Jump to content

Volek

Premium Member
  • Posts

    63
  • Joined

  • Last visited

Everything posted by Volek

  1. http://forums.nexusmods.com/index.php?/topic/565451-placed-cliffsother-objects-not-visible-ingame/page__view__findpost__p__4863895
  2. I don't know if you guys solved the missing statics problem yet, i encountered it myself and did a little research on that matter. It seems to be a bug in one of the newer game versions, i did not encounter it before updating Skyrim from v1.1 to the latest version. Anyway, here's the solution: * Edit the static object's Reference, and set a check to "Is Full LOD". Save your mod and start the game, now the object should show up. * Edit the Reference again and remove the check. Save the mod and test it in-game. The object should still show up. I don't know if it's related or even important to the matter, but appearently, setting and removing the "Is Full LOD" flag moves the static object from the temporary children group to the persistent children group. This worked for cliffs, buildings and other large objects that i placed into the world but didnt show up in the game.
  3. It's already out for a while, here ya go: http://skyrim.nexusmods.com/downloads/file.php?id=11036 I'm currently working on a new version...
  4. Hmm, Mythic Dawn sounds good, but i haven't met those guys in-game yet so it'll have to wait. A noble with a bodyguard is a good idea. I updated a few plugins, now it's possible to trade loot at your homebase, and have any faction member following you (works like vanilla followers)
  5. Thanks! You can set the Vendor Buy/Sell List to NONE, your merchant will sell anything.
  6. thanks, very nice ideas so far. Where would the Vigilantes of Stendarr start? Maybe in a temple? btw, already updated Thalmor and Bandit, other factions will follow soon. http://skyrim.nexusmods.com/downloads/file.php?id=4483 edit: I think it is possible to have certain quests already started when beginning a new game, just requires a new line in the script. So another question is, what quests would be good starting quests for the different starts?
  7. Hello, I am currently updating my pre-CK mod "Alternate Starting Factions", and i'd like to have some feedback/ideas about what could be added or changed. edit: LINK TO THE MOD /edit The mod skips the whole execution scene and the Helgen Keep dungeon. You will start in an alternate location, with faction-related equipment and spells. The old version required the user to edit their skyrim.ini. In the new upcoming versions, that's no longer necessary, just install the esp of your choice and you're good. An optional file will disable the main quest. edit: as of v1.2, i included some dialogue scripts that make other factions members follow you around. /edit These are my current starting factions and their locations: Thalmor - Northwatch Keep Bandits - Fort Hraggstad Silver Hands - Gallows Rock Necromancer - Fort Snowhawk Witch - Witchmist Grove Forsworn - Druadach Redoubt Cave edit: The following have already been suggested and are in the making: - Hunter (with permanent dog follower if possible) - Vigilant of Stendarr /edit Now i need some input from other players (that's you!) - Tell me what could be done with the starting locations. - Are there any other factions that i should add to this mod? - Also, i need some info on faction relations. For example Thalmor are enemies of Stormcloaks, Silver Hands are enemies of the Companions, Bandits are enemies of Guards. Any ideas about the other factions?
  8. check these out: Less Talkative NPCs http://www.skyrimnexus.com/downloads/file.php?id=1928 I can't live without it anymore Silent Followers http://www.skyrimnexus.com/downloads/file.php?id=5658 haven't tried it yet, but it should do exactly what you want
  9. That mod you mentioned may be one of the more complex ones out there, but from a modder's point of view, it's quite simple. It isn't a real quest, it adds 4 items that you need to craft a 5th item. Still a very good mod, the modder certainly put much time and effort into the creation. I made all my Skyrim plugins with TESsnip (Fallout 3 Edition), nothing else, and i think 99% of the plugins out there are TESsnipped too. It requires a lot of guesswork and patience, but imho it's totally worth it. At least for me, i made all my mods for myself and my own gaming experience in the first place. I really like Vanilla Skyrim, but i love to try things and experiment. TESsnipping is kinda fun once you get used to it and know what you have to do to achieve certain things. I tried SkyEdit, but it doesnt work for many records and subrecords, for example you can't edit NPCs. There's also a Skyrim version of TESsnip called TESvSnip, it is able to read more records and subrecords than the old version, which saves you some guesswork. But i experienced one huge downside: after loading Skyrim.esm into TesVsnip, starting the game takes ages. Loading savegames and fasttraveling takes another two ages. Loading Skyrim.esm into Fallout's TESSnip doesnt slow down the game at all. Maybe the Skyrim version is bugged, or it's just because i got a crappy computer. Some people managed to create new Worldspaces and Cells with the Fallout 3 GECK, they somehow imported Skyrim resources to the GECK, built a dungeon and converted it back to Skyrim. I respect these efforts, however the GECK'ed dungeon mods i've seen so far are just empty tunnels and mazes. It's possible to make "simple" mods like Secret of the Dwemer with just TESsnip (basically copying&pasting existing stuff, then changing them to your liking), but for good looking dungeons and complex quests you'd certainly need the CK. I too am waiting for a tool that can analyze and clean esm/esps. Even the most simple mods may crash someone's game. It's a PITA to hunt down and eradicate bugs with TESSnip. But you can't always blame the mod-creator or the mod-user. The first thing that needs to be analyzed and cleaned is Skyrim.esm itself :P
  10. Hi, maybe it's a bit too late, but here's a simple pre-CK solution for your starting location idea: 1. edit your skyrim.ini, and add the following line to the [General] section: SStartingCell=Riverwood 2. Start Skyrim, it should automatically skip the main menu and begin a new game in Riverwood 3. Save and quit, remove the line from Skyrim.ini 4. Load game, type "showracemenu" in the console and create your character 5. Type "setstage 4e50d 10" in the console, this will start the "talk to Gerdur" part of the quest. I don't know the code for the Alvor part.
  11. thanks for the nice comments and the kudos, have a cookie too!

