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Everything posted by iceburg
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SSE Creation kit: render window completely black
iceburg replied to thumbincubation's topic in Skyrim's Creation Kit and Modders
I had this exact issue and tried everything. I finally found this post and reverting from the beta fixed the issue for me too. Thanks! -
Great post as always, Dark0ne!
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Creation kit, question multiple options problem
iceburg replied to LoopyNoopy's topic in Skyrim's Skyrim LE
For future googlers like me, Creation Kit Wiki had the answer: "To set stage to a value lower than current stage you should use reset() function before setstage()." -
This worked for me too! Small note: Make sure it's under Data/Interface/ NOT Data/Interfaces/ Thanks!
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Thanks Baibaihe!
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Valve/Bethesda announce paid modding for Skyrim, more games to follow
iceburg replied to Dark0ne's topic in Site Updates
In response to post #24565684. #24565749, #24565819, #24565874, #24565944, #24566139, #24566154, #24566189, #24566214, #24566264, #24566339, #24566349, #24566439, #24566459, #24566504, #24566524, #24566569, #24566579, #24566644, #24566769, #24566779, #24566819, #24566909, #24566934, #24567024, #24567079, #24567154, #24567239, #24567264, #24567269 are all replies on the same post. You're mod is a delight and a necessity. It scares me that someone may realize the profit in stealing other peoples mods and placing them up for sale on steam. Now we mod authors need to monitor our mods on the nexus, and on steam, or someone could profit from our work! Seems like a nightmare situation to me. -
Day 1 patches, fixes, cure for the slowness and NMM temporarily down
iceburg replied to Dark0ne's topic in Site Updates
In response to post #10422833. Amen to that! ^ -
Shadowrun Returns and Chivalry Medieval Warfare now supported on the N
iceburg replied to Dark0ne's topic in Site Updates
Glad to see the Nexus is getting back to good old normal. Having had some experience making mods for non-nexus games, I've learned just how good we've got it here at the nexus, and I can't wait for the Nexus to expand so that we can add mods for any game. (I want to host my Minecraft and FTL mods here). The Nexus is just simply superior to any other mod hosting site I've seen. I'm glad to hear things are coming along and hope that the rest of this year is good enough to balance out all of the pain the server move caused you guys. Ice -
Yay! I'm REALLY looking forward to the centralized Nexus that can support mods for any game. I've dabbled in modding Minecraft and FTL, and I'd really like to host those mods on the nexus. :D
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Hey, this is Iceburg, who made A Friend of Time. I've created a grayfox cowl standalone. it sets you on a short, clever quest to prove you’re worthy of the great cowl. Complete it to earn a completely functional, better than the original cowl of the Gray Fox. http://skyrim.nexusmods.com/mods/38458//?'>Check it out here. http://skyrim.nexusmods.com/mods/38458//?
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Don't know if this will help at all, but from what I can tell the problem is that aliases are failing to be filled, which makes the quest fail to properly start. To test this, make your aliases optional and make the quest start on start up. It should start with the proper log entries. Then turn alias to non-optional and see when the quest fails to start- that will tell you what aliases need to be fixed. :D
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New file adding "wizard", tagging and more prominent content blocking
iceburg replied to Dark0ne's topic in Site Updates
As a wrestler who has showered a hundred times with other men, I have no problem with my own sexuality. However, I do have a problem with porn of either sex, as it only serves to weaken men and objectify women. To think it is so rooted in our entertainment, and so defended and excused saddens me. I am grateful for the tagging system that allows me to hide such mods so that I don’t have to waste my time sorting through them for the mods I am interested in. -
As always, you guys rock. It's very exciting to see all these new features coming in while knowing that stability is being maintained. This is one quality site, sirs, one quality site.
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This sounds awesome, but then again, Nexus news always sounds awesome. I think I've legitametly become a Nexus fanboy. When I try other database/mod/game sites I find them terribly irritating and slow, not to mention cluttered; I've been spoiled by the Nexus. Keep up the wonderful work!
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If this is done well.... How many times have I said that about the Nexus, and seen it executed wonderfully. I've seen other sites run by much larger corporations and cluttered with ads that run 1/3 as well as this site, with less functionality. Yeah, the Nexus has bugs, but man, the experience here is so much less cluttered, more functional, less bugged, less money hungry, and more service focused than any other mod site I know. I'll happily move mods I have for non-Nexus games onto the Nexus once we have a general mod forum!
