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Sulo

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Everything posted by Sulo

  1. Well, we're talking about dimensions here, where you can't be just "prepared". If I compare the status quo to the (good) old tessource times - my, have you guys come a long way. It's fantastic! The comparison to Glastonbury is totally fitting and brilliant, I hope everyone noted this. Apart from a few smaller issues I didn't have many problems, so keep up the good work guys. Success has its price, doesn't it? :)
  2. No problems on my end either, just downloaded both files.
  3. Hi, Nexus team! The new reminder function very good but it has a few bugs left yet. I have endorsed all downloaded files and abstained from doing so in a few cases. My download history is completely green/red (with a few exceptions where ratings are disabled). Yet the reminder (in the d/l-popup or the daily reminder pop-up) tells me to take care of 4 files. These 4 files are (coincidentally) the 4 most recent in my tracking centre list, that have an orange version number. I already endorsed them months / years ago. I can't tell if the total number of 4 files is a coincidence or not. I think when the bug occured the first time there were 5 files in the reminder list. If I endorse a file from the d/l-popup or the reminder, it is, of course, being unendorsed (already endorsed at a previous date). So I have to endorse it again. If I do this, the bug is gone until the next endorsement reminder is to come up (depending on my preferences 1d,3d/week). I have set the reminder to daily now and in the last three days it happened every day. Endorsing a file via reminder (thus effectively unendorsing it) doesn't prevent the file from showing up at the next reminder cycle again. It seems to be linked to the tracking centre somehow. Strangely, this only happens in the New Vegas section. At this time, I am active only there because I am playing FNV now and didn't download any files for other games in the last weeks. Already re-logged-in after deleting all old cookies - does nothing. And the other matter: My compelete site activity log (the one in the profile) before the 17.06.2014 has been deleted. Not that it is so important - but I wonder why. Thanks & keep up the good work!
  4. I'm still using FOMM for everything. I'm just totally used to it and do instantly know 'which tool is where'. However, there is a small exception - I am using NMM to manage Skyrim mods. I wanted to get used to the program so I started managing Skyrim with it. But FOMM 14.10.8 is my first choice for everything else. As for your question: when you're used to it, stick to NMM and start the tools individually. But you can also start using FOMM (updated version) because there are many tools included that you're gonna use anyway. With Elminster's "Edit" programs and the GECK/C-Kit I didn't need anything else (I don't do meshes/textures). It's a matter of personal preference - I see that you've already created some mods so you're gonna know what you need.
  5. Hi, where can I change the position of the "xp-reward-meter" that comes onscreen for about 2 seconds after having earned xp? I can't remember that it bothered me in the last playthroughs, or I didn't notice. While having my resistances shown on the right side of the screen, this particular message shows up right inbetween the gauges (HUD extended/oHud/uHud). It's just a cosmetic thing, but hey... :confused: doesn't look too good. Edit 2: After some pathetic attempts I managed to change that, so that the xp-meter is being displayed in the top left corner (1680x1050). Try other values for other resolutions. You have to change the hud_main_menu.xml like that, more or less copy the "x" lines and change x to y and width to height. Here we go:
  6. Good to hear. If the freezing only takes places in the vault it is still an issue, maybe ask around in the author's thread. In a rare case that could be due to faulty hardware - I once had problems with the Underground Hideout and faulty shaders on a graphics card. But that would be too much "assuming" and not enough testing. By looking at your modlist I can't see any "intense" mod that would challenge your hardware, even UCO didn't kill my rig which is like 100 years old or so. The next level would be to fire up the FO3edit, learn the ropes and make a compatibility patch yourself. At least you would be sure what is conflicting with what. Just a hint. Have fun in the capital wasteland and send my greetings to Carol.
