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Everything posted by Cataxu
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Have you updated these mods? You last played in March? Is this prior to patch 1.5/1.5.26? Ever change ugrids?
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Of course, but I advise you place the script from the source - acquisitive soul gems folder in the archive to your main scripts\source folder if you haven't already! Mine had been sitting outside of the folder foreverrrr'
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Yeah it's a bug from Better Villages, it could use an update...I tried fixing it myself, but it didn't take too well to my changes haha! I believe the author has abandoned support for it.
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In skyrimprefs set bDoDepthofField=0 You'll lose the 1.5 "underwater effects" and everything will be crystal clear in doing so though.
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http://skyrim.nexusmods.com/downloads/file.php?id=5312 This will solve your problem, from the description:
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For me it happens as a result of mod conflicts I suppose or corrupt mods, never been to the Dark Brotherhood sanctuary (entering from an exterior location at least), but I'd suggest checking out Nightcaller Temple, Chillwind Depths, and Snapleg Cave. Here's some COC codes if you haven't been there, it's important to enter from their exteriors or the bug won't appear: coc Nightcallertempleexterior01 coc Chillwinddepthsexterior01 coc Snaplegcaveexterior01 (Snaplegcave01 is fine to test as well, sometimes it will fail to load if it's mod-related as well so that may help) If you've uninstalled a lot of mods on the save you may be dealing with save game corruption as well. If those locations are missing meshes as well, I'd try starting a new game with your current modlist, coc'ing to these locations when you gain control of your character and testing again. If they're still missing, the best thing to do is start by disabling any big mods you may have until the meshes come back.
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Ever had Better Villages installed?
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Overly white fires that look out of place!
Cataxu replied to andros2733's topic in Skyrim's Skyrim LE
Give these mods a try to see if has any effect...if you are using the HD Texture Pack and have not yet downloaded the DLC fixes, I'd advise that as it's a bug associated with them. Good luck! http://skyrim.nexusmods.com/downloads/file.php?id=2692 http://skyrim.nexusmods.com/downloads/file.php?id=836 -
Were all of these mods installed prior to starting a new game? As ben said have you uninstalled any mods on this save? I'd start by disabling Deus Mons and testing. Last I checked Real Wildlife + Skytest had an incompatibility as well. You may try that, disabling Real Wildlife and testing.
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Needs cape physics!
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Get Dual Wielding Parry (the scriptdragon plugin). Now you can block with a spell in one hand, spells in both hands, and obviously dual wield.
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Does anything in my mod list stick out as incompatible?
Cataxu replied to Michaeljcox24's topic in Skyrim's Skyrim LE
Sounds of Skyrim can cause CTDs, it was very poorly made. I would suggest uninstalling that first. Most of your mods are simple texture packs. . .have you made any changes to the ini? Ugrids=7 for instance? I'm not sure if the shadow striping fix is incompatible with Realistic Colours & Nights, but you should ask at his nexus page. I only mention it because I've since removed it though that may have been due to another lighting overhaul. -
I've seen my TESV.exe reach 2,450,000+ in task manager as of late. What are your specs? Could you post your load order?
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Deleting Skyrim completely off your computer involves: Deleting a couple registry keys that remain (Search Skyrim in Regedit) Deleting the "Skyrim" folder in (c:\users\(Your PC Name)\appdata\local) Deleting the "Skyrim" folder in (c:\users\(Your PC Name\my documents\my games) Renderinfo is safe to delete, this file is automatically recreated when you run the game from the launcher. That's pretty much it. Your saves crashing instantly sounds to me like a ugrids issue, however it could be a missing master from a mod you uninstalled. Could you post one of your saves so I can look at it in Wyrebash? Do you/have you used mods that add to the worldspace or affect the navmesh? These mods have caused me problems in the past, mostly dungeons refused to work unless I esmify'd them in Wyrebash. By the way, do you use a bashed patch? Are you launching from SKSE_Loader? If that's the case have you tried launching from the normal Skyrim launcher? Is that your complete loadorder? Could you post it from plugins.txt/loadorder.txt?
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It doesn't really suit Skyrim's Northern European atmosphere. I would call it absurd.
