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Hannibalektr

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Posts posted by Hannibalektr

  1. I recently had a subscriber on steam report a .ckm error when trying to download my mod. Since there is virtually no hard information from Bethesda or Steam on what exaclty a .ckm file is, I am going to post what logic dictates based on what we do know, and the answer I gave my sub when trying to support him with this issue.

     

    Here is his question:

    Not sure whats going on, but each time Steam tries to extract this mod
    I get a "cannot extract ckm files error" The mod worked fine before just not sure as to why I'm getting the error now.

     

    Here is my answer:

     

    Sounds like the .ckm for my mod might be corrupted. There are two possible fixes I came up with for you regarding this issuet. And I am giving you an educated guess based on the limited information on what .ckm files actually are, and what they do as there is no elderscrolls, bethesda, steam or creation kit wiki I could find that explains what they really do or are.

    1.) unsub my mod, let it uninstall by going to my mod on the workshop, click "unsub" button, open skyrim to the small load screen, let my mod uninstall before you click "play".
    Or if that doesnt work:
    2.) You'll need to go and move/backup the existing cleaner_volkihar.ckm and see if steam will give you a new uncorrupted one.
    Here is what I know about the .ckm file and explicit instructions on how to fix your problem:
    From what I read and common logic follows from it, I think the .ckm file is a tracking file to sync creation kit with steam and the downloading mod user. You can see a whole thread on what it is here:
    .ckm files ARE downloaded every time you subscribe to a mod. They are found locally in the Steam/userdata/#######/ugc/yourdownloadedmod.ckm Which is why I think this might fix your issue.
    To find the .ckm I browsed to my steam > userdata folder and did a search for *.ckm
    The reason I did it this way was because there was 10 folders with a bunch of random numbers, then another folder "ugc", and I didnt want to look through every single one. But the file you are looking for is in steam > userdata >xxx >ugc > cleaner_castlevolkihar3.ckm move it/ back it up somewhere and see if you can get a new one when re-subscribing to this mod on steam. Hopefully you'll get a new one that now works.
    --------------------------------------------------------------------------------------------------------------------------
    When doing a search in windows explore, putting an astrik *. and a period before a search string name lets you find ALL files with that wild card. i.e., *.ckm
    --------------------------------------------------------------------------------------------------------------------------
    It sounds to me like your castle_volkihar3.ckm was possibly corrupted during the download from steam.
    I researched what .ckm files were a few months ago because when I started uploading this mod to both steam and the nexus, people on the nexus were getting pissed because the .ckm was so large and truth be said, for nexus users YOU DON'T NEED IT!! But for steam sub'd mods, you do.
    So when I upload to the nexus, I do NOT include the castle_volkihar3.ckm, it is not needed to run the mod. Since I know this balls to bones, logic dictates that this is a steam workshop sync file from the mod creator, to the workshop, to the user.
    castle_volkihar3.ckm is created every time I make a new mod or make changes and hit "save" to an existing mod I am authoring in the creation kit.
    Steam however gives it to their subscribers automatically with every mod, as stated before, it is a workshop/Creation Kit related file. No where can I find anything more on google or TES website wiki's what the f*#@ this thing actually does, so this is my solution, I hope it works for you.
  2. I had a similar issue, not the same warning, it just wouldnt let me create a new script. I would say "new"> make a name for it > and it would immideately compile without opening up and letting me add my script to it. Very odd indeed.

     

    Re-acquiring files as noted above (4 missing in my case) fixed this issue and I can now make new scripts. How the hell those four files went missing? I have no clue.

  3. These are all great ideas, I think when you are making a software project as large as skyrim ( and for me skyrim is the greatest game ever made), you have to make choices what you add to it, so it's not too big for eveyrone to download and install on their rig. Not every customer will have gig uppon gig of room, so although the things you list would be great additoins, I can understand why they arent in the game, such as more diversity, which is really what you are asking for.

     

    Truely, that is what Bethesda relies on the modding community to do. Inst it wonderful? I think so!!!

  4. I recommend you take a look at Castle Volkihar Redux by DiGiTaL CLeaNeR is the most comprehensive upgrade to Castle Volkihar I have yet seen anywhere. It turns Castle volkihar into a town and player home, with perks, secret passages, followers, guards, tavern, all crafting stations with 25% bonus when used, new robes of "Molag Bal", three new towers, a teleportation system inside the castle and for 6 major cities. 12 follower ready bedrooms, a vault, a display room, blood bath with bonus buff, special blessing from molag bal at his shrine, swimming area, over 20 NPC's roaming the castle, 11 of which are followers, 4 fast travels, ships that take you to ports all over tamriel .. to name a few for starters.



    Castle Volkihar Redux by DiGiTaL CLeaNeR:



    on the nexus http://skyrim.nexusm...com/mods/30861/



    on steam: http://steamcommunit...s/?id=129969995



    Make sure you uninstall any other mods that change castle volkihar or you will have crashes to desktop as they will most definitely conflict.


