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cppcooper's Achievements
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I'm looking for some steps to take for getting various outfit mods to work. Like: https://www.nexusmods.com/shadowofthetombraider/mods/61?tab=description https://www.nexusmods.com/shadowofthetombraider/mods/183 It seems these mods depend on "SHADOW OF THE TOMB RAIDER NUDE MOD (BOOTY EDITION) 1.0" which depends on SK_FFXV which uses v0.10... of SpecialK (current being v24...). I'm also using ReShade, but it seems even without the dll files for reshade I have issues. I'm running a 3060, and it definitely supports DX11, yet upon launch with the necessary dependencies I get an error about not supporting DX11. Here is even a thread about the error, though wholly unrelated since I definitely installed official drivers via nvidia software and not windows update (`_`) So, I'm hoping somebody knows what to do in 2024. I just want to make some of the outfits look a little bit nicer. The perks of the outfits are nice, but it feels weird playing a white british chick in all the fittings of indigenous tribefolk. Some about that just doesn't feel right.. you know.
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When I equip the sword then the bow, the sword disappears. I can't manage to get the diamond weapons package to work. The only one that is creating the fake weapons in my inventory are the dragonbone daggers
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Jeez only 16 views over the course of 24 hours.. I thought this was a popular mod.
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Ya try verifying your cache's integrity. Didn't that allocation thing replace the tesv.exe file? If so, delete it before verifying your cache; go into the properties for the game in steam for the option to do so.
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I read the tutorial on how to use the packaged template to script weapons so that they will show up. I followed the steps precisely and made sure I unequipped all my weapons in the dungeon I was in, then went outside. The dragonbone daggers I setup work just fine, sorta.. they tend to equip the fake when I unequip them; not a big deal as I can unequip the fake and it disappears. The weapons I am having trouble with are these Diamond Sword (Legendary) Emerald Sword (Legendary) Diamond Bow Also I thought that both daggers were supposed to show up if I equipped two. Currently I can get a sword and dagger equipped at the same time, although on the same side; I still need to go in and edit weapon positions on my skeleton file. Any advice or help you can lend me in figuring out what's gone wrong would be appreciated. I personally think that I've duplicated the diamond weapons package and now my game likely has a scripted and non scripted version of the weapons.. I would make more... but diamond and emeralds especially are hard to come by.
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From the looks of things, most people on this thread seem to have stability issues with their computers more so than problems around Riften. I just found when I travel down the road at the rear entrance to Riften, which is where my horse was unfortunately waiting for me, that I seem to reliably crash.. I traveled up that road from Falkreath to get to Riften so I don't understand why it would be crashing now. I thought it was a music addition that I just found on steam and downloaded from the nexus.. I disabled that and it still happens, it was the only major change to my mods, everything else has been value tweaks made by myself in the CK. I travelled through the lake swimming to my horse at the rear entrance the first three times, I get about 50-200 feet from Riften and it crashes. The last attempt I made was to simply run around, the tweaks I was making were related to my walk, run, and sprint speed so it was much faster to run around Riften clockwise.. that time I crashed before seeing my horse. I believe I installed sneak tools while in Riften, and I have had moonpath installed since day 1. I will try deactivating moonpath first since I haven't used it yet. Then try the 31 day wait thing that somebody mentioned.. Then with great reluctance I will deactivate sneak tools. I will try to post back what fixed it, if anything. ----------- Nothing worked, I just finished setting timescale to 65000 and waiting a few minutes for a month to pass by. I have already deleted moonpath and I have tried disabling all the new mods to my load list. The only thing I think could be affecting things that I haven't tried yet is the dynamic weather mod I have installed. Wasn't the weather mod either. I am going to just fast travel out and hope that it is just Riften. I don't like the rift much anyways. My only theory which has remained untested thus far, is that I am pushing my NB too far too fast. You see my horse sprints quite fast, speedmult is at something like 180.. so in theory perhaps I am loading and unloading too many cells in too short a period of time. This will take me some time to test --- Solution: Unknown I mounted my horse as I had previously done, I rode away from Riften down the road towards the pass through the mountains; I did not gallop as I had been previously doing for the previous crashes. I rode the road all the way through Helgen; I learned that you can lockpick gates on horse back!! Did you know that? Rode on down the road out of Helgen all the way down to the lake where I attempted to gallop through too many cells or whatever so I'd get another CTD.. didn't crash at all, I did sputter for a moment around the end though. I fast travelled back to Riften and Galloped down the same road I simply rode down the last time but galloped into my desktop the 10-15 times before that.. Nothing, no crash.. So my problem is mysteriously gone. Maybe the textures were still cached and if I were to load up the game at the gates of Riften and do it again it would crash because the textures can't load fast enough.. I don't know. I will have my eye forever on the look out for ties to this crash now, but I think this is the last bit I will put on here. I am just glad it is gone. (Edit: I also had all my mods loaded except for moonpath when doing the above "solution")
