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RuneTracer

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  1. So after some rooting around, I can see that the issue is most likely caused by many different tools trying to use the same button. I haven't quite solved it as of yet, but it seems to be where the issue lies as messing around with keybindings has changed the behavior (I now get a freeze of the screenshot instead of the black screen). Thanks for the advice and pointing me in the right direction! Very much appreciated.
  2. Hmm that is a good possibility as I also use a modified control map so the numpad keys aren't assigned to the favorites keys. I'll check it out when I get the chance, thanks much for the reply!
  3. Bit of an update - This happens when I try to take ANY screenshot. Exact same result.
  4. Hello! So I have been modding Skyrim for years now, and I usually don't have any troubles I run into that I can't figure out either through trial-and-error or Googling around for a day or two, but I've been absolutely stuck on one that makes no sense to me. I am running SKSE, ENB+Boost, MO2, BETHINI, Loot, and such... and I have a healthy list of mods I can include later if it seems like it warrants needing, but my problem isn't really... a problem? But is. Here's the problem: Any time any kind of save is made (AutoSave, QuickSave, regular Save) - at the point where the game tries to make a small screenshot for the save, the screen goes black. I can still hear the game running, and it still responds to my input, but I all I see is a black screen. Eventually I have to use Task Manager to get out, and then and only then does it say that Skryim is not responding. When I restart and load that save, everything is fine and I can play on like nothing happened there (all the "Load Game" screenshots are black). Otherwise the game runs fine and stable, even with me turning up speed and turning off clipping and trying to overload VRAM myself. This only happens at the moment a screenshot is attempted to be made to associate with a save file. I run in a borderless Window. Any one have any ideas or thoughts or similar problems? Any help would be greatly appreciated!
  5. Hello, My problem is that one of my mods has changed the name of lock skill levels. For instance, when in the Lockpicking interface (when trying to pick a lock), the name of lock's level has been change from Novice to "cheap", and some are called "sophisticated" instead of Expert. I don't like this for a number of reasons, and the thing is, I can not figure out which mod is doing this. I've tried looking around the CK to find where the names of the lock levels are listed to revert them. Even using TESVSnip and going through all my mods, I don't see anything that would effect this. Of course, the thing is, I don't know what I'm looking for. TL;DR: Does anyone know where in the CK I can find and/or edit the skill level names of locks?
  6. I have made a bit progress on my own so far, but only with the Stray Dog encounters. Using the list of World Interactions here: http://en.uesp.net/wiki/Skyrim:World_Interactions , I was able to find out what the "Encounter Name" was. With this, I went into the CK, and under Character > Quest > Wilderness Encounters. There I was able to use the "Name" column to match the text from the list I got above. Upon attempting to delete the quest, it gave me a few warnings about the Form's use in a few Nodes of the Story Manager, as well as one AI Package. I checked out the Nodes, and it seems they all dealt with the randomization conditions of this being one of the possible Wilderness Encounters that would generate in the world. I deleted the quest anyway, and saved it to a separate .ESP file to test out. In the meantime I'm looking to remove the Meeko encounter as well.
  7. Hello! As the topic says, I'm looking for a way to completely disable Meeko and the stray dog encounters. I tried my best Googling around, looking for mods that already did this, guides on random encounters and quests, or anything that even comes close - but all I can find are mods that improve all the dog stuff, and FAQs and troubleshooting for when the dog followers don't work as intended (and I even tried to reverse engineer what I gleamed from the latter to get my desired result). Does anyone know of a guide, or helpful pointers, that could help me completely remove Meeko and the stray dog encounters? Just 100% disable them. I don't want them in my game, especially the stray dog one, which is buggy and glitched and causes me all sorts of problems. I don't want to fix them to work better, I just want them gone entirely. I thought about simply removing both NPC types using the CK, but I'm worried that will cause problems in the quests/encounters in which they're supposed to appear. Thanks for reading!
