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nexusmodskyu

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Everything posted by nexusmodskyu

  1. Sorry for necromancy, but I had to answer considering the pain I had to go through to figure this one out, Had to do it for a poor soul like me out there. I had the same problem. (same graphics card too but it really doesn't matter) Tried the similar solutions for days (ENBs, Texture mods, Graphics card update and so on). In my case the problem was HDT physics. Disable HDT Physics, (and other armor mods requires it if you have to) Start the game, Problem solved. no more slowly dropping fps, no more 17~25 fps. But I had to start a new game to use HDT Physics mod again. and the second time it happened to me, disabling HDT physics worked, but re enabling it reproduced the problem. I kinda figured it was compatibility problem with Outfit Studio mod but couldn't find exact reason. At the end of the day I managed to solve the problem by placing hdt after bodyslide/outfitstudio on my Mod Organizer lefthand pane.
  2. I know this is not the right place for this I m sorry but can anybody tell me where I can download former version of NMM? Just clicked "update" button , all hell broke loose It literally f**ed up my entire save files, all my customized nif files etc. keeps saying cannot install (some of the) master files cuz of virtual something whatever... Looked everywhere but couldn even find a proper QnA board or something to ask this question let alone some sort of download archive that I can get the former version of NMM.
  3. Nevermind I think I just found out. In case anybody wants to know : If you set enable parents of certain actor, (or statics, or even misc items too) somehow it becomes impossible to disable via console commands. I don't know why but it just happens. (although I suspect there'll be exceptions too but)
  4. I don't know why but in my skyrim, I always never could "disable" guards via console command. Well It's not a big problem but today I finished a mod that adds an animal companion to my game and while I was testing it I've found out the fact that the animal companion also doesn't react to "disable" console command. Now this is a big problem because I rely heavily on disable-enable console commands whenever my followers start to attack each other. (And in my case It happens alot) I tried hard to fix it but I just can't figure out why some actors become immune to disable console command. EVERYTHING works except disable command. resetai, recycleactor, moveto.... all works just fine. It's one big mystery to me. Any advices?
  5. okay guys nevermind I gave up If there's anyone having the same problem and googled and found this topic, GOOD LUCK
  6. okay here's the thing when editing exterior, If I change the terrain by deleting (or moving) something big, especially something like rocks, and then NPCs still not going to go there. have you guys ever experienced something like this? And I'm not talking about some basic things like deleted (original) navmesh or imperfect finalizing. even though you do everything right, you just can't get NPCs move into that particular area (I don't mean the cell, cell is fine. they will go everywhere in the cell just as I intended, but just those a few spots that originally something was there even if those places are properly navmeshed. for example, NPCs never use this bed I placed in that "bad spot", but if you move the bed like, 1 inch in CK and then bam they'll use it. I always thought this is one of those bugs in CK (or Skyrim) that is impossible to fix and so far I could avoid this by changing markers or furnitures that I've placed for NPCs to use, (or avoid making that particular area becoming the only path to go from A to B, for example. things like that.) or intentionally placing something in the spot. But this time I think it's impossible. there's no way to detour. I've been working this one for all day long today and I found it too late this time. if there's no way to solve this problem, whole day's work becomes useless. If you have any advice, please help me
  7. okay I think I got it working thanks to you guys. (although CK gave me a warning once about missing shader or something when I tried asigning new mesh path to boots, which doesn't make sense because the armor mod actually changes nothing when it comes to boots. it just uses renamed vanilla ebony boots. but anyway I ignored it and checked out in-game, everything was fine) I use almost about 7,8 armor mods just for NPCs (I rarely use them. just to make them looking cool). Now I can keep them look cool WITHOUT having hundreds of armor pieces in my steel/ebony smithing category and such. and less esps. Thank you guys for help Divines bless you
  8. If you copy meshes and textures from someone else's mod into your mod (and you'd better make sure you never upload it anywhere without permission), the meshes must still point to the correct textures. You can do this manually by using Nifskope to open each mesh and making sure the path is correct. This will work if you have copied the textures and meshes into all your own house mods and renamed them so that all the guards have the armours, but other guards (like Vanilla guards etc) will not have them unless you enable the original mod again, along with the original textures and meshes in that mod, with the original names. ~ "Inside the nif files, there is a pathway pointing to the correct textures" Okay I have it loaded on Nifskope right now. I just can't find the pathway you mentioned. don;t know where to look. could you please be more specific? (and just so you know, stealing other authors' work, I would never do such a thing. so please don't worry.)
