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AlexanderJVelicky

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Everything posted by AlexanderJVelicky

  1. Does anyone know how I can get a .FST file to pack properly? It is needed for tree LOD to show up and the archive.exe says it's not a valid filetype.
  2. I'm trying to include a "Meshes\Terrain\[Worldspace]\Trees\[Worldspace].LST" file in my archive.exe file list, but it won't let me add it because it says it is not valid. This file is vital to new worldspace mods and Tree LOD does not appear without it. Why isn't it allowed? Is there a way to add it to my archive with archive.exe or will I have to use a community tool to create all of my archives from now on like I had to with OG Skyrim? Thanks!
  3. Apologies if this belongs in mod requests. It isn't a full mod request, just need assistance! I'm hoping to add a unique weapon to my mod in the near future, and would like a custom mesh for it. Thus, I am looking for a skilled modeler who can make me a bow. Please PM me with some examples of previous weapon work (preferably of bows) and I'll let you know if I think you'll fit my needs. More info on the needed item will follow once I get someone on board. Thanks! - AV
  4. Bump for discussion (hopefully). More than half of the bugs on my mod are "Needs more Info" and the people are nowhere to be found. This is a pretty major issue. The bug system is kind of shooting itself in the foot.
  5. Howdy, Currently when I view bugs on my mod "Needs more info" bugs sort to the very bottom. This means they're at the bottom of the stack, pushed to the back pages, and NOBODY ever provides more info. Would it be possible to re prioritize them so that "needs info" is at least near the top? Below is my suggested list for their ordering, so that the most crucial ones are seen first, and the irrelevant bugs are last: - New - Needs info - Solved - Being looked at - Known - Wont fix - Not a bug - Duplicate I strongly believe reordering these will improve user interaction and make the bug reporting system, which is already super helpful, even better! Best, AV
  6. Can we mark versions so they don't count for bug reports? E.g. My mod has a soundtrack file, so when people download that after the actual mod their bug report version number shows up as "soundtrack" which isn't particularity useful.
  7. This seems to be fairly good so far! :) A few things that'd help: - Adding a direct link to the Bugs tab from the "my files" window. Would save me a click and some load time. - Adding the name of who posted last to the "Last Reply" column in the bugs tab.
  8. In response to post #25058884. #25059634 is also a reply to the same post. Brilliant! :)
  9. Awesome! Excited to see how this works. I have a suggestion: Can you add an additional status: "Won't Fix" I foresee a lot of people reporting bugs that are out of the author's control and something they can't fix. Engine issues, etc. Possible even add "Conflict Issue" as well for if you discover a reported bug is caused by a mod conflict? Keep it up! EDIT: Also if it doesn't also work this way, users should only be able to file a bug if they've downloaded one of the files on the page.
  10. Go to Data/Script/Source/Dawnguard and you'll find the source file for that script, no need to decompile. Along with all other DLC sources. Just copy the sources into the parent Source folder and you can use them in the CK.
  11. Nope, still totally here. The thread on the BethSoft forum is much better to keep track since I always forget to update this one: http://forums.bethsoft.com/topic/1453599-trailerwip-falskaar-thread-5/
  12. Yup, your worldspace is not square and that makes a lot of problems. You'll have to round it off by adding in missing cells, or trimming off the extras with a program like TES5Edit. As for purple terrain, that means missing normal which means you messed something up at some point either putting textures in place, or selecting settings when you generate.
  13. It has nothing to do with what kind of team they are. They may contract third party development for random little things and those things are only contracted to that one game.
  14. You are not allowed to move game assets, like voice files, from one game to another, even if Bethesda owns/makes both. The best you could do is get some good voice actors to record the old lines and try to sound similar, but no mod can simply move the files over.
  15. Reviewing mods counts under the whole 'For review, parody, or educational purposes' of fair use, so yes you can review mods without issue. Of course, it's always nice to let the mod authors know that you're reviewing their mods. And, while whether or not they can actually stop you from doing so is murky, it's nice to not showcase their mod if they ask you not to.
  16. Just make sure to type 'waterfall' BEFORE clicking all or you have to wait while it loads the entire list of every object in the game.
  17. The Amber Mead Inn, a place of drink, dance and fun. Thanks to the bard, Rurik, the only one in all of Falskaar.
  18. Oh hey, I had more or less forgotten about this thread as it rarely got any attention! I'll have to start posting all the daily screenshots here as well!
  19. It's all in the same bucket of "They found something that appears to have worked so they slapped it up for others to use." They ALL have risks, and they will ALL cause problems at some point. None of them are 'safe' and how safe each one is depends on your specific save and how lucky you are. I recommend just being careful not to mess up your save in the first place, since all these programs do is maybe buy you a bit of extra time. As of now we cannot just blatantly repair saves. Someday we might be able to, but we cannot today. And the second mod? That one cleans up Form IDs, and doesn't remove embedded scripts. Is that any safer?
  20. They will cause permanent damage. The question is how severe will it be, and when will it strike? Imagine you have a car, and the engine has broken parts in it. You can't just remove the broken parts. That wont fix the car. Sure, the car wont have any broken parts in it, but it will still be missing parts, and wont work and will have issues. The same can be said for a save. Simply errantly cutting out 'bad' data is in NO way a solution. The save expects that data to be there, so when it's missing it will cause issues. The fact that the first mod you linked says "Completely safe method in development!" is bull. We do not understand the save format. We cannot develop a completely safe way to clean saves, and we may never be able to at all. Back up your saves, because it will cause problems, the question is, is it worth it? You may get 5 hours of smooth gameplay, you may get 10, but you will run into issues at some point. That's the only thing that's 100% guaranteed about those programs.
  21. *Sigh* This again. You cannot clean your save. You can try, but since we don't know enough about the save format right now, everything you do will inevitably cause some kind of issue later on. Keep that in mind, back up your saves before potentially destroying them. As for when action is necessary, a 70 or so hour savegame will be 10-15mb. So if you save shoots up to like 50mb, you have a problem.
  22. If you don't use Steam then you either have a pirated copy of Skyrim, or have illegally cracked the game to run without Steam. Either one of those is not welcome here. :down:
  23. Well, I've proven to be rather terrible with these things so far, but since I barely scraped by March (I could have made March if I had cut some of the special release stuff, and 'rushed' a bit) I'm really hoping that I should make April. I just want to do this right. The main reason it's taking so long is because I'm only one person, I plan to do things then 3 other things sneak up on me and I have to tackle them all, resulting in not as much getting done as quickly as I'd like. Still, it should be soon! The mod is almost into beta which just means bug fixing and final polishing!
  24. You can also click 'details' in the load window of the CK with the mod selected to see all the records it makes, which will tell you what things are named.
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