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Hello, I'm trying to fix Solitude Exterior Addon so that Merge Plugins Standalone doesn't throw errors when merging. I was able to go into SSEedit and undelete the three deleted navmeshes, which I then placed far under the landscape (I googled and found this to be the solution to removing unwanted navmeshes without deleting them - please let me know if I am mistaken). However, Merge Plugins gives the following error: I opened the relevant cell in the CK and isolated the relevant navmesh (00105E9A). However, when I have this navmesh selected and perform "Find Triangle -> Check Navmesh" it finds no errors, and I can finalize the navmesh without any apparent warnings. I also don't see any apparent missing navmesh triangles, and the only door object that I found has a green triangle under its marker. Is there any way to figure out where the missing triangle is expected to be? Furthermore, what is lstring ID 00005793 (I couldn't find any references to this FormID in either the Cell View search bar or the object window. I'm pretty stumped; would appreciate any help!
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I'm very new to the CK so pardon if this is a dumb question. I really like the Solitude Expansion mod but it hits my FPS too hard in combination with my other mods. Instead I opted for Solitude Docks + Solitude Exterior Addon. However, I really like one of the fortifications (which is an arranged set of wall and ceiling items rather than a single static object) from Solitude Expansion, and I think it sits on a portion of land that the other mods leave untouched. Is there a way in the CK to iist all items added by Solitude Expansion so that I could go through and delete them one by one until only the fort remains? The only other way I can think of doing it is by just loading Solitude Expansion and deleting objects from the word renderer, but in that case I wouldn't know if I was deleting the object from Solitude Expansion or from Skyrim.esm (and I also wouldn't be undoing landscape changes brought over from Expansion). Is there any good way of doing this?
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Edit: Figured it out. I disabled loading of other cells in the render window and that seemed to fix it. I'm a very new CK user. I was playing around with different view options and suddenly the CK started loading objects excruciatingly slowly. They'll disappear and slowly reappear over the course of a minute: https://www.youtube.com/watch?v=EponjdvEV1w Does anyone know what I may have done and how to change it back to realtime loading? Thanks!
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I'm trying to get a good load order set up for smooth gameplay with minimal stutter. I'm first trying to add gameplay, location, companion, and NPC mods - after this I will add texture and graphical overhauls to the extent that my system (Xeon x5650, r9 290x 4GB) will allow. This is in contrast to my previous load orders where I maxed out the graphics first, then added gameplay mods, and then suffered through stutters and poor framerate. Therefore, I'm trying to weed out unessential gameplay mods that cause an FPS hit. Right now, the only graphics mods in my load order are the unofficial HD texture packs, ELFX, and the performance version of RealVision ENB for ELFX, which I consider essential. I've been walking around the game world looking for regions that cause my FPS to dip down from 60 FPS so that I can test gameplay mods and see if they incur any further performance penalty. I identified a certain view of Whiterun which brings me down to 54 FPS (the companions are off in the near distance after killing the giant): http://i3.photobucket.com/albums/y76/Danja91/enb%202015_05_16%2011_27_09_95_zps3hgbwfkg.png However, as soon as I add the latest version of Bijin Warmaidens, the FPS dips to 50: http://i3.photobucket.com/albums/y76/Danja91/enb%202015_05_16%2011_01_40_89_zpsewwqwz1r.png Is it really possible that having to render a different texture for Aela and Ria can incur a 7.5% hit to my framerate on a 290x? Is it possible that something is improperly installed or configured? I really like this mod but 4 FPS for 2 NPCs is quite a bit when I haven't even started adding texture packs, SMIM, and other performance-heavy mods to the mix. Thanks for any advice!
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Hello, I'm trying to create a character based on Leliana from the DA:O Sacred Ashes trailer in Skyrim. I'm very artistically unsavvy so I'm using my typical engineering approach: I took measurements of screenshots from the trailer and calculated a bunch of ratios describing her face. I then tried to apply these ratios during the showracemenu character creation but I couldn't do it because she wouldn't stand still! The character keeps swaying around which makes measurement a huge pain. Is there any console command (or mod) that would enable me to just pause all on-screen activity? I tried tfc 1 but it seems to take me out of the race menu and into first person view. Thanks for any tips!
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Hello, I'm trying to set up a complicated but thoroughly researched modlist revolving around Requiem, Civil War Overhaul, Dragon Combat Overhaul, Deadly Mutilations, and Texture Pack Combiner/Vivid Landscapes. I installed all of the mods via Wrye Bash and tested it out; I was able to play continuously for about an hour without crashing. However, I am wary of crashes coming on later in the game after I've already invested time into my character, so I want to iron out my Papyrus log, which shows some errors. As a negative control, I unchecked everything in my load order (but did not remove the files) and ran a new game in Skyrim up until the "stay of execution" at Helgen. The Papyrus log appears as follows: It looks like there are already errors just in that short sequence. Is this normal? Thanks!
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LE Civil War - In Depth Third Option, Possibly More
Piranha91 replied to Tonlor's topic in Skyrim's Mod Ideas
There was a WIPz thread for exactly the kind of mod you're looking for, but the author hasn't posted in almost half a year. It's a huge shame because it sounded like development was shaping up nicely. Apparently SkyShadowin was an established modding figure; maybe someone around here knows how to contact him and ask if he's still working on it. It would have been amazing. http://forums.bethsoft.com/topic/1284088-wipz-the-dragonborn-rebellion/ -
The RaceMenu mod lets you copy faces. Just install it and type "ShowRaceMenu" in the console (after loading the save you want to copy), and on the bottom of the screen one of the keys will copy the face settings. I'm actually planning to try it myself tonight.
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I know there are a few mods that end vampire attempts completely, but are there any that end them only when you complete Dawnguard? I never played through siding with the , but I kind of expected them to end after I finished the quest siding with the and they never did. Are there any mods that do this?
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Since you're doing Mass Effect, do you think you could create a Commander Sheppard (male) in Skyrim? I can't seem to get the head shape right. Is this possible, or are Skyrim faces too long? Спасибо большое :)
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How to create Tom Hardy http://www.youtube.com/watch?v=TDn1d8W9wnE&feature=plcp Aha! Well done! Thanks :)
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Wow, fantastic job on all of those! Any chance of a Tom Hardy from the Dark Knight Rises?
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I installed a set of new mods (listed below), testing several at a time on an old save that I had (which used some of the same mods). They all appeared stable so I started a new game with the "captured crossing the border illegally" beginning, and I've run into a problem. My stamina keeps draining, then partially refilling, then draining, until it gets to zero. Here's a video of the problem: I've tried disabling TRO Realistic Needs (because it kept telling me I was hungry, thirsty, and tired, and drinking eating and sleeping didn't seem to fix my stamina problem). I've also tried disabling every single mod in my load order including Dawnguard. The only SKSE script I have that don't have a plugin is SkyUI, and the only ScriptDragon script is Dual Wield Blocking. Disabling all mods doesn't work either. Interestingly, if I go and reload a save from before I installed these mods (the one I was using to stability test), I don't have this problem. I'm tried clean saving and reloading and that didn't seem to work either. I've also waited 24 hours after doing everything I listed previously. Here's my mod list: Active Mod Files: Does anyone have any idea how to fix this? On a completely unrelated note, I seem to be missing a single texture file: the "scorch" effect when a dragon breathes on something. Everything a dragon breathes on becomes coated in plain white. Could anyone tell me which texture this is supposed to be?