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Everything posted by LukeH
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Doc, are you saying that even if this doesn't show the CK becomes unusable, even the first instance opened? For me it never happen to not see this when opening twice.
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Sorry for the bump but really I'm the only one ever seeing this? I tryed running as administrator, I tryed running once as normal (non admin) user and once as admin and there was the same result. EDIT: reinstalled CK and still the same
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Anyone knows how to solve the problem in the title? I set the config to allow me to open multiple editors but when I try to do that the Warnings window logs that "ires==0" endlessly even before trying to open any data. I waited till 500k+. My system also seems to experience a hard time while that happens and it kind of looks like that Warnings window is somehow shared because it disappears from the first editor when it does that. Thanks.
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SSE Failing to create archive from within CK
LukeH replied to LukeH's topic in Skyrim's Creation Kit and Modders
I managed to get over it by deleting that folder and recreating it from cmd ran with admin rights. It was impossible to do that from any file explorer, even if with admin rights, whatever owner/rights I set for that folder and contents. BTW, even if I manually created a text file there it couldn't be opened afterwards. My mods are only esp and scripts and I can keep track of those for archiving. Anything past that would really be an exception I'll be careful to add. Well regarding compatibility, it sucks cause most likely, if I'll start new mods, I'll do it for SSE. -
SSE Failing to create archive from within CK
LukeH posted a topic in Skyrim's Creation Kit and Modders
Hi, I finally decided to start converting my mods and already having a showstopping experience. When I try to create the archive it tells me it can't open a file with archive name and .tdt extension from "c:\temp" and it fails. In that folder I see some files created with the mod name and the following extensions: tdt, bsl, thd. I use windows 10 home and SSE is installed on a library on partition d:\ (no ssd, a single hard drive). I use a user with admin rights and tryed everything I could on that folder: set owner, assign different rights with no luck. Anyone can please help? Maybe a way to tell SSE/CK/Archive which path to use for temp files? Bonus question: if I'll start modding for SSE then can I (or someone I give permission) convert the new mod for the old Skyrim or that way around is impossible. Thanks -
Thanks for your answer. Will try all those suggestions as soon as I have time...which is a bit of a problem for me. Just curious: if I get past the base defense mission somehow starting from a file that loads in half hour already (no more save/loads, ironman like) should I be out of problems once over it? What is known regarding this from the ones that experienced similar issue?
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Thanks for the answer. As I mentioned I have XCOM 1 both EU and EW and all other official dlcs (got the whole package on steam promotion). As I mentioned I have no mods, not even LW. I'm playing EW and have this problem in the base defense mission, I believe that mission is only in EW, right? Have to look at all this DX things you detaliated but I doubt is that (or "only" that if you wish). As you noticed, I sayed this reproduces on linux. One thing I just found out, I belive from the wikis linked, is that I should have started EU first. I didn't do that but started playing EW directly (hence I had only My Games\XCOM - Enemy Within in my user folder). Do you think that could be the problem? I did start EU (but not new game in it) now and it messed all my graphical settings yet after I went back to EW saves the issue wasn't fixed. Do you think this could be it? Should I make a clean install, start EU, then EW, then manually put my saves up? My bet would be on a multiple resource loading as is pointed out in the wikis as mem usage increases while load is stuck and sometimes on fresh start it even loads them on 30+ minutes, yet my XComEngine.ini doesn't look like described there especially under the user folder (in the game folder there are those . instead of +, but didn't noticed duplicate lines) Any chance those ini were revamped in updates? PS: I ran in other bugs too like negative money after clicking somehow on the satellite productions, save game rolling issues on real world month change. Can't believe they didn't fix such things in such an old game.
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Hi, I just got the game on steam on the winter sale and I found this old thread which describes a problem similar to mine. I'm having the issue in the base defense mission, yet the load time didn't increase gradually, it just went from ok to ~10mins form some saves, 30mins sometimes and never of others in the turn when two discs enter the central room. I use Windows 10 (yet tryed to load those saves on Ubuntu 14 with same results too), all dlcs, absolutely no mods. What I noticed is that in task manager mem usage for the game goes over 1G and then increases slowly after. Is there any new info regarding this? Should those links apply to no modded game? I tryed to do what's on the links on wiki but first of all there no such values in the XComEngine.ini in My Games folder under user home. I found some better resembling in in some XComEngine.ini under the game folder in steam library, there were two folders under some DLC folder (don't recall exact path, I'm not at my home PC right now). Should I mess with those files there? Already tried to change . with + as described yet with no luck.
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With my Hearthfire Enhanced you can park horses at the HF houses. It will be ported for SSE but I don't have an ETA for now.
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Since I installed Windows 10, Chrome keeps downloading some pixel.htm while I browsing nexus (skyrim mods usually). No prompt, download keeps starting from time to time. Anyone knows what is that and how can I get rid of it? Never had the issue before Win10 with 8 or 8.1, I also still use chrome from work with Win7 and no issue. Thanks PS: searched the forum for "pixel htm" - no results
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First of all, if there's a mod I didn't found in a pretty finished state that does that then forget about the rest and please point me to it. Now, the latest work around seems to be http://www.nexusmods.com/skyrim/mods/49608/ which is just a repack more or less. I too got the two mods that were bound in that one and did some work for personal use with good results. But my area of interest in modding is different: scripting, tweaking mechanics...that kind of things. Back to the topic, I just replaced all the female meshes with ones from skimpy armor mod (actually reverted the mesh path to vanilla for the replacer) and I ran the pants trough Caliente's tools. For some of the pants I got different meshes from other mods that look better but I didn't look for the rights to publish so only personal use. For the males the armors can be made better but they can be ran trough Caliente's tool also and be improved a lot only like that. So, why nobody is up for this to deliver a good replacer (my preference) with leveled lists properly done and the related stuff. To me it seems that the request for such a mod is high, the starting point is out there and the permissions allows anyone to continue the work, we also have Caliente's tools (on top of the others that would still worth the effort for someone with some experience imo) that will make the job easier and can be used for both male and female with different body types. Why nobody? PS: not saying such a mod should continue that old work.