  5. This is caused by a mod, I dont know which one but I am 99% it is a mod that changes vampire vanilla scripts. All of the dawnguard quests rely on conditions or variables that ask what you have done as a vampire or a dawnguard vampire killer. WHen you change these thousands of intertwined webs of variables, it will cause these kinds of crashes.

     

    You can go here for a fix that I wrote about kindred judgement not starting. I believe this is also the case here as well.

     

    http://www.uesp.net/wiki/Skyrim_talk:Touching_the_Sky#Next_quest_will_not_start

     

    I also recommend that you try loading this mod:

     

    http://skyrim.nexusmods.com/mods/30861/ after you fix this issue if you want the castle to be upgraded into a city and player home the likes of which no one else has created yet on this scale. "Castle Volkihar Redux" by DiGiTaL CLeaNeR

  6. Castle Volkihar Redux by DiGiTaL CLeaNeR is the most comprehensive upgrade to Castle Volkihar I have yet seen anywhere. It turns Castle volkihar into a town and player home, with perks, secret passages, followers, guards, tavern, all crafting stations with 25% bonus when used, new robes of "Molag Bal", three new towers, a teleportation system inside the castle and for 6 major cities. 12 follower ready bedrooms, a vault, a display room, blood bath with bonus buff, special blessing from molag bal at his shrine, swimming area, over 20 NPC's roaming the castle, 11 of which are followers, 4 fast travels, ships that take you to ports all over tamriel .. to name a few for starters.

     

    Castle Volkihar Redux by DiGiTaL CLeaNeR:

     

    on the nexus http://skyrim.nexusmods.com/mods/30861/

     

    on steam: http://steamcommunity.com/sharedfiles/filedetails/?id=129969995

     

    Make sure you uninstall any other mods that change castle volkihar or you will have crashes to desktop as they will most definitely conflict.

  7. You have got to hand it to the owners of this site for sticking to what the customers/users want, instead of turning into the blind greedy corporations. I have a new respect for these guys. I love the idea of every game being able to mod. Someone mentioned (and it did cross my mind while reading this post) that people could make tons of fake or troll nexus sites this way. I'm sure you have a way to monitor that or weed it out all together, so that is just logistics, please stop concentrating on details like IP address changing, your hardware has it's own identifiers, there are other ways is what I am saying.

     

    Anyway, great news! Congratulations on moving up a size or two Nexus!

  8. MadNuttah, on 23 Jul 2012 - 09:39, said:

    First off, I'm sorry for the rushed answer of mine. It wasn't a keyword I've added to the plants, it was a formlist to which I added my assets where the critters should land on. It's called AAAMothPlantTypes. Then, I have placed an critterSpawnInsects_Many activator and the insects were spawned from there and landing on my plants. I tried to use the critter landing markers first but had no success as well.

     

    May this helps.

    This worked for me.. Thank you! I noticed that there are two landing markers.. one works the other doesn't. CritterLandingMarker_small works.

     

    Looking around for tutorials on this I found nothing useful but this thread. I don't have a custom plant, but still had issues with the butterflies landing in the air. Turns out treeflorajazbay was the issue, as that bounding box makes them land 4 feet above it. Jazbay is in the formlist you mention. I just made a copy of the jazbay and replaced all the jazbay in my cell with my new one, problem solved.

     

    Remember, don't mess with the properties of the script on the base object (bug spawners), do it on the ref only, or you'll bugger up all bugs in Tamriel and beyond.

     

    MadNuttah, I just gave you kudos :)

  9. You know, there is a mod "Better Vampires" that allows you to drink from your dead victims until you loot them. I like this idea. I think vampires should be able to make a blood potion (drain some blood into a bottle for later), mabye all bodies could have a blood potion lootable.

     

    Another idea, similar, is to make a custom crafting table (an embalming table decorated with embalming tools, all bloody with maybe some body parts etc) that makes blood potions requiring human flesh.

  10. Regarding "Mod author comment moderation tools" my feedback as an author (with over 1k unique dl) http://skyrim.nexusmods.com/mods/30861

     

    When I received a message from the owner of this site saying mod authors with over 1k downloads would be given the ability to moderate their own thread, I thought to myself, now that makes sense. This way it moderates itself because, no one is going to get 1k downloads before you figure out there is something wrong and yank it.

     

    Not letting the mod author edit his own thread is a big problem for me. My thread is so packed full of necro posts, and triple, even more posts with the same answer.

    Or a spammer, or someone who brings up a slander, or support that should be googled, I dont support bethesda's game, I support my mod!

     

    Most of all my thread is near worthless without the ability to moderate it myself because no one wants to read through 10 pages of old posts, trolls, mistakes, and edits.

     

    You are worried that someone will abuse this power? I dont think this is an issue on the nexus because you have live support, and you have moderators like "thandal" who are on top of their job.

