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Everything posted by Blu02
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Meh, haters gonna hate. If it wasnt a great game then what are we doing here in this massive community, making bazillions of mods every day? Sure it has its flaws, just like any other game. But there's obviously something really great about it since so many of us spend hundreds of hours playing and modding it. If you want to complain about Bethesda, then aim your anger on their recent comment about the DLC; "We have not announced Dawnguard for any other platform, nor given any timeline for any such news. If we have any news, i promise i'd tell you" Now THAT's some serious trolling right there :down:
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Sweet! Havent tried any mods that changes the skill- and perk-systems yet. Will keep an eye on that for next character :)
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But then I wonder what the greybeards compare to, since none of their current generation have ever seen a dragon or a dragonborn do their thing. They could have read about it in books, but then again we have the overdramatic literature probably describing it as something way more powerful than it actually is. I think the greybeards consider themselves powerful compared to what they've actually seen and experienced themselves, within their circle. If I remember correctly they even mention shouts that they cant use, but only dragons and dragonborns. This would make the dragonborns more powerful. And how would they be able to use shouts better than a dragonborn who learns it in an instant? At least how things are done in the game now, I assume that you learn to use the words flawlessly. Would be cool if shouting was a skill that improves over time though :D As if you're really improving your tongue/pronouncing. Oh, and I'm yet to see a dragon destroy a whole village with a shout. Well except possibly for Alduin in Helgen, but he's like the god dragon of doom with no equal :pirate:
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Well I think you're comparing the legends/rumors to the actual thing. It's the same about Ulfric Stormcloak, who everyone says shouted the Jarl of Solitude into pieces. But if you ask him about it he says he just staggered him with his shout, and killed him with his real weapon. Nobody knows the greybeards, since they wont let anyone in to their sanctuary. So their powers have obviously been massively exaggerated by the little people living below their mountain over the years. The greybeards are also afraid of the thu'um and doesnt know its true limits since they're not dragonborns themsleves and wont use it for harm, which is probably why they keep pointing out to the dragonborn how dangerous they think it is. In practical use, it's mostly just effective for someone who knows how to use it properly to their advantage. It wont rip people into pieces, but it will give a huge upper hand to any warrior in combination with real weapons. That makes it dangerous and the skilled users powerful. That's how I understand it anyway. What people in Skyrim think it is and what it actually is. Pretty well implemented by Bethesda!
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Do Mods and console command Ruin the PC Version of Skyrim?
Blu02 replied to omelette01's topic in Skyrim's Skyrim LE
Cheaters only have themselves to blame. It's ridiculous to blame the freedom we have on the PC-version. As most others here, I only install immersive mods. Especially realistic stuff that adds much harder and advanced gameplay, and visual mods to fix the depressing console-graphics. The only times I use console-commands is for taking screenshots, change FOV, and fix bugs. I think mods is what makes the elderscrolls games what they are, and I really cant imagine playing it with my hands tied. I dont think I played Skyrim more than 10 hours before I really felt I had to open Photoshop and start fixing things (Still having nightmares about those lowres textures :psyduck: ) -
You need to uninstall Sounds of Skyrim
Blu02 replied to SergeantGrrock's topic in Skyrim's Skyrim LE
Uninstalling the mods this way seems to have worked fine for people on the official forums; (Quote from Julle64) 1. Load a game with the SoS mods installed. 2. Disable all the sounds by using the console commands: Startquest SosConfigCivilization Startquest SosConfigThewilds Startquest SosConfigThedungeons 3. Then stopguest the mods by using the console commands: Stopquest SosConfigCivilization Stopquest SosConfigThewilds Stopquest SosConfigThedungeons 4. Save the game and quit to desktop 5. Deactivate the mods. 6. Remove the mods and the scripts (as mentioned in the first post of this thread). Might be worth a shot before you completely delete any old saves, as people also report that their half-bloated saves suddenly reduced back to normal file-size a couple of saves afterwards. Also, people running older versions without the script-files seems to be safe. I've been playing about 50 more hours on my current character since this was discovered (~100h total), with Dungeons 1.10 and Wilds 1.0.1, and still no problems. Same with others :) -
There are a few big areas in the Rift where there are no marked locations of interest, just empty forest. Especially northeast and northwest of Riften. Also around Falkreath is pretty dull and boring. I like the idea of some proper port town though. Would also be nice with some "wildlings" living on the ice up north in smaller settlements. That's a huge fairly empty area to play around with, while also safe from possible conflicts. I love exploring there!
