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Rustle32

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    Skyrim, FO:NV
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    Fallout NV

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  1. I would like to be able to tell provisioners to transport weapons, armor, aid, mods between settlements. Something like setting take from and transport to preferences. This way I could drop off collected loot at my nearest owned settlement and the Provisioners would carry those items, with a time delay to simulate transport times, to my main settlement or even split it up between settlements.
  2. You might try the Improved NPC Clothing texture mod which replaces the vanilla clothes with High Rez detailed textures. http://skyrim.nexusmods.com/mods/2674 Make sure to click on downloads to see the different options.
  3. You might take a look at the "Possessive Corpses no more lazy zombies and shy nirnroots mod", or contact the mod's author.
  4. Thanks! I found where it was supposed to go, in the Solitude Jail, but they used a collapsing wall animation instead. (smdfceljail02 and SldJailWallCollapse01) The hole for the doorway is close to the shape of the SSecretJailDoor01, but is a little wider, so it's obvious something is there. I think I can edit the hole so the door fits, but the collapsing wall gives me Ideas too. I wish the game producers has enforced the file naming conventions better, as the Solitude's designers did not follow the same type of naming as the rest of the Skyrim objects.
  5. I think the reason the CK is crashing so much is due to the loose file mods and scripts insert which are loading with the CK. I've been having problems with the Creation Kit crashing while working on mods, until I came up with the idea of using a virgin version of the Skyrim Folder to run the CK. Since then I've only had one crash, and that was probably due to my own stupidity. To create a virgin folder, I renamed my current Skyrim Folder, then uninstalled Skyrim and the CK. The I reinstalled Skyrim and the CK and changed this new folder to Skyrim Backup 1.7 (or whatever the version is of the game). Then I copied and pasted the Backup folder into the Steamapps/Common folder and renamed the copy as Skyrim. I use this version only for the CK and for testing, never for playing the game. Once done using the CK, I copy my .esp and related files to the original game Skyrim folder, rename the one I used for the CK as Skyrim CK, then change the name of the original folder back to Skyrim so I can play the game. I'm not 100% sure this will solve all the crashing problems, but by removing the variables of those loose files helps the CK run smoother. Yeah, it's a PITA but limiting the crashes makes my modding experience less frustrating.
  6. I found an easy way to view and browse texture .dds files. Helpful if you are looking for a different texture to use than the one assigned to an object, as long as it is a tiled texture. Irfanview has a plugin for strange formats called Formats. It opens a wide variety of specialized files, including .dds files. Just click on the Plugins sidetab and find the latest version. Now all we need is a browser for .nif files...
  7. Yeah, I was thinking that was the case, but I was hoping it existed under some different naming scheme. Guess I'll have to make it.
  8. In the Ck there is a door named SSecretJailDoor01 that was apparently never used in game.This is a working door that opens in the middle, resembling a stone wall, completely different from the Riften Jail secret door. I am unable to find the related door frame wall section for this door, has anyone seen it and know the name to the wall piece?
  9. Most likely, it's a mod that has hanging dialog which is not properly assigned to an NPC. Try uninstalling any recent mods you installed and see if the problem goes away.
  10. And they need to name the readme file something that just readme.txt. I don't know haow many readmes get overwritten by another mod, changing the file's name to <modname> readme.txt would insure it doesn't disappear.
  11. II was having a Crash to Desktop problem in the first part of the Ustengrav Nordic ruin. I'm posting it here, because I'm not sure where to post problems and workarounds like this. May be slightly spoilerish. Upon entering the second large room, or the first one after all the mages, I was crashing on what appeared to be an AI event.The CTD would happen as soon as the entombed Draugr just past the bridge tomb door hits the floor. I tried turning off various mods that I am running to no effect, the CTD always happened at the same point. So I turned on my mods then used the console command of TAI, Toggle AI, to turn off AI for some NPCs. This seemed to work, no CTD. I killed all the Draugr, including the one in the tomb, then turned back on the AI with the TAI console command. No Crashes. I had Lydia as my only follower. The Draugr in question ID was 0005204f I have a rather lengthy mod list so won't post it here, though at first I suspected ASIS, Automatic Variants, Skyrim Performance Mod and WATER. Though on research, it seems that Ustemgrav is one of the bugged areas and has never really been fixed. This is an FYI post, maybe someone better suited than me can track down this bug.
  12. Did you use the Nexus Mod Manager? If you did, do the reverse of what you did to install it. If you dropped the files in to your Skyrim data folder, then you will need to delete the files one by one. Open up a copy of the mod's compressed folder in a different location and see where the files are in relation to the Data folder to find them. This is the reason most people use some sort of mod manager.
  13. I think the game difficulty changes damage ratios to make it easier or harder. Which is a lazy cop-out in my opinion. But the levels are: Level NPC vs Player damage Novice 1 to 4 Apprentice 1 to 2 Adept 1 to 1 Expert 2 to 1 Master 4 to 1 This means at Novice, you do 4 points of damage to every 1 point of damage NPCs do. At Master NPCs do 4 poinrs of damage for every 1 point you do using the same weapon. At Adept level all weapons do equal damage. A better way they could of handled difficulty is to adjust NPC Skill level, AI smartness and the number of Mob NPCs. More information on Skyrim UESP Wiki Difficulity Levels
  14. You might get more attention to your request if you posted it in the Skyrim Mods Requests forum board.
  15. As with any Game object, the fewer the number of polys you can use, the better. But don't let that limit you in your design phase. Many modelers will make a highly detailed version, create the texture for it, then reduce the number of polys, keeping the feel and look of the high poly count object. I'd suggest looking at some of the more complicated vanilla armors for an idea of a good poly count. Like the higher level armors in glass and daedric patterns.
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