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InAComaDial999

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Everything posted by InAComaDial999

  1. At the upper left, click Mods, then select My Download History. You'll only see the mods you downloaded for whatever game's page you are on.
  2. Yes, same here. Been this way for the last couple of days.
  3. The old "changelogs" was better than the new "logs -> changelogs" thing. It's annoying having to click through more stuff instead of just clicking a single button, especially since the site now performs so much more slowly than before.
  4. Flat design is a horrible trend. The old design is much better, friendlier to the eyes, and easier to navigate. On the old site, you can tell exactly what is a link or button and what isn't, while the entire new site is flat and only identifies controls when you mouse over them. The new design also lacks the convenient features of the old one, like the ability to see a summary of the Hot Files mods by mousing over them. Like someone else said below, the entire thing looks like make-work for a web designer. Unneeded and unwanted.
  5. Markdf is working on porting his Skyrim Tools to SSE. This is IMO the best save cleaner for Skyrim. The main issue facing this type of tool is that SSE saves are compressed with a variant of LZ77 and nobody has quite figured out how to access them yet. Once someone comes up with a routine to decompress them, tools like this, and the savegame features in Wrye Bash, etc, will be much easier to port over.
  6. For the carriage drivers it's done in CarriageDriverScript.psc. For the horses (they are restrained as well) it is done in CarriageSystemScript.psc. Not sure where the vanilla torture victims are done. I helped out on the "Dawnstar Sanctuary Expansion" mod, in that one we attached a simple 4-line script to the additional torture victim actors: Scriptname RestrainTortureVictim extends Actor Event OnLoad() self.SetRestrained() EndEventOf course, these are meant to be permanently restrained. In your case you would need to do it in a quest script since you want to release them eventually.
  7. The function you want is indeed setrestrained. ActorReference.SetRestrained(true) to restrain them, and (false) to remove it. When they are restrained they won't move no matter what; this is used not just for shackles but for things like the drivers in the carriage system.
  8. Yes. The armor itself will work fine. Armor that fully covers up the body will work 100%. However, because the UNP and CBBE bodies have different texture mapping, visible skin may look strange depending on which parts are revealed.
  9. Outfits are a separate category in the CK, found under Items in the Object Window. Create an outfit and add the items you want to it. Then set that as your NPC's Default Outfit in the Inventory tab of the Actor window. Note that Sleep Outfit is never used, only Default Outfit is. If you change an NPC's outfit in the CK and that NPC is already in your savegame, they will probably show up naked anyway. If so, take any items they have in their inventory, then select them in console and type "resetinventory". That will apply the new outfit.
  10. N.B. if that sounds like a pain, you can always edit your mod with TES5Edit and use the "Skyrim: Copy VMAD Subrecord" script to copy all of an object's scripts to a large number of other objects. Definitely beats doing it by hand in the CK.
  11. Honestly, most modders end up making clutter completely static, or using scripts and/or collision boxes to keep them from getting pushed around. Vanilla scenes end up becoming a mess really quickly. Just go to Jorrvaskr a few times and you'll see what I mean; it looks great until someone sits at the table, and then plates start vibrating and food starts sliding around. And how many times have I walked into the Winking Skeever and seen that one silver plate and its sweetroll go catapulting across the room? Best thing to do is set the object(s) to use the defaultDisableHavokOnLoad script. Make sure to edit the script properties and set HavokOnHit to false. HavokOnHit defaults to true, which causes the reference to return to normal havok processing when bumped, which is definitely not what you want for a dinner table or similar setting. This will make your items stay where you put them, but allow them to still be picked up.
  12. Data/meshes/author-modname/ Data/textures/author-modname/ and even better if you package it into a BSA.
  13. AFT Dragon Combat Overhaul Dragon Soul Relinquishment Immersive Creatures Immersive Patrols Improved Dragon Shouts Inconsequential NPCs Interesting NPCs Lanterns of Skyrim Racemenu Relighting Skyrim Scary Nights SG Hair Pack 268 Skytest Whistle I use a lot of mods but those are the ones I really wouldn't play without any more.
  14. SKSE has the SetEnchantment function for that. There is no function to do that in vanilla, however.
  15. Thirteenoranges made a mod called Faction: Pit Fighter which is available on Steam Workshop but not on Nexus. It restores the arena in Windhelm that was cut from the game, and adds a bunch of other fight locations and NPCs with quests for faction progression. I can't speak to its quality specifically, but his mods are generally very good.
