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PaladinRider

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Everything posted by PaladinRider

  1. But did he upload an update with the sole intention of mucking with everyone's game?
  2. Does this actually happen? I remember someone else mentioning this and it seems very extreme to me.. If the modder is prone to do something like that, than it's probably not something I would download. Someone else mentioned a few days ago basically what if the modder gets angry and intentionally breaks someone's game knowing that it'll auto-update. It's a pretty far fetched what-if and I honestly cannot see that happening. :psyduck: Does it happen now? Because it still can happen.
  3. I'd be interested to know how much of a change their reports will do. I know they'll definitely speak up if something - ie Lip Syncing/LOD generation is buggered or missing altogether. But what if Bethesda ignores some of the reports? I guess I'm being a little negative about it all but I'm very pleased they're taking the time to beta test it!
  4. Maybe I'm misinterpreting your post, but didn't they release Skyrim itself on a Friday?
  5. Hello, I'm looking for someone interested in drawing up some concepts of a city I'm planning for the CK's release. The city will be built from the ground up by the player and will be a bustling port city. The island is very mountainous but with the city build on relatively flat ground near the water. The prominent buildings that it will include are: a large castle, lighthouse, dock and maybe wizard's tower. Let me know if you can do this for me! I've no drawing skills whatsoever and this would help out a lot! Cheers, -Paladin Rider
  6. I would LOVE to be able to use Eclipse.. but I'm hoping that the CK compiler will be good as is! Edit: It peeves me when people say this. Why?? So that nobody gets a head-start on you? What does it matter, really? In another thread someone said that they better not release the CK during the superbowl because it'll put the american modders at a disadvantage. :wallbash: :facepalm:
  7. I'm with Sunnie.. I've got maybe 80-120 hours between 2 characters on Skyrim and I've only experienced one bug. It was the beginning sequence of the second character when Alduin blasts a hole in the keep. For some reason Alduin never came. By exercising my powers of deduction and basic sense, I turned the game off, deactivated the four mods I had, reloaded and it magically worked. Simply reactivate the mods after :thumbsup: I'm also playing Skyrim on a laptop - by no means a heavy duty gaming laptop. I understand its limits so I play on medium settings. I definitely think that many, if not all of those who are claiming that Skyrim is chock-full of bugs are doing something wrong or differently. It could always be a hardware issue as well, of course. At any rate, I'm hoping to hear news of the CK being released this week - I've always said to expect it in February! :ohdear:
  8. OP- as mentioned above, just wait a few more days. TheElderInfinity - I hope your right - I haven't been checking on it lately but last I saw they stated the CK would release shortly after. I don't know how indepth you'll want to read into that but to me it suggests the CK may be slightly delayed, not released simultaneously with 1.4 as thought. I'm hoping the CK comes soon though! Right before all my midterms this week :wallbash: :wallbash:
  9. If you do this mod and make deep craters, you can give your mod the illusion of a bigger size than it really is. Skyrim does this with mountains - big mountains makes the world seem more immense than it actually is. :thumbsup:
  10. lol so? It's not a competition... I guess we should postpone the CK til after "football" weekend for the americans :rolleyes:
  11. It seems like the carriage in the opening sequence is on rails, but since modders aren't bound to the professional quality that the developers are, we'll definitely be seeing some very interesting things.
