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Everything posted by Skevitj
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The two most likely reasons are that it has illegally included content (aka The author ripped some content from another game, or included files sourced from a mod they haven't got permission to include), or the Author has been banned from one reason or another. Which mods are you talking about? If it's name is along the lines of "*** Game Weapons/Armor pack" (*** = Halo, Mass Effect, Crysis, etc) or something of the sort, the reason it's been hidden should be pretty obvious.
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The second reference has a rather comprehensive list of steps to take (2nd and 4th answers). I'm certainly no expert in the area, so if that fails I'm stumped. It certainly isn't a problem with the drivers themselves, the card manufacturer or Skyrim since it's definitely working properly over here, with everything pretty much straight out of the box.
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from here another which looks relevant here Kinda suggests there might be traces of older drivers present, or the card isn't seated properly.
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I've got an EVGA 560 and I've never had any problems with it. I did have a few BSOD problems which sound exactly like yours with an older 470. It was due to a defective card though, dunno what is was about Skyrim which was tripping it. Only thing I can really suggest is to grab one of the benchmarking/stress test applications like 3DMark and run it through to make sure everything checks out. EDIT: As a long shot: Your PSU capable of handling a 570? Any graphics intensive game will destroy a computer with one of those if your PSU isn't up to the task.
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A Legal Question To My Fellow Modders
Skevitj replied to RichardUther's topic in Neverwinter Nights's NWN2 Discussion
If it's the same design theme it's fine, if it's a very similar mesh I can see there potentially being problems. At any rate, the moderators are probably the best people to go to for help here. Rig up an example model as you want to use it, then using the private message system (don't publicly release it, just in case) ask a moderator to take a look at it. Since they're the ones who decide if the content is "safe" they're in the best position to judge fair use and the like. (Obviously this only applies if you're going to release it here. It would likely vary between other sites) -
A Legal Question To My Fellow Modders
Skevitj replied to RichardUther's topic in Neverwinter Nights's NWN2 Discussion
As far as I've heard and seen enforced, Bethesda doesn't allow any of their assets to be used in other games, even other Bethesda ones. So no, you definitely can't use them as is (if the project is to even be released publicly), and if you were to use modified versions, they'd have to be different enough such that the source item isn't immediately obvious (that being the definition I've seen most often used in relation to asset reuse). You can only directly re-purpose assets if there is explicit permission (aka STALKER) from their owner, which there isn't in this case (in fact the opposite case is true). -
As far as I'm aware there isn't a method of changing an object's texture implemented yet. The simplest method would just be to have an OnEquip block on each of the pick types add an ability to the PC (and remove abilities from alternate picks) and have the abilities govern the value changes. Most of the work seems to be in getting the objects set up and locating the values which you want changed. Assuming the functions exist to change the values, the actual scripting should be relatively easy. As for displaying an equipped marker next to the different picks in the inventory. I'm not sure how that would be achieved. You'd have to look at torches to see if there's an "equippable" flag or something of the sort available. It could just be an internal engine thingy.
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If you want to just post what you're after here, I can have a go at it. I'm notoriously bad at Object languages, but at least most of the low level stuff is done for you.
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Not getting armor in game with Dynasty White armor
Skevitj replied to GrimStead's topic in Skyrim's Skyrim LE
It says on the mod page that they appear at the forge under the dragon tab as well, so cheat to get the dragon smithing perk if you don't already have it and look at the forge's list. If it doesn't show up there, you haven't installed it correctly, most probably haven't activated the esp. -
Have a look at torches. Might be something there you can re-purpose.
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If it won't boot, it's not Skyrim or SKSE's fault. I'd suggest pulling out your MOBO's manual and checking against the bios beeps while attempting to boot. If it doesn't even get to that stage, you'd better hope the parts are still under warranty (or system warranty, etc.).
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Not getting armor in game with Dynasty White armor
Skevitj replied to GrimStead's topic in Skyrim's Skyrim LE
I'm not sure what they're called in-game, but try typing "help Dynasty 4" into the console and see what it throws back. If you're lucky, the items will have Dynasty in their names and so that should give you their IDs to use in the additem command. -
Why isn't this simple part of my script working?
Skevitj replied to redeyesandlonghair's topic in Fallout 3's Discussion
off the top of my head guess: It wants an int instead of a float? -
Some may be randomly generated, but I doubt they are. I can run through Bleak Falls with my eyes shut... same number of turns on the same slot every time. It's the same with the column puzzles and I'm constantly seeing familiar puzzles on new playthroughs.