    cheers!

  12. Good idea. I kinda miss good ol' Mr Sitebot. He could prove really useful for that purpose you suggested. But then again, mod authors can set their files to "hidden" before uploading files and screens. Since someone impatient complained about the lack of screenshots for a mod of mine, i hide all my uploads until everything's ready. It takes only about 2 to 10 minutes depending on the mod content, and it prevents the first comments from being just complaints. Doesn't really hurt to hide the file for that short time. But well it seems like many mod uploaders are not aware of the "hide file" feature...
  13. Hello, i have the same problem with my mod here: http://www.skyrimnexus.com/downloads/file.php?id=1882 The site gave me several warnings and errors while i prepared and uploaded the file. Now the comment topic is inaccessible. I deleted the whole mod entry and tried to re-upload, with the same outcome. I don't wanna create another new entry cos i already got several downloads and endorsments. Can you please fix it? thanks! :)
  14. I had a similar problem with my Playable Greybeard Robe mod. I stripped all the enchantments from the items, the boots and hood were enchantable afterwards but the robe itself was not, but i had changed some other records to make it playable. Take a look at the KSIZ and KWDA records. Matching the KSIZ value to the size of KWDA fixed the issue for me. KWDA contains info about the type of the item, and it looks like KSIZ must match the count of types that KWDA contains. For example if the size of KWDA is 12 (ie. three formIDs), the KSIZ value must be 03 00 00 00, if KWDA size is 16, KSIZ must be 04 00 00 00 and so on. If it doesnt match, it won't work, at least in my experience.
  15. here you go: http://www.skyrimnexus.com/downloads/file.php?id=1047
  16. hey great website you got! i enjoyed your drawings ;)
  17. A large amount of statics will disappear after adding rooms and portals, and restarting the GECK. The solution above will fix it. ;D
  18. hah, very nice! gotta read all your stories now :)
  19. A little bit late, my internet was down for a while. Anyway, thanks for the shout, best wishes to you! =D
  20. I like games that keep me motivated. When i first played Oblivion 4 years ago, i thought, "wow one of the best games ever" (in its genre). Then i soon realised that the main quest wasnt very elaborate. I went thru all Oblivion gates without the order to do so (i didnt know what was still to come), then some NPC came up and said, "go thru all Oblivion gates and close them". I thought, oh no not again, boooring! And i installed some mods, which kept the game interesting for another while. But i never finished the game, unlike Morrowind, which kept me motivated all along the main storyline, without any mods i played thru the whole game at least 3 times. Morrowind is still the best Bethesda game, imho. I can compare my FO3 gaming experience to Oblivion in many ways. I first thought, "wow uber-awesome game", but then soon my feet went back to the ground. The main quest doesnt motivate me in any way. I dont care for "Dad" and his problems. In fact he annoys me. He cannot be killed anyway, so why should i help him? Why should i protect him? Why should i clear out the Memorial for him? pointless. I understand that having main characters essential is a good thing for casual gamers, who dont wanna reload every now and then, but there are gamers like me who want a challenge! The main storyline doesnt seem to be important to the game world at all. Take a look at FO1, where you had 150 days to find the waterchip, if you dont succeed your village is doomed. You can actually loose the game! You cannot loose the game in FO3. It doesnt change anything if you decide to not help your dad. If it wasnt for the dozens of side- and miniquests, i would have un-installed the game after the Waters Of Life quest, i hated all the useless running up and down the stairs. This quest annoyed me so much (and still does, i'll never play the main quest again until some genius is able to re-program the whole quest-line). Dialog choices are a joke. Decisions dont have any impact