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Naufragous77

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  1. A modding treasure! If it weren't for his vids, I would never have figured out the construction set!
  2. Ah, now that makes sense. I was scratching my head wondering why NMM decided to go offline. Thanks for the news report!
  3. I tend to play MW as immersive as possible, using every mod from food/sleep to being weighed down by armor when I swim. However, when I was playing lately with a low speechcraft character, I realized I'd spent twenty minutes admiring an NPC, but in game time, no time obviously passed... I was wondering, is it possible to make a script that could advance the game clock depending on how many persuasion attempts you make? Something like ten attempts equal ten minutes? I'm not sure if that's possible or how to get started... the idea just dawned on me as something neat to make persuasion actually feel like a conversation had passed between you and the NPC, rather than button spam. Any ideas how this could be done? Does MW keep track of persuasion checks? I've no idea where to begin.
  4. Recently I've been trying to regenerate my land distance, and everything seem okay 'til the very end when I'm prompted about the "water00.tga" not being able to be converted. I reinstalled MGE XE and even updated it from the skunk works, but the issue persists. I've never gotten this error before, nor could I find an answer online. I tried looking for that file in my setup and there's nothing, save a file called "water_nrm" - my older setups in my backup drive have water files which I moved over to see what would happen, but still got the error. I've checked in-game, the water seems fine to me, but I like to route out any problems before they come to bite me later on. Anyone have/seen/heard of this issue before?
  5. Actually, what I found was kinda strange... there was another Furn_Com mesh sitting in my "F" file, and when I removed it, the problem went with it. I find this strange because I'm under the impression that meshes in those files override the BSA.
  6. I'm working on a fresh install and I'm encountering a problem with the furniture placement, particularly the ends of bars, and the rounded corner. They're not snapped to their adjacent piece and are separated by a fraction of an inch. I find this an eye sore. I can't figure out why or where it's coming from. I consoled and all I got was that the ref. is called "furn_com_rm_bar_04" for the one at Arille's Tradehouse. I tried looking online, but no one see to mention "furn_com_rm_bar," so I don't even have a place to start. Now, I unchecked Dave Humphrey's furn. mod, and a few others, but the problem persists. Any one else counter a similar issue?
  7. Solved it... well, at least for Animated MW, but that should work for the Bard mod. I remembered that in Animated MW there's at least one bard that works, playing his lute by the well. Looking through the meshes, there's a "AM_Bard2" and a "AM_Lute" - only difference I saw was one started playing right of the bat; the other did not. I hit the "play button" on the animation, saved it, tested in-game, and it worked. It looks like it was a slight oversight in packaging, but I'd suggest doing that ViolentRic. The meshes in the Bard mod are named differently, but still essentially the same. Make sure both "play buttons" are ticked, which is the only thing I noticed that was different than what was set up in Animated MW.
  8. Unfortunately that link is dead. All you get are 404 Errors when you try to DL anything from that page. As a side note, the same issue can be seen in Animated MW and Animated MW merged. I never noticed, since my character slept mostly by night, but there were a few times I saw the bard in a tavern, and it just stood there. I tried a fresh DL, still nothing... I even tried pulling the musician files from another mod, still the same disturbing results. When you say loop, is that something that has to be done in NifSkope? I assume it's that play button above, eh?
  9. Yeah, it must be locked in somehow. I tried, as you suggested, and made a new cell. Water worked as a charm. I did a little for research and it seems to be an old problem. Some guides say that building a new cell works fine, but problems abound when adding to vanilla cells. I'll have to rearrange my dungeon layout a bit, but thanks for the replies.
  10. Correct on both regards - water checked and water levels are in. I even lowered the entire dungeon to a certain level so I knew how high and low to go. I went into it in-game, both with a brand new character and an old character, both showered nothing... I'm at a loss.
  11. I did that but for some reason it wasn't showing in-game. Does it matter if it's a cell that already exists? I'm redoing a Dwemer ruin from vanilla MW.
  12. Lately I've decide to try my hand at extending a dungeon for myself, but the issue I've come across is adjusting the water level to an interior that didn't have it to begin with. I figure out the numeric part to lower and raise the water and in CS the water height looks about waist deep. However, when I go in-game to test it, there's no water to be seen anywhere. Is there something I'm missing here? Something else I'm meant to click or you can't add water levels to a preexisting interior? I figured adding water would be straight forward. I've looked online, but nothing seems to address the lack of water levels. Any help would be appreciated.
  13. As far as I know, I don't think so. I scour through Nexus, Mod History and Fliggerty constantly and the closest thing that comes to mind is a "reveal all" markers on the map mod, which still isn't a solution, seeing that only cities and important locations have markers. Places like tombs remain unmarked in a world map.
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