interested in that, you can head over to the forums and sign up.
  3. I like this idea! I'm already working on several mods at the moment, but maybe when I've finished those or have a chance I might try and make this. Doesn't sound too hard to do, I'm pretty sure I know how to do it, so it would be cool to have a go at, as I've never made a follower type mod before, and I like to stretch myself with trying new things :)
  4. Thanks moto! You were right, my graphics card was the culprit :P Luckily though it wasn't dying, I just must have had faulty driver installation or something, as when I updated my driver, problem solved! :) It wasn't like I was using a particularly old driver before though, it was only from Feb 2015, and the new driver didn't list any bug fixes in the change log... meh, weird >_<
  5. Tried F12 - didn't do anything. I have the steam overlay disabled for Skyrim though so I think that's why it doesn't work. Or, maybe I changed the default F12 key to printscreen? Because when I press printscreen it says in the corner: "ScreenShot: File 'ScreenShot235.bmp' created" and it gets saved to my skyrim folder. Just that most of them look like the examples I showed.. :ermm:
  6. So I've got this problem, don't know when it started, but I didn't used to have this problem, probably only started a few months ago I think. Basically, when I'm in-game and I try and take a screenshot (by pressing the printscreen button), it fails about 80% of the time.. :confused: Instead, this is how my screenshots turn out: http://i.imgur.com/Es5EgoU.png http://i.imgur.com/lr5qIH5.png But it's not every time, as I said, about 20% of the time it works fine and I get a normal looking screenshot. :blink: Anyone have any idea what the problem might be, or what I could do to try and fix it? Thanks
  7. I had this exact same problem too before. I tried everything Matthias said as well, and it still didn't fix it. I'm afraid I still don't really know what the issue was, so I can't really tell you how to 'fix' it per se, but basically, what I did so it's not an issue for me any more is this: Using a mod called Skyrim Installation Swapper (MO would probably work as well but I've not used it myself), I created a new 'profile', which was completely vanilla. So I didn't reinstall skyrim or anything, I still have my old modded profile, but I also have a vanilla one. Then with the vanilla profile as the active one, and after copying over the esp I was working on and everything else I needed (scripts etc..) back into my data folder, I opened the CK again with the new profile. And.. problem gone! I don't know if the problem is still there if I open the CK on my modded profile as I haven't actually checked, but it just means now whenever I make my own mod I do it on the other profile, which acts as a test profile as well as it is mostly vanilla. So yeah.. probably reinstalling skyrim would fix it, but this way I didn't have to do that. I still don't understand it though, because validating the CK cache didn't work, so why did this? Lol, I dunno, weird.. :tongue: EDIT: oh, okay, never mind then, I posted before I saw you said it was fixed :P Oh well, I guess my game is just special haha :3
  8. :facepalm: Lol, thanks for that :P I was testing it on a newish save... but I guess not new enough - I started a new game and now it says 30 like it's supposed to! Silly me, I should know better than that by now! :psyduck: :P Thanks!! ;)
  9. I have a very weird problem lol and I can't figure out why :/ Basically, in a mod I'm making, I have made a global variable, and set it's value to 30, as that's what I want its initial value to be. But, I also have a script I made that will tell me what the value of my global is when I cast a spell (it's not really a spell but I'll just say that so it's simpler, as it doesn't really matter). And whenever I check to see what the value of my global is, it tells me it's 44?? wut o_O Why is it doing that? I have triple checked and it's defininetly set at 30, and nothing is changing it, except decreasing its value by one every time I cast another, different spell (again, it's not really a spell but I'll say that so it makes sense here), which is working, as when I check it again it says 43, then 42, then 41 etc... But it's supposed to start on 30!? Not 44? I am very confused lol >_< If someone maybe knows what is going on here and can help, I'd very much appreciate it. Thanks! :)
  10. Something a bit like this? http://static-5.nexusmods.com/15/images/110/8345545-1427402710.png
  11. Hello :smile: Firstly, I've never done one of these types of posts before, so excuse me if what I want to say doesn't come out very well, but I'll just go ahead and have a go! :wink: Anyway... I've been working on a mod for I'd say about 5 months now. At first it was just going to be a mod that added a new (fully custom modelled and textured) shield to the game. Then I decided I wanted this shield to be unique, so I gave it a new (non-vanilla) enchantment. But then I thought, I want to give the shield a bit of a back story, so it fits in to the world of Skyrim. Maybe make a short little adventure for how the Dragonborn can acquire this unique shield. And well basically, since then the idea has expanded even more, to the point where I now have a 2 part quest as the basis to this mod, and the shield being the 'trophy' you get when you complete them. Now, you're probably thinking 'oh, another one of those posts, someone thinks they've had a genius idea and now wants to get a mod team to make it for them'. Well.. no, not really :tongue: I have actually already completed probably over half of the mod now myself. I've built the quest's custom dungeon (although cluttering and navmeshing is not completely finished yet). I've modelled and textured the shield. And I've completed the first of the two quests, with voice acting (I've managed to use vanilla voices). However, after a lot of thinking, I realise I may actually need another person to help me finish this mod. Not a whole mod team, it's not going to be that big, but just a partner to work with me on it together. Because, at the stage where I am now, I've found some of what I want to do requires quite a bit of complicated scripting. Now, I can script myself, and have done scripting already for the first quest and for the shield's special ability (I don't want to say what that is here though so as not to spoil it :wink: ), but some of what I need to do is just a little bit beyond my abilities at the moment (I'm far from an expert at scripting). So, really, I'm looking for someone who is good at scripting, to work with me in completing this mod. You wouldn't just be made to write the scripts for me though (although if that's all you wanted that is fine), you'd also be welcome to share your ideas for making the mod even more awesome :tongue: And help with anything else you want, like perhaps better cluttering my dungeon lol. So yeah, I guess that's really all I need to say there then. If you're interested in working with me, please send me a PM, or you could comment any interest here :smile: Also, I guess I should show some screenshots of my progress so far, or else probably no one would even consider joining lol :tongue: So, here are some shots of my dungeon I took (no ENB or lighting mods were used btw):
  12. From your load order it looks to me like you haven't used LOOT. Make sure you run it to sort your plugins.
  13. I'm trying to make collision for a static mesh, but having a bit of a problem.. :/ I'm using chunkmerge, which I've used before, and I know how to use as well. I've added collision to many other static objects before as well, using the exact same method I'm doing with this. However, for some reason, once I've added collision to the mesh and test it out in game, the collision is not there? I don't get it, everything is Nifskope looks right - its got the bhkCollisionObject node, followed by bhkRigidBody > bhkMoppBvTreeShape > bhkCompressedMeshShape > bhkCompressedMeshShapeData and another BSFadeNode, which is the same for all the other models I've added collision to that work. Also, in the esp, the static DOES have use collision checked. So, the only possibility I can think of is... can chunkmerge not handle making collision for objects above a certain size? Because this mesh I'm doing is pretty huge. Or, is the skyrim engine just not able to have collision work on very large objects? I hope someone can help me out with this, or maybe knows if this could be the problem or not, and what else I could do. I'm doing this for a friend see, and don't want to disappoint! :P Thanks!
  14. What is the nif that you are trying to import? You probably deleted the NiTriShapes or the NiTriShapeData of the actual mesh when you edited it for importing. Try again with the original mesh and only delete the nodes for the textures, collision, flags etc. If you miss any nodes that you should have deleted, when you try and import it blender tells you in the console what nodes it doesn't recognise. Hope that helped :)
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