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I don't think Skyrim forgot anything. I think it provides a deep character development system based on your chosen difficulty setting that forces you to think outside of the box, or sometimes just pick up a sword and start hacking away at things if your chosen "class" isn't up to par yet, or even turn tail and run. The early game should be rough for squishy characters like Mages and Archers, and rightfully so when you take into account how these classes are played at a high level. If you're still struggling trying to play a Ranger in the midgame/lategame you need to take a look at your build and refine it or reconsider your playstyle. It's either an issue of self-control or impatience with some people. As someone else said, some builds take time to come to fruition and you may need to use other skills until you're "strong" enough to play the specific archetype you're looking for. For instance, even with the mod "Dual Wield Parrying", I cannot rely solely on dual wielding at an early level when fighting NPCs that wield two-handed weapons or archers. I do want to wear light armor so I can benefit from some of the later perks, and you have to be wearing light armour to level it so I have to compromise with my build in the early game. I absolutely need to perform shieldbashes to cancel these NPC classes' attacks or force an archer into melee and you simply cannot do that without a shield or a torch (or using a single weapon), nor is the damage sufficient from dual-wielding to ignore shieldbashing. That's just a consequence of the difficulty I play on and a consequence of choosing to dual wield. There is always another option in these early game situations, disengage and run away. So when you complain about not being able to cast while holding a weapon or "not being able to play as a ranger", I'm at a loss as to what exactly the problem is. Casting spells while holding a weapon in both hands seems a bit absurd, I suppose this would also work for NPCs? Part of the reason a "Warrior" should rush a mage in Skyrim is to try and force them into melee so they're not casting spells. If they can simply cast a spell while attacking you in melee, they've negated spell disruption entirely and have forced you into a lose/lose position as far as I'm concerned. This isn't an old-school turn-based CRPG where you're always holding a weapon in combat and cast spells, there's certain restrictions involved in real-time combat that should most definitely be in place for the sake of balance. Besides, the idea of attacking someone with a mace while simultaneously curing yourself with a healing spell in that same hand sounds and would look absurd. "Clerics" should not be able to cast a spell in the hand they're holding a weapon because it would be straight up broken. I understand it's a single player game and "broken" is relative, but think about fighting NPCs who could do this, who don't suffer from the same magic scaling as the PC. It would be straight-up overkill. You should reconsider your position, or look at the other perk trees such as Alchemy as Perraine suggested and how that could benefit your build. Exotic builds take time and refinement, you can't just decide to play a Cleric or a Ranger at Level 1 and hope it works out or expect the game system to bend to you. Obviously you need some basis in "pure foundational classes" to survive the early game until you can develop and fund the more exotic classes you'd like to play. If anything you ought to be accustomed to having to compromise with your build if you were ever seriously involved in RPGs at all. You're given a lot more freedom to work with your character than other RPGs and the compromises you can make. If anything it seems like you're asking for less choices. Remember "Class Requirement" for weapons and armour, does "Level Requirement" or "Attribute Requirement" ring any bells? Ever heard of PRESTIGE classes and their requirements? It's a shame Skyrim doesn't hinder you in any way when it comes to basic decisions like these. :/ Maybe you'd prefer an Oblivion "Choose your Class" system (nothing more than a title mind you) within a system where if you engage a "Paladin" as a "Ranger" a nice little message box will appear warning you of the chance of perverting the sanctity of your precious build should the Paladin enter melee range. Edit: As far as hotkeys and macros go, this isn't an MMORPG. I've got no problem switching gear in my favourites toggle if need be or using the UI. If you're still bitching about the vanilla UI and have not downloaded SkyUI, I feel bad for you. Hotkeying groups of items would most definitely be an improvement though, and hotkeying items to different hands would also be an improvement for dual wielders especially. Regardless, I'm sorry you have to spend a few precious seconds in the favourites menu or the UI itself with the game PAUSED to switch gear. Your complaint might be justified if while paused you were completely defenseless, but that's not the case. I don't think the target audience of this game even thinks about this kind of stuff (switching to enchanted +archery gear to snipe an enemy for instance). You're coming off a WoW binge or another Oblivion playthrough that's been out for years (and likely modded to Hell and back) with a self-entitled attitude that you have no business having. With the SDK right there in your hands to make these changes you seem to think should've been part and parcel of the vanilla game.
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You can buy lockpicks from blacksmiths and general stores!
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Can there at least be some sort of limit in place for the hot files list to limit the amount of one type of mod showing up? Right now if you head to the main page, there's four skimpy armor mods. I think anyone new to the website would think the community were made up of virgins. That's what it boils down to for me. Just vary the list up a bit, even scrolling the top 25 in that section would appease me. :/
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Thanks for the information, it's definitely a relief to find out it's not just "my system". Thanks for trying those dungeons, so far I was able to get Moonpath to Elsewyr to run (both starting a new game and loading a save) so that's something. Do you know if converting an ESP to an ESM is an intensive process? I'm only familiar with the GECK. . .
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Hi, I currently have an issue regarding mods that add new cells to the game. I am playing on the latest patch, 1.5.26 and just today performed a fresh install of Skyrim. I have attempted to install the following dungeons so far with no luck: This issue also occurs with the following mod "Riverwood Redux" which adds more homes to the worldspace. I have used the load order provided by the "Better Villages" creator as well as his compatibility patch for the two mods to no avail, found here: http://skyrim.nexusmods.com/downloads/file.php?id=8200 Actually, neither mod runs properly. "Better Villages" or "Riverwood Redux". :/ This is my current load order, yes I am aware it is a large amount of mods. I have attempted disabling mods that could be related to Riverwood at the very least but the error still occurs. I've only had success loading and starting new games with Moonpath to Elsewyr. The only difference between this mod and others is it has an ESM file. However I cannot exit the location I'm saved in (in this case Testroom01) and starting a new game results in a CTD at the "Elder Scrolls Skyrim V" text during the intro. Has anyone else experienced this issue or have any insight? Any help is appreciated, thank you.
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Oh well it was extremely buggy, headless npcs in 4.2 (even after updating WiS and eventually uninstalling it I still had these NPCs spawning), broken quests, terrible translations to name just a few issues (I do understand English is not his first language). In fact I installed the newest version a few days ago and was making a clean save in Qasmoke only to find one of WiS's NPCs spawned...in the Testroom. Seems like after his first version using the CK it all went downhill at least in respect to my experience with the mod. If anyone has that version though (4.0-4.1 I believe) please send it my way. I don't mean to sound too harsh, just feels like he took on way too much at once. Quantity over quality in other words. It's a shame though, it was the only mod I know of that would spawn at least 6 Dremora Lords at high level and in the vicinity of a warzone. Or giants in the forest by Riverwood and Falkreath fighting bandits and bears. What a sight to see. :(
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no problem, I hope it works for you My link Thanks for the prompt response! :) I ran it on skse_loader, skyrimlauncher and TESV.exe itself which all seemed to be patched by the utility. That's really strange honestly!
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Could you post a link to the utility? I don't think there's any harm in trying it if what you say is true.
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Thanks, I took a look at your suggestion, but I see it has incompatibility with mods and is more of an overhaul. :( I understand if this is the only option for the time being.