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GOOGLEPOX

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  1. Does anyone know what ever became of this mod? Oblivion Hammerfell Mod "From Anvil to Hammerfell". - YouTube (archive.org) The youtube channel and website are now offline and the author seems to be MIA. The architecture assets from this mod look absolutely stellar, if only they were released. Cheers!
  2. I opened the save in ReSaver, clicked the + next to Strings, then clicked the + next to 0 and looked at a bunch of different strings. For example " factions." says something has gone wrong, as well as "**************". It's only on a few strings, so you might have to do some looking.
  3. Also, picking through the strings in my save file with the bug I found that some strings say in the right hand info pane: "The string could not be found in the savefile. This may mean that something has gone VERY WRONG." Has anyone seen this before? Is it relevant?
  4. If I remember correctly, I got a bug similar to this one on Oldrim. Once. It was fairly recently but I can't remember exactly what happened. I do recall the fake save corruption though, since I was confused for a second if I was actually playing SSE. Perhaps the bug exists in Oldrim, but simply would crash long before the bug was reached? Also, I recently switched back to SSE, and after building a new modlist, I am running into the bug as soon as I start a new game. The initial autosave clocks in at just under 50,000 strings. Strange.
  5. So... there's been an interesting development. I use Mod Organizer 2, and noticed the "Hide inactive files" feature does not work in the current version. I know that the creation engine and its predecessors cannot handle more than 400 combined .esp/.esm/.bsa files in the data folder without acting strangely (even if they're inactive). I figured since starting a new game would produce the bug immediately, it was the perfect opportunity to test. I launched Wrye Bash through MO2, auto-ghosted the .esps, and started the game with the same .esps activated as before. No bug. No "corrupted" saves. No issues at all. Can anyone else confirm if using Wrye Bash's auto-ghost feature to hide inactive mods helps the issue?
  6. I've been having this bug for a while now and recently started a new game with LAL to test. The bug manifested in less than a minute while still in the starting prison cell. I've never had it appear that fast before. Strange. I even removed all of my form 43 mods and started a new game and still, less than a minute it manifested. This has become game breaking for me.
  7. Am I missing something with papyrus? I'm trying to add a magic effect to the player in the quest stage, but I'm getting a weird error. I set a property for the spell in the script fragment for the quest stage, and put MySpell.cast(Game.GetPlayer()), but it says cast is not a function? Thanks for the help!
  8. Hey all, I'm starting work on a mod that generates radiant quests for the player. I looked at the tutorial on the Creation Kit website and I think I grasp the basics, however I want a system similar to the Companions, and I'm not sure how to accomplish it. I have several radiant quests, but I don't understand how to give a randomly selected one, e.g. the player has a chance of either killing an animal or gathering pelts. I've looked at the Companions system in the Creation Kit but I don't know how the quests, scripts, and story nodes piece together. For example, in my mod I have a quest for collecting taxes and a quest for delivering a package. How can I decide which quest to give the player at any given time, depending on the circumstances? tl;dr How do I go about randomly selecting a radiant quest through a single dialogue option? Thanks!
  9. I'm having the exact same problem! Any other suggestiolns? I already have Sheson's memory patch installed
  10. Hmm... The reason I asked is because textures are fairly easy, and I could do those...But im afraid I have my hands busy with other mods so I am unable to work on the overhaul end. But let me know if yo need something retextured.
  11. By turning it evil, are you talking about just giving it new textures, i.e. making it dark and evil looking? Or a complete object overhaul as well, only retaining the original shape and layout?
  12. Yes I do have the most recent version, and that would be wonderful! Any and all help is appreciated, no matter how small it may seem. :D
  13. That is great! Texturing is very much needed. I'll PM you more details.
  14. Well well. With a sudden epiphany, reasons unknown, I have regained the urge to get as much work done on this mod as soon as possible. There is no major obstacles in the way from getting some major work done, besides lack of team members. That is, I'm using the wonderful heightmap for Summerset, made by onra, and I have all the tools necessary to start once more. All help is appreciated, thank you.
  15. Ahh... I finally got around to checking this forum after months. haha. That map looks great!
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