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ffe3214

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  1. i didn't get the point that the sound should only play once. but the options in the ck work fine...
  2. doesn't sound like a script problem to me... which output model does the sound use? in the output model you can define a specific distance to the source at which the sound can be heard, as well as attenuation... look here: http://www.creationkit.com/Sound_Output_Model maybe this helps...
  3. i've tried to explain the hostile volkihar bug in a different thread. i think it could help you guys http://forums.nexusmods.com/index.php?/topic/752929-hostile-vampirelords-possible-explanation/
  4. @dukesilver28 you're right. everyone getting hostile is a bug by bethesda. how it's affected by mods i've tried to explain here http://forums.nexusmods.com/index.php?/topic/752929-hostile-vampirelords-possible-explanation/
  5. Thx for testing, guys.. @ Satorinu and also very much thx for telling other people the more people know, the sooner someone knowing more about the game engine than me can provide a fix (still hoping bethesda will do so) @ Solongchu it's still possible that other mods interfere with this part in different ways.. i just wanted to point out this particular issue
  6. Hi folks. i think i found an explanation for the vampirelords at volkihar getting hostile to the player after being turned into a vampire and how mods affect this issue.. at first i don't use custom races and i know about the setrace commad, it doesn't help.. the problem is, there is a vanilla bug that makes a npc named rargal thrallmaster, and also two other npcs (look here at the bottom of the site http://www.uesp.net/wiki/Skyrim_talk:Bloodline) hostile for some reason (i have no idea why), if they "see" you turn into vampirelord-form. this also happens on the xbox, so its not related to any mods or custom races. and if one of these npcs is getting hostile, the rest of the vampires is joining the fight.. this seems to be affected by mods altering sneak values, in my case path of shadows. when turning into a vampire lord during harkons tutorial, these npcs are able to detect the transformation from the other rooms (because of altered detection range), without mod they can't. i can see them become hostile on the compass when looking towards the door while transforming the first time. an when they once became hostile, they stay hostile, and attack on sight as soon as the player leaves the room, as well as pulling every other vampire into th fight. so, if i play through this part with pos enabled, everyone is attacking me after the tutorial, without the mod, they stay friendly. as a little test i removed the gmst-records from the pathofshadows.esp with tesvsnip, and i was also able to play through this part with no issues. so, disabling sneak mods for the time of the tutorial should help the vampires getting hostile to the player, not turning into vl-form in volkihar after the tutorial also does (until this is fixed by bethesda or someone else) i don't know if i'm right, but this theory explains everything happening in my game. can somebody confirm this?
  7. i play without custom races, currently redguard, same issue as everyone.. and i use path of shadows, the only mod i installed editing faction records. when i disable PoS before entering volkihar, everything is fine. reenabling the mod in volkihar makes the vampires attack me next time i turn into vampire lord form, or the game crashes on loading the savegame. maybe mods messing around with factions cause the issue? also not every vampire is attacking me on sight (even if i play the whole thing with PoS), its just some guy named rargal thrallmaster. the rest is just joining the fight. if he doesn't spot me, nothing happens. the hounds for some reason fight on my side. i've tried it several times, alway with same results... edit: rargal is only attacking if he sees me turning into the vl-form (the rest of the npcs is fine with that), or if i kill one of the cattles (like he said he would do after i managed to talk to him without beeing attacked)
  8. you could try the following: go into a interior cell, open the console and type pcb this is the purge cell buffer-command which worked in oblivion and fallout. i use it to get rid of lod meshes that sometimes are not cleared from the buffer. but i got no performance problems on long play sessions, so i don't know if it works also setting (or adding) bPreemptivelyUnloadCells=0 to 1 in your skyrim.ini under [general] may helb. it clears the cell buffer every time you change the cell, but it also increases loading times. you can also try the memory tweaks from this mod: http://www.skyrimnexus.com/downloads/file.php?id=1387 , if it suits your system. for me it made no performance difference, but the bugs with the meshes appear much less when using them
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