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They wear their default gear when at "home", and acquiring the other follower meant the first was fired, hence they returned home... So basically: as intended. If you hire her again, and check her inventory, the gear will still be there.
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A potentially more important question is: Is there any reward dungeon/location/etc. in which you need all of the keys to make it through It would be a shame if I stole the golden claw back from them for nothing. I know of one dungeon which requires multiple keys, but it's involved in a quest in which you end up locating all the required keys anyway.
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Do you think horses are compleetly useless in skyrim?
Skevitj replied to sixcross's topic in Skyrim's Skyrim LE
Given that they handle terrain just as well, if not better than the PC, and it's much faster to get to an undiscovered location by fast traveling nearby and making use of your horse from there, I certainly don't have a problem with them. The only reason I make sparse use of them is that AFAIK it's impossible to get followers their own horse, so as soon as you take off, they get left in the dust. There will be mods at some stage which fix this though, as well as adding storage. IMO they need a bit of variety in there, ie, Poor combat and storage, but fast vs slowest, excellent combat and very high payload. -
Is someone lacking in self control enough to troll a MLP mod likely to make use of the ability to filter them out? From the opposite side: I'm more than happy for mod types to get their own categories to help interested people find them. It's just a question of when does a particular category become popular enough that it deserves it's own tag?
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Drastic changes from oblivion... for the good?
Skevitj replied to oldspice2625's topic in Skyrim's Skyrim LE
It depends entirely on how you use it. Relying solely on destruction is like running at someone with a single dagger, not sneaking. I do miss the weakness spells, but it's certainly not the death of the class, you just have to rely on multiple schools simultaneously far more than in Oblivion. As for higher levels... being able to cast from both destruction and restoration completely free of charge (take your pick of any two, eg, restoration/conjuration and two frost storm staves), having two storm thralls backing you up, and using heavy armor... you're practically invincible. Sure you don't have the single massive sneak hit, but your defense is superior to any warrior typed character and spells like lightning storm are more than sufficient for taking out any single large enemy given the range you can use them at, multiple targets was never a problem. -
I'll second that... as soon as you find out the *spoiler* are wolves...there's only one thing left to do, and it involves taking a leaf out of Clavicus's book and give them the appropriate end of an axe. Only problem is that when you try it at the moment, not only are they invincible, if you're at the appropriate part of the quest chain, they just ignore you attacking them completely. Unless I'm missing something and there is a quest option to completely destroy them.
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For innately "evil" characters like bandits, it's more just them trying to get you to ignore them for a minute. But most of the time, fights with named characters and the like, it's their equivalent of the block-activate yield the PC could do in Oblivion, just a much more realistic and better developed system. It's certainly not a half worked feature: If they indicate they want the fight to stop, you have to reciprocate (ie, Sheathing your weapon), it works in reverse too (not all, but mostly), if they're winning, give up and they'll usually stop. However, characters who are immediately hostile, like bandits, foresworn etc, will resume attacking you no matter what.
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I'm pretty sure the soul gem codes are the wrong way around, I just used the Grand one then and 2E4FC is giving me an empty and 2E4FF a full, but the lists seem to say it's the other way around. EDIT: Probably just grand, Black seems to be the right way around.
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Yeah, as clunky as it was, the ability to sort items by category and/or attribute present in Oblivion would be really welcome in Skyrim, unless I'm missing something. It'll be much better when the construction set comes out and we can start building category sorters to take care of it. As far as I'm aware, all of the containers should be, I've left items in both chests and a few other containers in the Whiterun house, and not been near Whiterun for >9 ingame days and the items are still there when I get back.
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For reference we've already got the soul gem codes, so here are the ingot codes: I can get most ores too if people want, but you don't get smithing xp for smelting, and there's plenty enough for the few quests which require them Corundum Ingot 5AD93 Dwarven Ingot DB8A2 Ebony Ingot 5AD9D Gold Ingot 5AD9E Iron Ingot 5ACE4 Orichalcum Ingot 5AD99 Quicksilver Ingot 5ADA0 Refined Moonstone 5AD9F Silver Ingot 5ACE3 Steel Ingot 5ACE5 Refined Malachite 5ADA1 Dragon Bone 3ADA4 Dragon Scale 3ADA3 Leather DB5D2 Hopefully those are all copied down correctly. EDIT: Added Dragon Bone/Scale and leather, not ingots obviously, but that's now the vast majority of smithing materials.
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Until a script extender comes out, if you need the base object for an item, empty a container/npc, place the item into the container, select the container and use ShowInventory