  8. Hello! Since I play a spellblade/battlemage character (1h sword mainhand, spell off-hand), I didn't like that when I used my sword my other hand kind of just floats in the air. To fix this, I figured I would just replace the 1st person one-handed animations with two-handed ones. Using BSAopt, I unpacked the animation files and renamed them, placed them in the proper folder, etc. It worked out just fine, except for one thing... My problem is this: The two-handed swing animations are, of course, slower than one-handed, and I wish to "speed them up" by adjusting the proper parameters - in XML format, as converted with Havoc Command Line Tools. I do have experience messing around with animations using XML (I added footstep sounds to a mod that was missing them). I do NOT have 3DS Max/etc, and I have zero experience using such a thing. I have tried Googling around for a guide on XML parameters and such, but all I find are videos for using 3DS Max and all that. I am almost certain this simple thing, the swing-time, can be changed just by adjusting some numbers via XML. My intuition tells me it is likely this line: <hkparam name="duration">1.466667</hkparam>Please, please, please do not tell me to just use an animation editing program or to watch some video about using an animation editing program, etc. I just want to know 1) Can this be done via XML editing? 2) What is the proper parameter to edit? Any help would be greatly appreciated! Thank you for taking the time to read. ***edited for spelling and grammar and using the Queen's English***
  9. Hello! I have SkyUI, and I'm trying desperately to set up a HUD component that is a constant warning that your character has a disease. Something along the likes of when using a Regeneration or Resist Magic potion - the small "box" in the top left of the screen. Instead of showing a timed effect, it would keep an icon/box up as long as I have a disease, until it is removed via potion or shrine. I want to do this because sometimes, in the midst of battle, I overlook the quick text notification that says "You have contracted...", and I have no idea I have a disease until a random NPC asks me if I'm feeling ok. This doesn't make sense from a roleplay perspective, if I'm sick, I should be able to tell. Also, from a mechanical perspective, it feels a bit unpolished that I have to check my Magic Menu just to see if there's a debuff there. Thank you very much for taking the time to read my post, and any help would be greatly appreciated!
  10. Thanks for the suggestions, guys! Judging from what you've said I might be better off leaving it alone... My end goal is just not having the pickaxe and woodaxe in my weapons category. It's not really that big a deal, I just don't like having them in there, they don't really do anything as weapons. (I know they can be equipped and used as weapons, but they aren't exactly great for fighting dragons :P ). I see them as utility items just like the Torches are; It's an item that can be equipped but it doesn't clutter up my weapons tab.
  11. Hello, I'm trying to change the Pickaxe and Woodcutter's Axe so they no longer show up under "Weapons", but under "Misc", such as Torches and Lockpicks. I know I've done this before, but I've deleted my old ESP and for the life of me can't remember how I did this. I've tried looking for a tutorial on how to do this, but all I get is stuff about crafting. I've tried changing the "VendorItemWeapon" keyword to "VendorItemClutter" and "VendorItemTool", but I'm pretty sure all that changes is who will buy/sell the items. I have tried dropping and picking these items back up after changing this keyword. Any help would be greatly appreciated, and thank you for taking the time to read this.
  12. Thanks for taking time to reply. So no beds have set ownership? I guess that answers my question. See, I plan on having two children, a spouse, and the housecarl/steward (I'm making the housecarl from Falkreath the steward) all in the house, and I just wanted a place for them all to sleep, for immerison purposes. Thank you again.
  13. Hello. I have a question regarding the Lakeview Manor house and where my appointed steward sleeps, since I want to make the house my family home. The thing is, I do not want to build the bedroom wing (I'd rather have the greenhouse since I'm an alchemist). Also, due to the buggy nature of Hearthfires itself I DO NOT want to mod the house in ANY way. Anyways, my question: If I leave the double bed in the "small house" - as in I don't convert it from it's original set up using "Remodel House into Entryway" - will my steward use that bed when I build the Main Hall beds? I couldn't find a simple answer to this anywhere. I should not that I do have the Unofficial Hearthfires Patch. Thanks for reading.
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