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Uh, I'm not even going to comment that picture :P I liked the original concept art for DB clothes and armor for Skyrim. But for some reason they really messed it up in the end. Especially the clothes just turned out goofy after making them more puffy and shorter. WHY, BETHESDA, WHY? :( Oh well, luckily there are a bunch of mods to choose from. I havent changed them yet, but will look around as soon as I start their quest-line again. Armor is pretty okay as it is, but could at least really use another cloak. Also, the Dark Brotherhood is not a nord organization, so I think they should follow the same fashion they had in Oblivion, with tight leather armor and full robes rather than fur and horns. Made a quick comparison on the clothes. Quite a difference. Frustrating thing is that the original 3d-model was exactly as the concept. Where the hell did it go so wrong? http://i.minus.com/ibySb1lBpk2TS2.jpg http://i.minus.com/iNGvvIa8dbgo9.jpg
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You need to uninstall Sounds of Skyrim
Blu02 replied to SergeantGrrock's topic in Skyrim's Skyrim LE
This is indeed sad news, but good to know! I'm using some older versions of SoS, but only dungeons and wilds I think. My current 64h lvl32 character save-files are around 8.4mb, which seems to be just fine. I dont seem to have any of the mentioned script-files either. -
I'm having practically the same problem now as well. I can travel to Windhelm on foot though, and fast travel into the city. But as soon as I'm teleporting out of the city, either through the city gates or by fast traveling to a location within the outer Windhelm cell, it crashes to desktop. Really frustrating timing as I was just about to buy a house there and join the Stormcloaks :( The only thing I recall I did in the area before this started was to begin the "Find the Thalmor Assassin"-quest, where the Khajiit assassin just outside the city bugged out and made me have to use a console-command to fix (Known bug mentioned on UESP Wiki). But after completing the quest, the crashes remains, which I guess eliminates this theory. Clearing the weather seems to work for me too though! I'm not using "Realistic Lighting" or "Natural weather", but about 90% of the mods listed in STEP 2.0, and some additional armor/clothing/body-mods that shouldn't affect this. Too much to list and go through, but I cant think of anything that messes with the weather in particular, or the area around Windhelm. Btw, anyone tried the old "fix" by traveling to the other side of the map and "wait" for 7 days before returning again? This is how most CTD-zones would disappear in Oblivion, as the cell would reset. Not sure if it's the same in Skyrim though. I'll remember to try this next time I start the game.
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Woha, thanks a lot for the answers! This is indeed worth a bookmark :thumbsup: I now finally have it working correctly in my interior ingame. Not sure if the problem was that I loaded a save in the same interior when testing, which normally works fine with regular static object, lights and various effects. Or if it was because I didnt set it up completely from start, as I thought I could just throw it out in the editor in order to at least have it visible ingame for placement, eventhough not functional. But I still recieve errors about missing speculars on the mannequins when opening the cell in the editor, which is kind of irritating. But this must be a problem outside of CK. I'll have another look at the textures and mesh tomorrow. Could be a missing alpha or bad nif-settings. Thanks again for answeres! :)
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NMM make backups of all files you're replacing when installing packages through it, and restore it when uninstalling. Simply hit the uninstall-button on all mods from bottom and up, and everything should turn to default. Delete your current mod-packages and re-download the mods again when following STEP 2.0 in order to get the latest versions and all.
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So I'm currently trying to add a player owned mannequin in a home I'm working on. Problem is that the mannequin is full of error messages about missing speculars, eventhough it shows up correctly in the 3d-window. When saving and trying it ingame, it's not visible or interactable or anything, as if I didnt put it there at all. I'm using the same Actor as used in the playerhome of Windhelm, where it for some reason worked perfectly fine last time I checked, and the cell doesnt give any errors about the mannequins in particular as it does when I place it in my own cell. I've tried to directly copy the ones from the windhelm house, in case they had specific settings, same problem. I tried to duplicate the actor and add it, same problem. Tried to dress it with full armor set in the editor to avoid rendering the actual mannequin model and texture, same problem. I have checked the nif and textures but cant see any problems with textures. I have no mods that is messing with this. Anyone managed to get this working? :unsure: I'm sure there's a simple solution to this. There always is :P
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I don't think this Creation Kit works for me..
Blu02 replied to leetfart's topic in Skyrim's Skyrim LE
Was it the exact same object for ice blocks you used over and over? Some objects from the Object Window doesnt work correctly ingame, so try another object, preferably ones that have been used a lot (See "Counts"), and avoid ones with special prefixes in their names (Usually uniqe quest-related objects). I've also heard a about problems with large objects that disappear when viewed ingame. My friend had this problem yesterday, but simply deleted them and put it out there again in the editor and tried it ingame with success. -
Black line/seam showing up on my retextured sword. Any help?