  12. oops wrong thread. :facepalm: :facepalm: but that Skelos bow looks nice! And it's a modder's resource.. I might/probably be asking the author if I can include it in my upcoming project. :thumbsup:
  13. I thought the same thing. My first playthrough was a spellsword character with bound weapons and I was hoping that at each perk level, the colours would become more vibrant
  14. There are no trees involved (that I know of!). The mod is almost entirely interior cells - there are a few potted trees indoors I believe, could this cause the issue? The files I have are Run the Lucky 38.ESM (the master) and The Lucky 38 Empire.ESP (the child). When I'm only working on the ESP the crash will still occur. The ESM has been an ESM for a long time, using NVEdit to change the master field. I can vaguely remember way back in the early days when Run the Lucky 38.ESM was an ESP I had a similar issue. I ended up having to use TESSNIP to cut the CELL group and paste it, effectively placing it at the bottom of the list. This would allow me to continue crash free into the main menu. However I've repeated the process and it still produces the issue. I did not and stiill do not understand what this did, just that I remember reading it on the forums and it worked. When I've got some time I'll have to look into it again. I know it may be improper etiquette but when I started a thread about this issue that went unanswered, I did everything I could (except for undelete and disable) and uploaded the mod. So it is currently uploaded - I don't want to tell people to do my work for me because well I need to learn the reason for this, but if you're curious you can get the ESP/ESM from my signature. It could very well be the potted trees because IIRC some interior cells have them. To be clear, are you using NVEdit to change the trees into Abraxo Cleaner?
  15. I suggest using the search feature as you are not the first to ask this question. Now I'm no expert, but installing texture mods such as Skyrim HD will put more stress on your computer - if you can't run it, then you can't run it. To uninstall, look for the mod's readme. If you haven't read the readme then do so, and shame on you for posting a thread before reading it! It's not always a case of which one is causing the issue. Say you ahve Mod A and Mod B. Individually, everythings good and nothing will go wrong. When both are activated, you will experience a crash. It's not really fair in this case to simply blame one of them. The best thing to do though is to deactivate them one at a time.
  16. Yes you deleted too much. You deleted a textures BSA it looks like.
  17. There is no opportunity to start a new game - it crashes before main menu.
  18. I'm still learning as I go along - I have a problem though.. Whenever I do this to my mod, it will always crash at the start up. I followed the directions to the letter in the NVEdit manual and in the OP, but no matter what it still happens. Is there something obvious I'm missing? Also, a large part of my mod is based around the Lucky 38 Casino floor. This room often times causes a lot of lag for many users in part due to the additional NPCs I added. I added about 10-15 NPCs, but the floor originally has a TON of objects. There is clutter everywhere, and all the architectural statics also have additional statics overlayed - stuff like cracks in the walls, water damage marks, etc. There are also a lot of slot machines, plus the odd working machine I've added. This all adds up to a lot of stuff the game needs to load in this cell which can slow down dramatically. I would like to remove some of the unnecessary statics and clutter hopefully to improve FPS all the while keeping the casino seemingly busy. Is there a trick to doing this? I've also thought that "initially disabled" doesn't help much as the game engine still has to load the object. is this true?
  19. are all your mods temporarily disabled?
  20. I'm curious to know if you resolved that Farkas bug? Did you try it again with all your mods disabled?
  21. Since you've been a member for a while I can assume you understand the basics of load orders. I'm not going to tell you my load order because you should be able to figure it out yourself.. I'm not trying to be brash. I've never hired Farkas so my mod order may very well produce the same issue, but I doubt it. And it's highly unlikely that we are using the same mods. Another thing; if you've ever had a bug and you're using mods - try disabling all your mods and reload, try to instigate the bug again. If you haven't done this and you're blaming it on the game itself... :psyduck: :psyduck: then you really have to rethink your bug-squashing strategy, and no patch will ever help you. Please try reloading with just vanilla Skyrim, and let me know if it still persists.
  22. Read my post again. I have experienced bugs. It's what you do with the bugs that's the problem. It's not going to resolve itself. If you're driving your car and you get a flat tire, do you write on the forums complaining to the manufacturer? Do you continue driving expecting the tire to re-inflate itself? Since the game world is so huge and open, yes bugs are bound to happen. I never disputed that like you are implying. It's that for every bug, something must prompt the bug.. If two people have the same bug, they have to have done something similar. Maybe they have the same mods, maybe they killed Person A before Person B and causes a bug. You cannot possibly expect Bethesda to foresee that outcome.
  23. A couple issues: 1. You'll need the co-operation of the mod authors. 2. You cannot combine every weapons/item into one mod, a reasonable mod author probably won't be down for that. 3. If you made an ESP requiring the files, then every DL must use every single mod you choose to include. There's ways around it, but it'll be trickier than it's worth imo.
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