  9. first of all pardon me my English Okay I built a castle, put some guards there. then I decided to change their default outfit with some cool armors from an armor mod. (the mod is for my personal use only of course) It wasn't difficult in first place by using both armor mod and my home mod at the same time. but since I've decided to do the same thing for all of my other home/NPC mods, I needed some space in my load order. so I've tried to copy those cool armors into my home mod, so that I will have no problem even if I disable the cool armor mod. first I've tried to copy exact same meshes/textures folder into data folder. it worked but when I tried to enable the armor mod back again, It caused a problem. (NMM asked me if I want to overwrite and then failed to get the mod working regardless of whatever I choose) so then I tried to change names of folders, files, etc keeping exactly the same path. For example I changed meshes / armor / CoolArmor / coolboots_m.nif into meshes / armor / NewCoolArmor / Newcoolboots_m.nif and then I went into CK and set new Armors and Armor Addons and gave them those new .nif file path. and I didn't know what to do with those dds files in texture folder so I just renamed them and left them untouched. Now that caused purple and missing textures in-game. What am I missing and what do I have to do to get it working properly? I really want to enable/disable all the armor mods freely without affecting the mods with NPCs who has those same armors as their default outfit.
  10. (Please understand that English is not my first language.) If you've ever used 'Convenient Horses' mod, you'll probably know that the mod has a great feature called something like "followers dynamic catch up". What it does is, (while mounting horses) If the distance between Player Character and follower gets far, it boosts the speed of the followers so they can catch up easily. now I have a custom dog follower, and I wanted him to have that feature. Long story short, I dissected CH mod files in CK, I just can't figure out how to do it, not even a clue. couldn't find any info on the internet. And please understand I'm no way skilled modder. I also found this mod 'Followers keep up' at steam workshop, downloaded it and looked, still can't find out how. Please help me, any kind of help would be grateful. (Ps. FYI simply editing speedmult is not an option in my case... long story but it causes a different problem)
  11. Thank you Boombro, finally got it working and didn't have a chance to use that Daemonjax's script but still, thank you so much for helping me out. I won't call myself a modder because it'll be like, a little kid thinks himself a professional basketball player after he accidently succeeded thrownig an empty soda bottle into a trash can. but I really think I can use that script you recommended in the future when I have enough experience to handle that. and I thank you for that too in advance. I mean I always hated that flickering issue (usually in my hearthfire homes and in that markarth home (vinderal hall?) when I add some new lightsource. maybe I can try to fix that later when I have the skill, thanks to you man so Thanks again for the help!
  12. I downloaded it and read the author's blog/tutorial and I can't say I fully understand what the mod does (I'm new to modding and English is not my first language) but I don't think it's what I need now. I mean, to be specific, what I need is a script that makes it possible for PC to turn the lights on/off by directly interacting with buttons, switches, etc but the mod you recommended seems to do it automatically when player character enters the trigger zone (if I understood correctly) please let me know if I got it wrong, like I said I know very little things about modding yet. Either way Thank you for trying to help Ok I think I understand your problem. If you extracted the vanilla scripts files and placed them in your Skyrim/Data/Scripts/Source folder you should be able to compile the script. When you double click on an object in the render window in the Creation Kit and the reference window opens, navigate to the scripts tab, and click add. You then get a warning about missing files. Those warnings could be from some mod you have installed that is not activated or only has the pex files so you can't edit them. just click yes to all to remove the warning. Then another window will open with a list of scripts. Click [new script] give it the name ManualLightSwitch and click OK. The script name will now show up in the reference window. Click on it and select edit source. Then copy and paste this into the window below the script name: Click build select compile and your script should compile without any errors (tested it myself) Then click save. EDIT: I can easily compile and send the script to you, but that will not solve the problem if you need to make more scripts. Okay First of all, You're awesome I finally got it working I found out what I was doing wrong : After trying couple of things, I stopped changing the names. I mean I stopped changing "new script" into new name(the one that matches the name in script) because I thought I could do that later, after I solve the problem. (stupid, I know). That's when I tried dumping vanilla scripts into skyrim data scripts folder, and I'm sure at that time the warning must have been a different one something like "you already have script with the same name". but of course I didn't read it, and as soon as that warning poped up I dismissed it thinking "This solution's not working too" funny how stupid I am. I was causing the problem by my own hand. Now I can't thank you enough. The only reason I could find out what I was doing wrong is because I followed your instruction. I was like, "okay I know this is not gonna work but let's just do it again, let's do exactly what he says for one last time" and then Bam it's working again!! You're so smart and cool. THANK YOU SO MUCH.