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I did that. I took Ennoc's example (on which uesp says he mines continuously with no breaks) but nothing. If i uncheck "allow wondering" mynpc will just stay in place, otherwise he may mine if e feels like. The only difference from Ennoc is that I need my NPC to mine a specific place so for target I select that reference with restricted area while Enoc has the whole cell assigned there. Any other ideas? Forcing the animation way?
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Anyone knows how do I make a NPC to mine ore for hours, via package preferably? Not only create a sandbox package so they mine if they feel like but make them mine continuously for hours. Setting the idle in the package would also do if one can tell me which animation is that (for some reason my preview doesn't work in CK and I can't find it). Thanks.
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That's at last v1.5, and anything after.
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My solution, if the activate perk works for this particular situation, was to relay on OP's config setting and allow the player to pick them up but without trying to make the label showing when you do that. No need to edit items, you actually identify them at runtime when you click on them.
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AFAIK an activate perk (see first type here) works in other situations where there's no crosshair notifications, like destroyed items (trophy base in HF after you placed a trophy), but I don't know about this particular situation but I'd bet it would work too. If it works simply add the item to player from a script fragment on that perk. Maybe you could try this yourself, it would be interesting I agree but not into working on it myself. Anyway, expect do deal with possible issues when you drop such item or when there are other activate type perks that may interfere with yours.
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Thanks. Seems working now. Those wrong entries were not there after clicking "add a change log" and then the update looks OK.
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The "Changes" tab for my Hearthfire Enhanced mod it shows OK just up to V 1.12. But when I click "add a change log" I can see things that are not from my mod. Any idea what's happening or if I should just remove those and add my own...or I could break more or better should I leave those there for now for investigations? I don't recall for sure if I added something for V 1.20 and I discovered this when I wanted to add them for 1.21 This is what I see when I try to add them and the last one added by me is for V 1.12: Version 3.0 Overhauled the mechanics. There are no longer looped sound files. Instead, a scripted invisible activator moves around the player in a dungeon and plays a random dungeon sound effect from a library of 60+ sounds with a random delay between each. http://static-2.nexusmods.com/15/contents/images/icons/cancel.png Version 1.2 Translated the French sound files to English for compatibility. http://static-2.nexusmods.com/15/contents/images/icons/cancel.png Recompressed the sound files to drop down the filesize. http://static-2.nexusmods.com/15/contents/images/icons/cancel.png Version 1.12 Stwards takeing care of pets usable http://static-2.nexusmods.com/15/contents/images/icons/cancel.png Version 1.11 fix for 1.10 issue when mod is installed before buying all houses http://static-2.nexusmods.com/15/contents/images/icons/cancel.png wip for pets for stewards not fully tested http://static-2.nexusmods.com/15/contents/images/icons/cancel.png ...... Edit: found that mod with the help of google. Is an oblivion one with same Id (mine is skyrim btw): http://www.nexusmods.com/oblivion/mods/29676/?tab=12&navtag=http%3A%2F%2Fwww.nexusmods.com%2Foblivion%2Fajax%2Fmodchangelog%2F%3Fid%3D29676%26v%3D&pUp=1
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I'm considering allowing to place mannequins on trophy pedestals in my HF Enhanced mod. Currently working on something else but track it and it will eventually happen if you won't find some other mod doing what you want meanwhile. (There's also a mod around that lets you place mannequins in game where you want, search for it here on nexus)
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Need help filling away from secondary script
LukeH replied to Xander9009's topic in Skyrim's Skyrim LE
This looks strange but I take it for granted as I don't have CK near. Try: Scriptname APU_PerkSetup_Main extends Quest APU_ManagerScript Property APU_ManagerQuest Auto Bool Done = False Event OnInit() (APU_ManagerQuest as APU_ManagerScript).setValueInArray(0,true) EndEvent ;in the other script .... function setValueInArray(int index, bool value) test[index]=value endFunction .... -
LE Armor and Weapon Durability and Degradation
LukeH replied to ventus360's topic in Skyrim's Mod Ideas
I bet that with the latest SKSE update (which happened today, yet beta) soon you won't know which such mod to choose. I myself might come up with one if I won't be satisfied with others. -
I have a feature planned for my HF Enhanced mod that will allow you to park your horse at HF Houses via steward dialog. I'm still struggling with compatibilities (whistle, summon) and for now I don't want to jump on SKSE only for this. Track it if you wish but no other features you want will be there, except for selling your HF horses also via steward to make room for parking.
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Possible, I would give it a look as a future feature for my Localized Thieves Guild Jobs. Just track it and it will probably happen unless for some reason it will prove to be not doable without rewriting all the system. Impossible, each quest can run only once at a given time. Same job in different city is the same quest with different parameters. As for the Companions, it is not my thing. Check my LTGJ in the current form you may find it a blessing already and forget about this request ;)
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Check my Hearthfire Enhanced mod. Your stewards can adopt pets, you won't get 6 but still.... Eventually I'll add, in the same mod, multiple child adoptions and the possibility to allow each child to adopt a pet, but the child system is not a priority for now.