Blu02 replied to Joshawowo's topic in Skyrim's Skyrim LE
Might be an issure with the lod's uv then. I'm not familiar with messing with models in Nifscope yet, but I'm assuming it's quite easy to simply replace the bad lod with a proper closer one, or if deleting the bad lod would force the game to use a closer one. Works well in other games. Sorry I'm not on my game-computer right now, so I cant check the sword ingame myself. -
Black line/seam showing up on my retextured sword. Any help?
Blu02 replied to Joshawowo's topic in Skyrim's Skyrim LE
Have you messed with any other textures than the diffusemap? If there's an accidental black line on the specular, for example, that line would appear as nonreflective and might look like it does on your screenshot when there's bright light around. This is quite easy to miss with such mapping and if you're working a lot with adjustment-layers in photoshop. -
"Impossible to work with" is quite exaggerated. I've been messing with the CK since release as well, but have so far not had any crashes. I'm sure there are some bugs, but I havent seen any of them either. I do however have Bethesda's slightly irritating error-messages on startup, and I really hate how you rotate and navigate the camera in the 3d-window. I have no problems with selecting objects. You just need a fairly clear and close view of the object you want to select first, and make sure to hide unnecessary indicators (M). You also have to press the correct (Visible) sides of the objects polygons in order to manipulate it, or you will hit nothing but air or another object. If some object wont load, you can just hit F5 to reload the cell instead of scrolling out and back in. But trust me, even with your problems this dev-tool is amongst the best and most stable ones out there. So it's really nothing ;)
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The reason why the Creation Kit and Steam Workshop got delayed is...
Blu02 replied to dthumb's topic in Skyrim's Skyrim LE
This, is awesome. My favourite core in my favourite game! :D -
Well, you can always extract the BSA's into your data-folder and pick whatever textures you want the good old way ;) But I agree, I personally dont like the idea of BSA's for this type of mod. I like to see the files my mods change, and adjust it to my liking. But for a modder it's all kind of up to how easy you want your mod to be installed for less experienced users who dont want to mess around with config-files. Mixing Nexus-mods with Steam-mods will really turn things upside down, at least in this particular matter of texture-replacers.
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Is the Skyrim: High Resolution Texture Pack worth it?
Blu02 replied to Guy97's topic in Skyrim's Skyrim LE
Well written! I'm quoting this for my readme ;) -
Oh well, good thing I awaited this texture-pack before updating my own. Now there's a bunch of more stuff to be made before release :dry: So how exactly do you do to have your custom texture-packs work with this the REAL way with esp's? Like, pack your textures into BSA/'s, and save an esp with the BSA's activated? And how does overlapping with other BSA-content work when doing it like this? Do you simply work your esp load-order to have different BSA-content overlapping eachother? If this really has to reach out to all texturers, some sort of quick guide to fix all this would be nice :thumbsup: Personally I think I'll make both a BSA-version and a traditional version of my pack available.
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You sir, are AWESOME. This could look great as a new Knights of the Nine armor :D They are like Tamriels templars anyway. http://pnmedia.gamespy.com/screenshots/pes/40159218.jpg Are those still highpoly models or have you started implementing it yet?
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Same here. How about we all help creating this list? Post any armors and clothes that doesnt make your character look like a prostitute, and let OP edit the first post with a list. If the current OP doesnt want to, then someone else could start a thread about it. I'll have to return later tonight with my findings. Got to go out and get me some ridiculous amounts of snacks for CK-NIGHT first! :happy:
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[Relz] [WIP] HD Bunnies - mod, need advice!?
Blu02 replied to chocolambot's topic in Skyrim's Skyrim LE
Nifscope :teehee: -
Clothes & armors, to be sexy or to be protected ? That's the q
Blu02 replied to Sibyllina's topic in Skyrim's Skyrim LE
Personally I think most "skimpy/sexy" mods are just ridiculous, while the insane amount of them is embarrassing to the whole community. I dont understand why people waste time and talent into making all that stuff instead of more serious things that actually fit the game. It's so ironic to see how picky people are about texture-packs being "true to the original artistic feel" of the game, while these types of mods are dominating the Nexus there after :rolleyes: But there are of course a few exceptions that doesnt completely lack in taste. I'm not against sexy/nude stuff in my game, I just think it should have some logic and class to it. An old favourite is Sinblood's contributions for Oblivion, just as an example. I do however prefer more protected clothes and armor. I'm hoping to find the time to learn exporting/importing models into Skyrim with Nifscope in the future, as I work a lot with both 3d and textures in various projects. I would gladly like to contribute some new proper protected armors to both female and male characters. But for now I only (barely) have time for texturing :unsure: The current workflow with importing 3d-models into Skyrim is really quite the b*tch.