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ScarabMonkey

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Everything posted by ScarabMonkey

  1. Be super awesome if it scaled with speed too ... satnav is almost pointless when you're going 200 mph!
  2. Good spot on the AddItem thing - I knew that really I just forgot ... My Hearthstone mod does exactly that - silly me! When you 'coc riverwood' I would guess your quest isn't starting...
  3. AddItem requires a Form not an ObjectReference ... so you'd need: Alias_Renthar.GetRef().AddItem(Alias_PickupShield.GetRef().GetBaseObject()) It is wise to use a clean save whenever testing quests - as they are stored in the savegame ... You can get quickly into the game with a totally hygienic 'save' by typing 'coc riverwood' into the console on the game menu (before loading a save).
  4. If you suspect scripts then you should turn on script debugging... http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-some-things-to-try/ Scripts from mods can often hang around and cause issues even after you untick the ESP... so you will need to check the instructions for each mod before removing it - or start a new game.
  5. There's a mod to change the skill level required to prompt these comments. I use the 50 version.. Can't remember what it's called though, something like Guard Comments
  6. You just need to right click on any textureSet and click 'New'
  7. This mod has some nice simple wooden bows: http://skyrim.nexusmods.com/downloads/file.php?id=12506 Not short though...
  8. Perhaps you should attack this from the other angle ... How do I stop the micro stutters without using SBW.... My game was unplayable slow with SBW, so you are already lucky I guess... Anyway, I don't know what you mean by microstutters - with your rig you shouldn't have any issues with even 8xAA 16xAF. I have seen the game become strangely stuttering on an i7 after area transition - the fix is Ctrl-alt-del then press cancel. Perhaps you could try that instead?
  9. Yes that does seem to be hardcoded, just like the fact that table and stone can only be used for upgrading. What you could do is hijack and rename an existing underused category. E.g. falmer... Or Studded or Imperial ( renaming is done in GameSettings things like sFalmer and sDraugr) Obviously this is a bit of a hack, but it does work. You should check out Lorecraft - that does clever stuff with crafting lists...
  10. Sound like your Papyrus sources have corrupted... Try reinstalling the Creation Kit.
  11. This is often caused by a mod with a missing master. Make sure you have the pre-requisites for all your mods... Or try enabling them one at a time.
  12. I don't know how to do it, but take a look at tgshippingmap.nif it has a double sided texture
  13. I think the Bookshelves tutorial would be more useful for you, shows you where to add scripts to items: http://www.creationkit.com/Tutorial_Bookshelves Edit... Sorry it doesn't The tab you want is the farthest to the right (scroll some) on the container object
  14. You should try Occupy Skyrim not as many large battles but I found it much more stable.
  15. TESVSnipis the easiest way: open the file double click on TES4 tick/check the first box (ESM) press save save the file Note that the 'save' button doesn't actually save the changes to your file, you have to use Save in the menu... and it then always makes you browse...
  16. Got a good response from SomeWelshGuy over on the CK forums: http://forums.bethsoft.com/topic/1360405-fundamental-modding-advice/page__view__findpost__p__20544743 Basically he says it's fine to use ESPs as Masters, you just need to switch the flag in them to ESM while developing, then back again - this means I don;t have to bug each and every mod writer for a new ESM version of their mod...
  17. Can anyone shed any light on whether there are problems with using ESP (without the ESM flag) as Master files? I'm trying to Lorecraft-ify many mods and I want to use the existing mod as a Master ... unfortunately there are so many mods out there that are in ESP format (which really ought to be ESM, IMHO)... So, is there any reason not to have my Lorecraft plugins using their ESP version as Master? (clearly the load order would be important) Or should I be asking all these modders to release an ESM version? Thanks guys ScarabMonkey P.S. is it me, or does Skyrim now automatically load Masters if you only tick the ESP? Seems so...
  18. Try this tuorial - it's a little old, but all still true. http://tesalliance.org/forums/index.php?/tutorials/article/45-mod-cleaning-faq/
  19. Greetings Can anyone point me in the direction of a tutorial for splitting large mods into ESM/ESP and updating the FormIDs of the moved items? I've been trying to use Wrye Bash to 'Import FormIDs', but it doesn't seem to work anymore :( So, is there anything else out there that can do this for Skyrim mods? Thanks! ScarabMonkey
  20. Yes, I intend to add this information to the Wiki - but I can't use the Wiki to compile it.......
  21. Hi Tamb0, I think they're talking about option screens which are added by mod scripts
  22. Hi Guys I've started a thread over on the CK forum where I'd like to compile the collected wisdom of fundamental modding principals: http://forums.bethsoft.com/topic/1360405-fundamental-modding-advice/ Please chip in if there's anything you think I should add! Thanks
  23. You ought to check out the amazing work that Duke Patrick has done over at TesAlliance: http://tesalliance.org/forums/index.php?/files/file/1139-duke-patricks-heavy-weapons-combat/ His mod allows you to parry with any weapon by hitting the arm of the attacker - clearly daggers are best for this as they are fast :)
  24. I think the trick is to get the NIF to load the map ... i.e. you'll need to use Nifscope to edit the nif...
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