     

    If someone were to post something they shouldn't, or steal, even if the thief tried to cover it up, those people not able to post would report to nexus moderators and the problem would be handled without spamming the thread with angry chatter, look more professional (as it's being handled behind the scenes as management should), and generally makes your site more pleasant to visit because you can actually read threads that pertain to the mod's content, and not all this garbage.

     

    For me, this has been the only draw back to the nexus, it's threads are too filled, and the author needs control. We are adults, and like it is in free countries, we are given privilages until we abuse them. Innocent until proven guilty if you will. Not trusting me to moderate my own thread is a slap in the face as well. Makes me feel like a juvenile at 45 years of age.

     

    Now go and look at my steam site, and see how clean and easily you can read through posts.

    http://steamcommunity.com/sharedfiles/filedetails/?id=129969995

     

    Just my thoughts, I love nexus. I have been a patron for years, but have always thought this one thing was very over moderated. Thanks. Sincerely, Han

  11. NPCs not showing up? Place an xmarkerheading in your cell, linkref your npc to the xmarkerheading. Try It, it works, yeah silly huh. Right click your npc (in the ell) find "Linkref" double click in the box, target the xmarkerheading, ok, ok save.

  12. Creating Dragon Priest Busts

    It is assumed that the reader has basic understanding of how the creation kit works.

     

    Dragon Mask Busts are different from Dragon Claws. While dragon claws are either enabled/disabled, the mask busts themselves has two different animation-states. What this means is that the busts either displays an empty bust or a bust with a mask attached, depending on which animation-state they are currently in. As such, you don't need to place any fake masks like you did with the dragon claws.

     

    Adding Dragon Priest Mask Busts is a lot more simple than Dragon Claws; all you really need to do is copy-paste them and modify the script properties.

     

    - In the Cell View Window, open up LabyrinthianPriestSanctuary.

     

    - Make sure markers are turned on; Highlight the render window and press 'M'. This will toogle markers on/off, so if things appear you just enabled markers. If stuff disappears, press 'M' again.

     

    - To make the copying process easier, we're gonna hide a bunch of stuff in the cell. This is done by selecting object(s) in the render window and double-tapping '1'. You want to hide pretty much everything but the nine busts and their corresponding trigger box (eight red boxes and one orange). Once you feel like you've hidden enough continue to the next step.

     

    - Select every bust and their trigger box, either by dragging your mouse while holding down the left mouse button, or by holding down the Ctrl-key and clicking each object once. Once the 18 objects are selected, press Ctrl+C.

     

    - Change cell to your house. Move to where you want your busts and press Ctrl+V. A copy of everything you copied should appear. Move the busts to a desired position, make it look nice. Don't forget to move the trigger box as well!

     

    - To prevent potential bugs, we must first modify the script properties of the red trigger boxes (i.e all the ones but Konariks). Double click the trigger boxes in the render window, then navigate to the scripts tab. There should be a script called "dunLabyrinthianMaskBustSCRIPT" in the list. Right click and select edit properties. Find the myIndex-variable in the list and change its value to -1. Press OK. Press OK. Do this for all the red boxes.

     

    - Double click the orange trigger box (Konariks bust trigger). Again, navigate to the scripts tab. Right click the script in the list and select edit properties. Click the myBustActivator in the list. Press the "Select Reference in Render window"-button. Your mouse cursor is now transformed into a cross. Double-click the Bust of Konariks mask. Press OK. Press OK.

     

    - Save.

     

    Thats it! You should now have working busts.

     

    Thanks for this tutorial, but after doing what you said with the masks @ -1 on all red trigger boxes on and selecting the final bust, the altar still doesnt open the head. Can you let me know if that is what this script property alteration is supposed to do? If not, all I want is for the final bust to be open so people can store all their masks on the static moveable altar.

     

    In short, how do you get the static moveable altar to open up so you can store the final mask as well?

     

    Thanks in advance if you can help.

  13. 100mb cap is what I heard. Shrink your mod size down. Or the steam servers are just over bandwidth capacity. Wait til early morning or late at night and try again. I always have to try three or four times. But today I cant upload at all after 20 tries :(

  14. Thanks for your quick alert, honesty and hard work!

    Whenever I get a virus or a trojan, I wonder if I had my gun at their head, would I pull the trigger?

     

    I found several trojans on my rig today. Not sure if they are related, but I scan everyday. Someone also tried to access my gmail today ... an ip address from china.

    Here are the two trojans I found:

    Malagent

    http://www.microsoft.com/security/portal/threat/encyclopedia/entry.aspx?name=Trojan%3aWin32%2fMalagent

    Alureon

    http://en.wikipedia.org/wiki/Alureon

     

    Also found Java/CVE-2013-0422.C

     

    For some good news, they actually caught some of these guys but the virus lives on:

    Arrests

    On November 9, 2011 the United States Attorney for the Southern District of New York announced charges against 6 Estonian nationals and 1 Russian national in conjunction with Operation GhostClick. The U.S. is currently seeking to extradite them for running a sophisticated operation that used Alureon to infect millions of computers worldwide.

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