  7. http://cdn.memegenerator.net/instances/400x/18530715.jpg Stop complaining. :laugh:
  8. To OP: I am very sorry to say that, but you're quite the shitty host. What do you expect? You perch them into a dusty, old suite guarded by some robots and a living mummy, then you're off for some adventure for weeks and they are supposed to do what? Stand around? At least you could add some books and magazines to the booze and rent some hookers from the Gomorrah, not mentioning food. And leave some cash on the table, in case Boone wants to go gambling. Be a nice boss! They deserve it! :laugh:
  9. Thanks for the lol. This is why nuclear weapons should be banned. Too dangerous for the user... :laugh:
  10. If I have issues, I try to disable mods en bloc or seperately and then retry the step leading to the ctd. If you can run your game and save with the mentioned mod deactivated, you have your culprit. You suppose the vaultmod crashing your game, then deactivate it and reload without. To be 100% safe, save indoors (in the mart or in Megaton) not in the cell you suppose to be the source of your problems. Now go outside and try to save in regions your game previously crashed. Post your findings then. Edit: Not that I ignore the fact that the vaultmod already crashes your game, I also would want to rule out that the surroundings of the Super-Duper Mart are buggy in some way. I.e. modded raiders or critters.
  11. I came upon a broken shield plaque and couldn't find a fix for that. If something like this exists on the net, I simply did not find it, maybe I'm blind? No fix so far? So if there is no golden fix for that, at least I can provide a workaround to reactivate broken racks and plaques. I am using many mods and some mod items simple ruin the racks after a one time put on/off (in my case the dwemer shield of "Skyforged shields"). You can put most items 100 times on/off the rack with no problem. But there are numerous items known to break the racks, mostly from mods. So you'll want to save and check the items first. In my case the said shield was displayed a bit in front of the plaque and after taking it down the activator didn't show up again - still being in a "used" state. Some methods don't work because if I klick on the rack I don't get the trigger ID with the sv command, there are only three variables not getting me anywhere. The only way to get things fixed is to re-enable BOTH the trigger and the activator. The easiest way is to start the creation kit, look up the RefID of both - the plaque and the white invisible activator box. Ingame you have to prid them (i.e. prid 68019cd2) and then disable and enable them. Make sure you have taken the item from the rack first and then best put it far away in a chest. So basically it is: prid 68019cd2 disable enable prid 6819cd3 disable enable After doing this with 12 activators in my custom home and reentering and exiting numerous times I know that it works with custom and vanilla activators, I checked in Breezehome, too. Same error, same workaround. (Yet I don't know what makes certain items break the racks and plaques.) Hint: if the shield plaque or weapon rack has the RefID 00013921 try 00013922 for the activator. In most cases the invisible activator has the trigger's RefID +1 (just like in my example above) - maybe you could skip starting the CK. I know that the shield rack in Whiterun is numbered just like that, and you get the trigger's number by simply clicking on it. Cheers :smile:
  12. Welcome! When you browse through the numerous mods here, you notice a tab "files". Go there. Mostly, the most recent file version is the first in the list. You see the green button (download with manager)? First, the NMM must be active / running, then click on the green button. It downloads the mod automatically. In the NMM you have a tab "mods", there you can see your downloaded mods. When they appear there, you habe to activate them (2nd from top). If you've done it right, the red cross changes to a green checkmark. That's it. CBBE is another mod - a body mod. Look it up via the search function. You have to install that one first - before installing the mod you've selected. Many mods have prerequisites you have to keep in mind while selecting them or installing (as other mods or changes to the game). Most mods have a file "esp" that comes with them, you'll see them in the NMM's tab called "plugins". Make sure the file is activated (has a checkmark). The best adress for quick help is the chat - if you don't want to wait for random posters like me answering your questions. You best check a modding 101 like: http://www.youtube.com/watch?v=2Q9ZnYgupuY There are numerous help pages scattered around the net, you will have to do a bit of reading. But it's definitely worth it! Have fun.
