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WorldShaperDragon

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Everything posted by WorldShaperDragon

  1. Hey drake! Thanks, its at least good to see its noticed - I recently ran into this issue too.
  2. Thanks, I guess I'm not the only one encountering this issue then!
  3. I changed my profile picture on the forums, but I cleared my cache and while it shows up correctly on the forums... its not showing up on the actual nexus sites, that's still got my old avatar. This persists after I used ctrl+r to force a reload from the server, overwriting whatever was in my cache. I recall way back when I last changed my avatar a couple years or so back, I had to go around and change the picture in two separate locations, but there only seems to be one location to change it now. Link to my nexus profile: http://www.nexusmods.com/skyrim/users/1118940/
  4. "stuff ...free speech/1st amendment... stuff" On top of being a private forum, nexus is not even hosted in the US. :facepalm: Now I forgot what I was actually going to say with regards to the topic...
  5. Step 1: open the two nif files Step 2: choose the one you want to paste stuff into, set that one aside Step 3: choose the objects that you want to copy into that one from the other files: for each, perform the following steps Step 3a: click on the object, do ctrl+c Step 3b: click on the properties list in the file to paste into, and do ctrl+v Step 4: save the final file once they are all in
  6. Not sure how many of these have actually been released, but so far I have seen images floating around on the web of: Werecroc Wereshark Werebear (Bethesda GameJam video) Weresabercat And one other I can't remember off hand...
  7. I believe that is that function of the navmeshes, which were finally fixed in a recent patch; I'm not actually all that certain since I haven't messed with cell creation before, but that was my understanding of it.
  8. I'm not sure, but it may be that it can't be fixed? Or maybe somehow these were presumably the correct ones all along and everything that came before was a glitch? We haven't heard any updates on it since the second stat recalc (the one that boosted them part of the way back up) at which point they said they were still working on it, but that was several days ago. (this is all just speculation btw)
  9. Pretty much all there in the topic description. Haven't had time to mess around with testing vampire versions of the original races, but I know for a fact that they were working in my custom race mod before, and specifically since installing the beta patch they haven't, so I'm looking for confirmation regarding that. Also it seems that the beta patch introduced some kinect stuff into the main esm that causes an error message to be thrown in the CK?
  10. Actually the download counter system just seems to be glitchy. I think this is the 3rd or 4th incident of the system getting messed up in the last 2 months. (Though it only ever seems to happen to skyrim nexus >.>)
  11. yeah, I ended up with about 2/3rds of what I had initially this morning. ... and 1/3rd of what I had on my other mod which didn't seem to get reset during the events >.>
  12. Wait... ... what? You do realize that beast-race mods are rare as-is, let alone ones that are more than just an esp edit? I mean, mine is the only released one that I know of so far that has custom meshes, and even accounting for ones with just custom textures, they are still rather rare. The female-only clothing & armor mods are by far much more common. Nice to see my mod is getting attention though :tongue: For those looking for races actually specified as IN the lore, I will be doing some of that too down the line. Still, the races I make aren't "zomg spacefleas out of nowhere!" - I had originally intended for them to be NPC races as part of a stupidly ambitious pipedream project. I wasn't even trying to shoehorn them into the lore or anything, I created them as I developed the plot and backstory for the mod. (They would have been sort of like some of the stuff from The Spires/Archeology guild quest mod from oblivion; its not canon, but it sure has a buttload of thought-out backstory behind it). I have yet to actually getting around to adding the stuff to the mod desc though >.< - been busy.
  13. The report button only results in the user getting banned by the mods, not the removal of the comment. Though maybe you could ask them to remove the post? Does that work?