  16. I am using these: http://www.nexusmods.com/skyrim/mods/31191 http://www.nexusmods.com/skyrim/mods/65359 http://www.nexusmods.com/skyrim/mods/13687 My original motivation for getting these wasn't so much to wear them myself, but so that I could make a patch to add backpacks to the wandering merchants from Immersive Travelers and Populated Roads. The backpacks in the above three mods work fine for that. I also tried using this: http://www.nexusmods.com/skyrim/mods/50960/? but the stuff is absolutely huge and looks ridiculous when the NPC is sitting down in a tavern. Also the mod has some mesh bugs that can cause crashes, so I got rid of it. I also have the Bandoliers mod linked above, but since it's just armor meshes cut into pieces and parts, the stuff it adds only works well with certain armors and looks silly with others.
  17. The memory patch is included in SKSE versions 1.7.0 and newer. To enable it you just need to apply the [Memory] section lines in Data\SKSE\skse.ini [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 Once you have done that, you should see lines like this toward the bottom of the SKSE steam loader log file, My Documents\My Games\Skyrim\SKSE\skse_steam_loader.log overriding memory pool sizes default heap = 768MB (effective 512MB if not preloading animations) scrap heap = 256MB
  18. I've seen instructions for resetting all cells in the game that basically go like this: Open the console and issue the commands: setgs iHoursToRespawnCell 1 setgs iHoursToRespawnCellCleared 1 Sleep some amount of time, e.g. 4 hours. Then reapply the vanilla settings: setgs iHoursToRespawnCell 240 setgs iHoursToRespawnCellCleared 720 My question is, does this work, and if so why? My understanding is that cell resets in vanilla work like this: when you exit a cell, the current game time is recorded in the cell data. When you re-enter the cell, the exit time is compared to the current time, and if the difference is greater than iHoursToRespawnCell the cell is reset. If the above is the case, then I don't really understand how setting iHoursToRespawnCell to some short value, then sleeping for that many hours, then changing iHoursToRespawnCell back to the default value would do anything. You haven't entered or left any cells, so the timestamp in the cell data would still be the same, and iHoursToRespawnCell is back to its default value. So, what am I missing here? I understand Skyrim Immersive Creatures uses basically this mechanism behind the scenes when you tell it to issue a global cell reset. Does it do something else as well?
  19. The virus scan is stalled and new files are not available for downloading. I realize this is well intended, but virus scans on the server side are a waste of resources. Everyone should have an antivirus solution on their PC, and it is foolish to trust the site you are downloading from anyway.
  20. Note that there is more to it than simply distance. Skyrim exaggerates the apparent distance between objects to make the world look bigger. In other words, if you move X distance from an object, it appears to be 2X distance away. This is especially obvious in some locations; for example, try traveling between Riverwood and the bandit tower across the river from it and you'll see what I mean. Or just walk up to Azura's statue, then walk away a few dozen steps and look again, and you'll see it looks much further away than it should based on how far you've walked. Skyrim also uses other perspective tricks, like buildings that are bigger on the inside than on the outside, to make the world appear larger than it is. All of which is to say, figuring out the "real life" distances in Skyrim based on number of strides to get from one place to the other, etc, does not give you the complete picture.
  21. It's just a setting in the ini file. Just add bBorderRegionsEnabled=0 to the [General] section of your Skyrim.ini.
  22. They are linked by name. You can actually make an empty esp (fire up the CS, don't select anything, and just save a new esp) called "blah.esp", and if you activate it then the game will also load anything in blah.bsa and/or in any bsa whose name starts with "blah", e.g. "blah - textures.bsa", "blah - meshes.bsa", etc. In case of conflict, i.e. two BSAs that load the same objects, the BSA whose name is alphanumerically last will take precedence. This is true regardless of the load order of the associated ESPs.
  23. Nope. Wow. Of all things, I figured they'd have fixed that first. The only mod I run is No More Blocky Faces for just that reason. Jerk. The new textures most definitely do fix the blocky faces problem. I ffinally had time to try it. The big difference is in armor, clothing, and skin. Some environmental stuff is improved as well, indoor wood textures, some of the Windhelm buildings look better from close-ish distances, etc. I see no performance difference with my i920 / HD5870 1GB / 6GB RAM machine. I think there's a bit more of a hitch the first time I exit a building or fast-travel someplace, but it's difficult to tell. FPS is not affected and the game is the same smoothness as before. Which makes sense; if they did their mipmaps right this should have negligible FPS impact since you'll only load the full texture up close. This is a great update, kudos to Bethesda.
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