  13. Don't let yourself get discouraged. Basically, you're doing Bethesda's and Valve's s--t. And you're doing it much better, as they don't even provide compliant support or even a half-decent platform for modding. The so-called Steam Workshop is a joke, my 12-year old kids could do better if they'd learn to code now. Given the fact that they have much more funds and a better infrastructure you should be proud of your work. I would be. And even if I don't like all changes, I am willing to wait as long as it takes to fix this site and give it a new polish - because, and that is the main fact, you don't sell out to the evil empire and don't let Bugthesda meddle in this whole thing here. Most people do not understand how many users the Nexus has because basically 85% of Bethesda gamers end up downloading here, instead of over there. Millions of people. Let alone the infrastructure to handle such a mass of clients glitch-less is barely imagineable for people not working in this sector. Maybe they don't want to understand, maybe they can't. Maybe they can't understand that a life-time membership is more than they will get everywhere on this planet. Support has ended for Skyrim, Windows and others. Bethesda lays its hands idle in this matter - "let the dumb users sort the bugs out, they paid, not our problem" ... What some people don't understand either is the complexity of modding and the related petabytes of traffic. So do your work, one thing after the other, be proud, be calm and keep the Nexus as it is. My hat goes off to you.
  14. NMM works as intended (0.46) so far, thanks for the ongoing work and thumbs up. What I really don't like is being notified about other tracked mods, while I am in the Skyrim Nexus for instance. Currently I'm tracking, well, I dunno, like a 350 mods...? Skyrim, Morrowind, New Vegas, Fallout3. I liked it far better like it was - being notified when I get to the game's Nexus. Now I see 10 mods having updates (via the 'notifications' icon) and well, I don't always know for which games these were. I my opinion, centralization is not always the best solution. I do play just one game at a time, sadly :) But I guess I'll have to live with it and as long as you don't centralize the file tracking centre, everything will be good. Cheers!
  15. In response to post #10427853. I'm sure that Dark0ne is going to compensate you with a sandwich or two - you know, the special one ;-) C'mon, if your internet provider has problems for a few days you surely don't call them and demand a compensation, don't you? Or do you blame your town administration because of the traffic jams due to necessary construction works?
  16. In response to post #9760798. #9774859 is also a reply to the same post. No. 1 for sure.
  17. Greetings to you old Morrowind dinosaurs! I'm posting this in parallel to http://forums.bethsoft.com/topic/1472571-battle-music-toggle-freeze/ While playing Morrowind again on Win7-64, I encountered a problem which I didn't have on WinXP/2000. In approx. 50% of all cases, switching from "explore" to "battle" music results in a freeze. This can be while I'm attacked myself or other NPCs start fighting or simply a cliffracer shows up and decides to say hello. My first thought: some kind of codec issue like Fallout 3 and the MAD-Filter thing. I tried to disable numerous codecs via the "installedcodec", "zoomplayer" & "codectweaktool", but it didn't seem to work or this isn't the solution. Reinstalled the music folder again, nothing. Then I deleted and reinstalled my soundcard drivers (Creative X-Fi Fatality), nothing changes. I deleted the whole "battle" folder in "music" with the result, that while fighting, the "explore" music is being played instead and also changes to another track when attacked. But then finally it crashes as well. Maybe not that fast, but it crashes also. Disabling MGE XE does nothing, only disabling the music itself via menu. So the change of music / the music itself has to be the problem. I have MOSG3.0 as well as MGEXE .9.9. System is C2D6850 + 4G DDR3 + SB X-Fi Fatality on Win7 64. Drivers all new. I can't quite get it how this belongs together, but the only solution is turning off the music, which of course is unacceptable. It seems that somehow the "delay" while changing music is too large or somehow it is executed too fast - or I dunno. Switching from hardware to software mode makes it crash slightly less, but it's not the solution. I also noticed in critter-filled locations like the Balmora Underground mod, that the freeze often appears with the 4th switch of music (explore/battle). But I think the music is always different. I tried to leave just 1 file in the folder, no chance. The warnings.txt file is empty. Standard player is WMP. I found some threads on the net and even here with similar problems, but no one seems to have resolved them for good. At least no one posted it, so if someone found something then please share your wisdom! Add1: It's installed on a second hdd, far away from c:\ Freeze is reproducible without mods but with mge xe. Freeze is (sigh) NOT reproducible without mods and without mge xe (disabled via launcher). So, a first hint might point to mge xe. But how is that connected to the music system? As far as I know, it does not change any music or sounds. Add2: Tried to change "full acceleration" of DX - but I can't find any sliders in the menu / properties / dxdiag. When I try to do the following: http://www.ehow.com/...