  14. In response to the ears thing which I had previously responded to before in the comments thread: "perhaps slightly (though mostly because of oddities in the morph that have existed since 0.0.0.5 when the head mesh was finalized. I just never felt un-lazy enough to get around to fixing them). The vaalsark themselves were created from a cave-dwelling predator, and thus hearing was important. Hence the large ears. "
  15. :D Cool! I had a side project similar to that going on, but I got fed up with dealing with clipping issues and the fiddliness of the vert weights, so I just went to working on my race mod instead (though I intend to do more in the future) I wish you luck XD Pity that making new beastraces on par or superior to vanilla stuff takes so much more effort than churning out 'elf of the week' :P - not to say that the latter is easy (easier, yes, easy, no) by any means... merely to remark that the former simply has a much greater workload associated with it, since a lot of things need to be done from scratch, or at least get major modifications from stock material. I plan on using the assets I've created for my vaalsark mod to make a few more beastraces (lilmothiit (fox), if it isn't done by then, and some as indigenous to vaalsark-created planes (a wolf one for sure, and some others, probably by popular request or something)) I'd also be cool to have a nicely animated digitigrade bodymod (complete with armor replacers), and I might consider doing that far down the line.
  16. Its not just chrome; in fact, its not even chrome (I'm using firefox btw). The server has been generating these errors while I use the forum (ie, viewing profiles, doing searches, etc), but it doesn't actually seem to impact anything beyond creating a wall of unslightly errors forcing me to scroll down. I haven't seen any of the errors on skyrimnexus today, but the forum (the only other place I've been today, aside from peeking at a couple mods in tesnexus) has been generating lots of these errors.
  17. How do I know? 13 pages, with ~20 members each. I'm not on there, nor are a bunch of other names I tried to look for. It only seems to list members till ~2006/2007, and even then, its still missing many
  18. I'm not sure, but it seems you are saying someone created a mod specifically to screw up people's games? Try disabling it/going to a save prior to enabling it if disabling directly causes crashes. Then use the 'report' button to notify the nexus staff of the belligerent mod and they will take care of things from there. edit- yeah, those curious might want to see this thread: http://forums.nexusmods.com/index.php?/topic/637877-hooligantuan-should-take-his-own-advice/page__p__5025466__hl__hooligantuan__fromsearch__1#entry5025466 Disable the brutal armor mod, it should work then.
  19. What is the functional difference in the code using registerforsingleupdate?
  20. Hmm, still doesn't work. :/ It seems that the item isn't getting added to the leveled list (regardless if I have a leveled list or not that the property points to) Nevermind. The CK glitched up and was reporting a filled property when it really wasn't. Reloading the datafiles & refilling it corrected the issue, and the script now works. Thanks!
  21. Ok... I'm utterly new to papyrus and pretty know all I know via google searches & poking through the creation kit wiki. So I managed to get it sort of implemented, but the problem is that I can either set it as a constant, which results in it not getting changed in the save (just as I want) but ALSO not getting changed in the instance (which I don't want!). This results in it always running on every update Conversely: If I don't set it as a constant, it gets set in the instance (which I want) but ALSO it gets set in the save (which I don't want either!). This results in it running only once. So how do I 'not store it' like you said?
  22. I noticed that saving the game while a vampire, then exiting skyrim, then restarting skyrim and loading the game causes the head to disappear unless the player is changed into a vampire again (ie, using setrace, or loading a pre-vampire save and using that). It seems to be related to the 'dirty face glitch' which exists in vanilla skyrim due it that glitch functioning along the exact same lines, except here its the whole head, and I have heard other people have had the same problem (due to the existence of a couple guides floating around on how to resolve the glitch manually as a player. So I'm pretty sure it can't be directly resolved by us as modders, but I'm asking anyways, because my attempts to make an automatically firing script that resolves this issue have met with no success (it either requires player interaction, fires automatically using onupdate, which creates a stupid-looking flicker in 3rd person mode whenever it activates, and can't be run frequently, or only fires once when the mod is first loaded) - if you have a solution to the script approach, I have another thread on that here: http://forums.nexusmods.com/index.php?/topic/636611-run-script-every-time-savegame-is-loaded/
  23. http://forums.nexusmods.com/index.php?/topic/558795-script-tutorial-script-initialization-on-game-load/ In here it said that leaving the 'complete quest' option unchecked allowed it to run after every load, but I couldn't replicate said behavior. Am I missing or misinterpreting something?
  24. Well, always-active is one thing, I just want it to run a single time when the save is loaded. The Quest scripts only inits once. Do perk scripts re-init after every save? edit- maybe some way of storing a variable that causes it to not get saved?
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