  13. I downloaded it and read the author's blog/tutorial and I can't say I fully understand what the mod does (I'm new to modding and English is not my first language) but I don't think it's what I need now. I mean, to be specific, what I need is a script that makes it possible for PC to turn the lights on/off by directly interacting with buttons, switches, etc but the mod you recommended seems to do it automatically when player character enters the trigger zone (if I understood correctly) please let me know if I got it wrong, like I said I know very little things about modding yet. Either way Thank you for trying to help
  14. Can you post the error message. From the content of your message, I believe you are missing the vanilla source scripts and Papyrus Flags. When the CK was updated the vanilla scripts including the Flags file were delivered into your data folder in an archive file scripts.rar. Extract the contents of that file and drop the source folder into your data/scripts/source folder. If you are using SKSE you may or may not have to reinstall the SKSE scripts also. I would just to be safe. Alright. here's it : Scripts: cannot open store for class "SKI_Configbase", missing file? Scripts: Cannot open store for class "dlc1scwispwallscript", missing file? and there was another one, although I can't copy exact warning now but if I remember correctly, EBT uses that "SKI_configbase" as a... parent(?). so the warning follows up right after that one. In case of SKSE, I don't use SKSE and about the solution, I tried it but didn't work, I just tried it again just to make sure, didn't work. I even tried putting every contents in source folder into data/scripts/source folder because I thought it was odd to have source folder under another source folder (lol). anyway nothing worked so far. But still Thank you so much for trying to help me. And, This is not related but I can't figure out how to reply directly to each posts like others do.(clicking "quote" doesn't seem to be working for me) anyway I'm sorry if you have any inconvenience reading because of that EDIT: I'd still be really appreciated It anyone can make that script file.. I'm sure it'll take like 5 minutes maximum. and I think it'll be much simpler if you could just send me pex file (than uploading a 'mod' here). my mail address is hotreal091@hotmail.com
  15. It's just.. My CK gives me warning everytime I try to add new script, and won't let me proceed any further. basically, I can't add any new scripts. It just keeps saying "the extended script does not exist, please pick one that does". Now, I googled it and tried every possible solution i could try, with no succeed so far. but I found out that I can add a script file manually to my skyrim folder and choose that script in CK. that works fine. so that's why I'm asking this Can someone make a simple script file of "Manual Light on/off switch" for me? the source script is right here : ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ScriptName ManualLightSwitch extends ObjectReference {Controls a set of lights with a master enable parent marker (EnableMarker) and a switch with this script attached to turn on and off when the switch is activated} ObjectReference Property EnableMarker auto {The marker set as the enable parent of all the lights} Event OnInit() If (EnableMarker.IsDisabled()) GoToState("LightsOff") Else GoToState("LightsOn") EndIf EndEvent State LightsOff Event OnBeginState() EnableMarker.Disable() EndEvent Event OnActivate(ObjectReference akActionRef) GoToState("LightsOn") EndEvent EndState State LightsOn Event OnBeginState() EnableMarker.Enable() EndEvent Event OnActivate(ObjectReference akActionRef) GoToState("LightsOff") EndEvent EndState ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- or You can find it in CK tutorial page http://www.creationkit.com/Light_Switch (please note that it's MANUAL) I might not figure out why Ck doesn't work for me for a long time, I'm afraid. but I really need to use that script. So PLEASE somebody could be kind and help me? It'll take only for a while EDIT: If you need an example, you can find similar file(mod) here [url=http://www.nexusmods.com/skyrim/mods/14894/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D14894%26preview%3D&pUp=1
  16. moved to modrequest page
  17. Hey~ I just wanted to say, If nothing else, nexusmods.com just got another lifetime member from far east asia :D I joined this site in this year, couple of month ago. and, you know, kinda didn't pay attention to what's goin on. didn't even know who runs this site All I wanted was just download some cool skyrim mods and try them out that's all This recent ... "incident" made me think about it, and I read all these posts and stuff, just wanted to say that you guys have really good thing goin on here, really good community. and i kind of like Dark0ne's philosophy about this whole thing, you know. so, anyway keep up the good job and have a nice day guys
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