-windows-7.html I simpy don't see any "acceleration" buttons or sliders. Nowhere. I know they are there in XP. After looking it up, I learned that the Hardware acceleration for sound isn't implemented anymore. Instead one can use the Alchemy Wrapper for older games. I installed the latest drivers via Creative's updater, so they should be good. Add3: Tried "disable Soundblaster extension" via menu, didn't work Disabled EAX, didn't work. Enabled Alchemy wrapper for MW - got even worse. Also with disabling DirectSound via Wrapper. Maybe someone here can help? Thanks a lot! EDIT: I found a solution, so I post it here, too: I know, it's not the intended sequence of doing things - but for me it worked 100%. First you have to do the steps mentioned in http://jultech.wordp...l-codec-system/ So, that means installing the zoom player, unregister all codecs you are able to unregister. Reboot. Install the Haali Media Splitter, VS Filter and ffdshow tryouts. Reboot. (I didn't install the optional video codecs though) Then you have to install the DirectShow FilterPack 5.1. I used this: http://www.downloadsource.net/v/6840/ (only the second link works!). BUT! Run the prog first and not the batch as instructed. Start the .exe and go to the second tab (troubleshooting) and restore standard DirectX codecs. Then I'd suggest to reboot and then start the DSFP_inst.bat. After the codecs are installed, I'd suggest rebooting again and there you go. I don't know if you have to do the first step, maybe the DSFP is the only thing to do. Maybe you don't even have to restore the standard codecs, maybe you just have to install the batch file and that's it. I don't know, if you have to reboot all the time. But that is for others to find out, I just can tell you what I did and that it works. I can fight in my standard testing dungeon (Balmora Underground abandoned sewers) with the music style changing every few seconds and no freeze. I hope that this is the only problem I'd had, because I only wanted to play Morrowind for an occasional hour now and then so that it would keep my gaming needs satisfied for a few months, as I don't have the time to play excessively like in my younger years. http://static.zenimax.com/forums.bethsoft.com/public/style_emoticons/default/bonk.gif And I really hope that this might help another player with his favourite old game on a 64 bit system, as I obviously am not the only one with this error... And now if you would excuse me, Neminda has some work for me to do.
  18. For me, this one did it. http://forums.nexusmods.com/index.php?/topic/99804-radio-stutter/?p=1110374 Win7 64bit + SB X-Fi. Kudos already out to the guys -> thanks! :)
  19. My admirations go out to you and your special way of running things here. I don't think I have seen a more likeable CEO in years :-)
  20. I created several different npc as companions and now I realised that the "even toned" voice type is buggy. When greeting me, the npc uses sentences from the "throw voice" thuum (i.e. "hey, skeever butt"). This occurs only with own created npc, regardless of gender and not original npc using that voice type (i.e. Ria from the companions, Lydia and others). An even stranger thing is also that the npc "Amanda" from the Girls of Skyrim mod Girls of Skyrim uses the same voice type and does not have this bug, regardless of load order. So I supposed that this might have something to do with my esp. I crosschecked that by disabling all mods and starting a vanilla game with my mod only - the glitch persists. Then I created a completely new npc in a new esp (without my mod, other mods and addons) and the glitch is gone, the npc talks normally to me. So - it is not my savegame, it is not an other mod, it is my own esp, which brings an addon to Breezehome and three new npc, each with own schedules in Whiterun and so forth. Only my own npc are affected. The question is: How can my esp have inherent bugs or change the setting of a voice type? I did not touch the voice settings themselves anyway - crosschecking that with TES5Edit showed that no voice type or text or dialogue has been changed by my esp. EDIT: Found the error while looking at the dialogues - it was between my ears. I mistakenly assigned the "player faction" to the first npc and then copied that over to the others. And for the player faction's standard voice type (even toned) there are some shouts in the greeting ("hello") dialogue. Why, I don't know - but I suppose the "player faction" is PLAYER ONLY. Now I have to create a new faction and change several lines and dependencies.