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So I have a problem in game, I have textures and or shadows causing this to happen. I would like some help in figure out what setting I could increase to remove the unwanted effect. Note above the middle of the screen, on the ground to the sides, there is some sort of darkening of the textures. It sort of looks like an anti-aliasing issue, but I've already tried about 4 different settings. http://s8.postimage.org/mt5cd9khx/Screen_Shot5.png If these settings help any: [General] fBrightLightColorB=1.0000 fBrightLightColorG=1.0000 fBrightLightColorR=1.0000 iStoryManagerLoggingEvent=-1 bEnableStoryManagerLogging=0 fDefaultFOV=80 [imagespace] bDoDepthOfField=1 iRadialBlurLevel=2 [Display] iBlurDeferredShadowMask=4 fInteriorShadowDistance=2000.0000 fShadowDistance=2000.0000 iShadowMapResolutionSecondary=2048 iShadowMapResolutionPrimary=2048 iShadowSplitCount=4 iMaxAnisotropy=12 fLeafAnimDampenDistEnd=4600.0000 fLeafAnimDampenDistStart=3600.0000 fTreesMidLODSwitchDist=5000.0000 fGamma=1.4000 fDecalLOD2=1500.0000 fDecalLOD1=1000.0000 fSpecularLODStartFade=4000.0000 fShadowLODStartFade=400.0000 fShadowLODMaxStartFade=8000 fLightLODStartFade=4500.0000 iTexMipMapMinimum=0 iTexMipMapSkip=0 iWaterMultiSamples=0 iMultiSample=2 iShadowMode=3 bTreesReceiveShadows=1 bDrawLandShadows=1 bFull Screen=1 iSize H=1080 iSize W=1920 fMeshLODFadePercentDefault=1.2000 fMeshLODFadeBoundDefault=256.0000 fMeshLODLevel2FadeTreeDistance=2048.0000 fMeshLODLevel1FadeTreeDistance=2844.0000 fMeshLODLevel2FadeDist=10000000.0000 fMeshLODLevel1FadeDist=10000000.0000 iScreenShotIndex=4 bShadowMaskZPrepass=0 bMainZPrepass=0 iMaxSkinDecalsPerFrame=25 iMaxDecalsPerFrame=100 bFloatPointRenderTarget=0 sD3DDevice="NVIDIA GeForce GTX 580" bFXAAEnabled=1 iShadowMapResolution=4096 fShadowBiasScale=0.1500 iShadowMaskQuarter=4 iAdapter=0 iPresentInterval=1 iShadowFilter=8 bShadowsOnGrass=1 bTransparencyMultisampling=1 bDeferredShadows=1 bDrawShadows=1
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I don't know if it's because I am not playing the main quest line much or whether it is a mod I have enabled.. but I am level 50, and I've only run into ~30 dragons. It just isn't enough. So I am hoping somebody can help me locate the respawn restrictions for dragons in the CK. I haven't been able to locate it.
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Alright, I never cared for action script very much and I was never any good with it; so that's unfortunate. Thank you very much for letting me know how it would be done, I appreciate it.
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I've decided to take up necromancy in the search of answers. Anybody know if OP is possible using dragon script or skse.
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Is it possible to script 2d things in the game with papyrus? Such as creating a whole new lockpicking hud/menu
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That would be quite the task huh. I can't even imagine where I would start trying to find the "DLL link" to ask the folks over there to hook onto it. I would prefer that but I don't know how to go about it. If we can come up with a plausible brute force manipulation of papyrus to come up with a method. I haven't done anything that complex in any scripting language before, I had been hoping I could rewrite a pre-existing one.
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So I have had this idea since I started posting on these forums so long ago.. however nobody has been able to answer the question. I thought I would leave for a month or so while people get more used to the kit and now it is about 2 months since the release. So hopefully more than just one person, who will likely never read the thread, will be able to answer this question. The question is this, is it possible to modify the scripting for the minigames and change, say, how many stages(tumblers) there are to turning the lock?
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I have been looking for resources on scripting gameplay changes. I think everything I have in mind as gameplay changes are hard coded but I am looking for a bit of validation i guess you could say. I am looking for a way to change things like the lockpicking mechanic; for example, changing it from the current system to the oblivion system. My idea in particular doesn't go quite that far, but that type of change, changing what is actually required to successfully unlock a lock. Additionally something like being able to block with dual wielded weapons. Any information on changing things similar to these would be appreciated. Even if you're just lending your opinion
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"Romance Mod" (if you are into modding, please read this!)
cppcooper replied to NathanRyan's topic in Skyrim's Skyrim LE
Yes, it should really say who to message in the OP. Just send a PM to Nathan the guy who posted the OP, if you want to join in he is the guy to speak with.