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Sjogga, you're a genius! I have no idea why that worked and how it didn't happen before, but I loaded my script, made an error, and got no report. But once I SAVED and then hit compile, it reported the error! Awesome, you've freed me to write in a windowed, highlighted, beautiful program instead of needing the whole CK up covering my screen. My sincere thanks! Ice
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I'm having a similiar problem. While my Notepad ++ files are being compiled and work in game, even when I introduce intentional errors, my notepad ++ does not report any error and just compiles the script like normal...
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I've set up compiling for Notepad ++ as well and it compiles my script fine / works in game. However, there seems to be no error reporting, the script compiles no matter what, even when I've intentianally written in errors. Is there anything I can do to add error reporting? I don't feel safe without that safety net. Thanks! Ice
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Help! How to import kx animation into 3ds max?
iceburg replied to Sevcheg's topic in Skyrim's Skyrim LE
I'm having the same issue as antirobot and go into detail in this thread: http://forums.nexusmods.com/index.php?/topic/954191-importing-exporting-custom-animation-files/?p=7696139 Any help would be greatly appreciated! -
Importing -Exporting Custom Animation Files
iceburg replied to iceburg's topic in Skyrim's Skyrim LE
ebony_ivory: Thanks for responding! Let me see if I can give some more / better info. If anything is unclear I'd be happy to further explain. :) Yeah, I typod. I've been using hkxcmd to turn the .hkx files into .kf files, then importing them into blender 2.49 using Nif Scripts 2.5.8 pyFFI 2.1.9. For Autodesk, I'm importing the kf files, though I don't remember what I downloaded to make that work. Anyhow, both programs successfully import the skeleton and animation so that the animation plays well in Blender / 3ds max. (In the past I've successfully followed this armor tutorial). After importing and re-exporting, Blender's KF works fine on a skeleton in Nifskope, while Autodesk's KF doesn't move the skeleton in Nifskope at all. When I try to re-import Autodesk's exported KF, it tells me it's an improper file format. When I convert the animations back to hkx files and properly name / place them and run the game, blender's export the character just is frozen at the default t-pose (I removed all other anims to be sure if the one was working or not) and the autodesk anim runs/most bones play correctly, but hands, feet, and the right arm don't work, or the head is inside the body. This is strange as it should either work or not work, yet the autodesk export works on some bones while not others, even though it plays perfectly inside autodesk. Also, to get the blender kf to work on the skeleton in nifskope, I edit the NIHeader to have a user version of 12 and a user version 2 of 83, as well change the NIConas trollerSequence Target Name to NPC Root [Root]. In the meantime, I'll look around at the NITransformData and experiment with Anton0028's tool. Thanks, Ice -
I'm working on importing custom animations. I've used hkxcmd to turn a .hkx file into a .kf and back again without trouble. However, importing and then immediately exporting (without making any changes) the .kf files into blender result in the animation not working in game (after I've re converted it to .hkx). The actor doesn't play the animation at all. Importing and exporting in 3ds max, the majority of the animation works in game, although rogue bones don't (the right arm was stiff in one, and the head was inside the body in another). I've been following the Working with Animations tutorial. Can anyone give me some good import-export animation tips / explain why I'm getting these finicky results? Thanks! ps. I'm a blender native and am not great with 3ds max, but if you can give me steps with 3ds max, I'm sure to figure it out. Thanks again!
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Site design update, file backgrounds and hot file cropping
iceburg replied to Dark0ne's topic in Site Updates
Thanks for the info... I'm loving the new changes! -
Blog piece: Ads, Supporters, Endorsements and Bandwidth Throttling
iceburg replied to Dark0ne's topic in Site Updates
I usually read these funding/money/advert articles in disgust. Dark0ne, I don't know how you do it. But you run this site in such a way, and blog in such an honest manor, that even those nasty topics don't seem to turn people off. Every time I read your blog I find myself agree with you. I am a die hard adblocker, but I turned my adblock off for this site (and this site only) after reading the google malware article). I'm looking forward to pitching in the $2 to go back to adfree. I think that's totally fair. Thank you for maintaining such a hassle free, honest site. Ice