at all. NPCs dont react any different whether you are Very Evil or Very Good. Go to RC or Megaton with a Very Evil character, they still greet you with "good to see you" instead of shooting you on sight. Having a low INT in previous FO games made you an idiot who cannot say one sentence straight. In FO3 it only affects how many skill points you receive for level-up. The few extra dialog options with a high INT are useless afaik. Radiaton was mentioned in some posts above, it is not threatening the player at all. There's so much radaway all around, i wonder why they need a water purifier. Firefights are never threatening the player, because Stimpaks and Food are cheat items which instantly heal to 100%. (Reminds me a bit of CoD 2 and later). All in all the game is too easy for experienced gamers. The only way to make the game a bit more challenging is set the difficulty to very hard, but the downside is your reach Level 20 even faster. Why?!?! Another game design flaw. I dont really care about graphical or technical issues like animations and all that, but the things i said above ruined some of my gaming experiences. So i am more than happy that Bethesda released the GECK. But on the other hand, Bethesda released 5 DLCs and i dont know how many patches, they did not change any of these issues. Nearly all of the game design flaws i ranted about are adressed by modders who dedicate their free time to the game. To make it clear, i like the game. Take all the flaws i mentioned above, and i still like it, there are still many good things to say about the game (but the thread topic is shortcomings). I just hope Obsidian will learn from the mistakes Bethesda made.
  21. To make a NPC stay where you place him, delete all his AI packages. Then create a new package, set Type to "Guard". Set location to "Near editor location", radius to 0. You can also set the "Remain Near Reference to Guard" flag. That should work, well at least it works for my NPCs in a navmeshed environment. Having no Navmesh at all may prevent NPCs from spawning where they should, so create a complete Navmesh for your base, if you havent already done it.
  22. that is really strange. Is the quit button in the menu not showing anymore, or does it not react when clicking? Do you have any UI mods installed, or maybe mods that include xml files? I dont know a cure, sorry, but you can avoid ctrl-alt-del by opening console and typing qqq. That quits the game to desktop immediatly. Not a solution but less annoying.
  23. Pet Sematary by Stephen King. It was in my bookshelf for quite a long time, but i never read it before. I'm about half thru the book, and i think its one of the better King stories, so far...
  24. I find it quite interesting that on many forums incl this one, the "currently listening to" thread is mostly visited and discussed by metal fans. Are metal fans the only true music lovers out there? Are other people ashamed of their musical preferences and therefor dont post it anywhere? Anyway, i love metal too, here are some the bands im currently listening to: Carnivore Ministry http://www.youtube.com/watch?v=494XLoEKxgI GWAR Operation Mindf*#@ (grind, not the HC band of same name) http://www.youtube.com/watch?v=9PiFBj-ZQOY Recently i discovered this finnish Viking metal band, Turisas - epic sounds i like to hear when drunk ;) But i also love DUB music haha: Dub Trio (a mix of metal and dub) Metastaz Zion Train http://www.youtube.com/watch?v=tjtU4d2EzPs Vibronics http://www.youtube.com/watch?v=gnztIjamZTM For chillout & ambient listening pleasure, i prefer: Mark Morgan (creator of Fallout 1 + 2 soundtracks) Aphex Twin (who actually provided some sounds for the FO1 soundtrack) Loituma and finally, my current ska and punk favorites: Bomb the Music Industry! Harnleita (german punkband with english lyrics) oh and lets not forget Sublime, i cant stop listening to them, best band in the world! http://www.youtube.com/watch?v=jMhcfcnXokg EDIT: i just checked out Wintersun, wow they are awesome. I like epic melodies & guitar solos, and they got loads of it. This song is great: http://www.youtube.com/watch?v=9ziAsMTs9sg&fmt=18
×
×
  • Create New...