  21. As linked above, the limiter unfortunately does not work with me. I had the same settings like you. The problems occured also on a vanilla installation. Thx, anyway :)
  22. Hi! I have to play Skyrim with disabled vsync, otherwise the game is unplayable for me. If I enable vsync, the game crahes every few minutes or even more often. If I disable it, I can literally play for hours, but the Havok engine is going bonkers. The game becomes unplayable in indoor areas, so I have to exit the game and switch the vsync mode. Annoying... Here my quick specs: WinXP, C2D6850,4GB 1333, GTX260, Driver 306.81 WHQL, - game running between 50-70 fps smooth. SKSE,USKP, 50+ mods + batched patch, no ENB or similar enhancers If my system would be the problem, then why can I play with disabled vsync for so long? Today I got home from work and until football started I played 3 hours straight or so, without even exiting the game one time. So my constellation (rig, game, mods) seems to be okay, otherwise it would CTD anyway... Additionally: it does not matter, if iPresentInterval is set to 0 or 1 - only the driver setting counts. The Nvidia Inspector's FPS limit does not work, for some unknown reason: FPS limiter problems Anyone encountered a similar problem, anyone knows a workaround? The fps limiter from GriefReaper here from the Nexus does also not work, D3DOverrider doesn't work also. 6 Months ago the game ran very well with even more mods on the same system and now I got crashes all the time. While looking for the error I found out, that the ONLY solution to all my problems is just and simply to turn the vsync off. Can't be that easy. As I wrote, I can play for hours without even one crash, but the havok engine going crazy is annoying me too much. Thank you for any suggestion.
  23. Hi! I have to play Skyrim with disabled vsync, otherwise the game is unplayable for me. If I enable vsync, the game crahes every few minutes or even more often. If I disable it, I can literally play for hours, but the Havok engine is going bonkers. The game becomes unplayable in indoor areas, so I have to exit the game and switch the vsync mode. Annoying... If I use the Nvidia Inspector, I can change everything there, the exe is being recognized as itself and I can turn the syncing on and off with no problems. Unfortunately this does not apply for the use of the built-in fps limiter. No matter what I do, I won't work. Either with the "common: frame rate limiter" function, or with "other: maximum allowed frames" or both - won't work. I did read the FAQ very carefully. Maybe my VGA is too old (GTX260) - but that should be a software issue anyway? Well, ideas anyone? Specs: WinXP, C2D6850,4GB 1333, GTX260, Driver 306.81 WHQL, Inspector. 1.9.6.8. - game running between 50-70 fps smooth. SKSE,USKP, 50+ mods. Thank you!
  24. I wish my wife would default to her underwear on my return home... :dry: I'm sorry, bkohler1 - I simply couldn't resist. BTT: You could try to push UFO at the end (or beginning) of your modlist and then see. I suppose there are mods conflicting because I had a similar problem months ago.
  25. Well, as a Fallout purist I would vote for the southwest, maybe a visit to the Boneyard / Glow / Metropolis again and of course San Francisco. I love this setting and despite many people bashing F:NV I liked it very much because it had this "Fallout" feeling while Fallout 3 reminded me of a FP shooter with almost no choices for the main story. But I fear that Bethesda will continue jumping on the console train and produce another clicky-pointy-autopilot shooter. Therefore - guessing that it will come down to close quarters combat - I would like to have the Boston / MIT setting and a continuation of the Zimmer / Harkness issue. This would even have some taste of BLADE RUNNER! You could choose to hunt down the "replicants" - or help them flee... :thumbsup:
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