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GamerRick

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Everything posted by GamerRick

  1. That code looks like it forces the timer to go to the end when the summons dies. It does not determine how long the summons will live. The duration may be set in the spell.
  2. My understanding is that DXT5 is more loss-less than DXT1, which means that DXT5 should result in a larger file. However, once a file is saved in DXT1, you can't get the detail back by switching to DXT5. So, the decision has to be made before the image is saved in any compressed format. The same would apply to images saved in the JPEG format, which has selectable levels of compression. My success in manually downsizing images in Photoshop isn't better than what Optimizer Textures can do, and I have visually compared the results from OT and DDSOpt to conclude that the former produces images with better detail and contrast.
  3. For Oblivion, I use DXT1 for textures that don't have a transparency alpha channel, and DXT5 for those that do. I have heard that DXT1 can cause more detail loss because of the stronger compression, but have not verified this myself. Using DXT5 instead, even for textures without the alpha channel, won't hurt anything. I did this in FO3 following the advice of PixelHate, who knows more than me about these things. I am still playing on the computer I built in 2010. I am on the 3rd graphics card (which is the only thing that broke over the years). My latest one is an AMD 570 with 4GB vram. Going from a 1GB card to a 4GB card made a big difference in all of the Bethesda games.
  4. It does not work well on skin textures. Quite bad actually. I'm not sure what else you may be referring to. I use Photoshop CS2 and the last version of Nvidia's plugin that works with it. I usually use PS when it's one or a just a few texture(s) that need adjusting or when I am creating one myself. It works better than DDSOpt on most though.
  5. No. It is a program that can batch fix (or downsize) textures for you. I should have said 'The best program for fixing already existing textures'. I mostly use it to downsize textures that are way too big for the resolution I play at. But I can see in its output text when it is adding mipmaps to them, removing unneeded alpha channels, and saving it in another DXT format. To use it on one texture, put that texture in its own temporary directory and point the program to that directory.
  6. The best mod program for textures is... Optimizer Textures I think it fixes offsize problems but it definitely will generate mipmaps for the texture. I've used it for all texture replacers for Oblivion, FO3, and FNV. It will not recognize the new texture format used in Skyrim.
  7. Thanks! That's a lot more than I could find any where else. I plan to do this when I am ready to start a new character.
  8. Say I want to make Jair into a fence for the TG. How does one do that? It seems there must be a step by step way to do this (such that they grayed out settings become settable), but I can't figure out what the order is. Thanks.
  9. Actually, I can think of 1 work-around, and that would be that the script detects when you go into MenuMode and makes it re-say the last say when you go back into gamemode. The only other thing is that you can turn on general subtitiles and at least be able to read what they are saying. I did that to make sense of what Mankar was saying. At one point he says "You think i'm occupa" which is really "You think I mock you."
  10. I don't think it's possible to fix this. It is possible to just make them shut up though. I did this with the daedra shrine's (where they disable your controls and talk) where I can press a key to just make it jump to the end. However, with the three times the Calvicus Vile dog starts talking to you, I just ignore it. The problem is that the script does a command to make them 'say" something to you (which can be several sentences per 'say' and be up to 5 'say's), and there is no way to stop that once they start saying that part of it, and there is no way to make it pause when I go into any menu. It will make them stop saying that part and then just go to the next 'say'.
  11. In the mod pages discussion, someone else asked "where the **** is he" last October, and the author never responded. Unless you are really desperate for this mod, I would give up on it. The ONLY way for you to get that follower in the game is to open the console and do a PlaceAtMe command, once you figure out the hex BaseID of the NPC. EDIT: Oops. I didn't see Lena's response.
  12. Maybe the mod does a scripted PlaceAtMe. In that case you would see a SCRT in the upper window of the 'Use info' result.
  13. OK! However, something must be fishy with your approach, because when I hit the TAB key to exit the repair menu it goes back to the inventory screen. If you post ALL of the scripts you created to do this, maybe we can spot something.
  14. I changed it so you can exit the repair menu by pressing the tab key: begin MenuMode 1035 ; Repair / Ingredient Selection (Alchemy sub-menu) if IsKeyPressed3 15 ; TAB key ClickMenuButton "#2" 1035 ; Exit button endif end You could use that logic to just close the menu when you don't have a hammer. It looks like it may also do that when you are in the alchemy sub-menu too. I don't know if there is a way to tell the difference.
  15. Enhanced Economy is the mod I use for the economy. It has a lot of features I don't use. One is the ability to adjust loot on the fly by your settings. It scans NPCs and other containers to adjust the loot.
  16. I would solve this using RefScope. Get off the horse, use RefScope on it and select 'Active Effects". It will give you the BaseID of the effects on it. Then (keeping the RefScop dialog open) you can open the console, click on the horse to select it, and type Dispel xxxxx (where xxxx is the BaseID of the effect from the RefScope dialog). Also, the BaseID of the active effect will give you the load order number of the guilty mod. Another way would be to open all of the mods in TES4Edit and look through the mods to find ones that have the category Spells. Expand the Spells category to see if they add something that would slow a horse. Having identified the mod, you will then have to figure out how that spell gets cast on the horse (probably a script somewhere) and modify the script or just remove what ever they are doing to cast that spell on the horse. Or you could jot down the BaseID of the spell, and use the Dispel command on the horse. Another way (for the total noob) is to save your game before you get on the horse, and then exit and deactivate one mod at a time until you can load that save and get on the horse without that happening. Then, knowing the mod, you would have to decide how you want to fix it.
  17. Never saw that before. Now I gotta go try it.
  18. Try changing "&& GetPCMovementSpeedModifier == 60" to "&& GetPCMovementSpeedModifier != 0" Maybe, for some reason the modifier (being a float) is not exactly 60. Edit#1: Next I would try this: float SpeedMod ; Reset the Speed Modifier if applied for no reason set SpeedMod to GetPCMovementSpeedModifier PrintC "SpeedMod = %f Keypress = %g Check = %g", SpeedMod, KeyPress, Check ; NOTE this may flood the console depending on how often it's hit if KeyPress == 0 && Check == 0 && SpeedMod != 0 ; if sprint key is not pressed, but sprint bonus of 60 is somehow applied set SpeedMod to SpeedMod * -1.0 ModPCMovementSpeed SpeedMod Message "Speed Modifier Reset" endif
  19. 'Vampire Hunting - Order of the Virtuous Blood' does that with their courier too.
  20. I can't. I can't presume what Khettienna is thinking here. To me it is as overtly hostile to ignore my PMs as it would be to for her to cuss me out for it, given the number of times I have reported bugs to MAs who became hostile as a result. I guess you never had that happen to you. It has happened to me at least 5 different times over the years. The worst was 11 years ago when I took on the entire OOO team. Thanks to WalkerInShadows (who took the mod over after them) those bugs are fixed now. Some MAs are great to work with, but way too many are offended when people try to help them.
  21. Well, this is turning into a MAJOR downer for me. I contacted the MA twice now and she is reading and just ignoring my PMs. I haven't had a bad experience with another MA like this in years. I just refuse to deal with such people and their mods. Maybe she has a valid excuse for not responding and she'll get back to me some day. My experiences with such mod authors has never turned out positively though in the 12 years I have been modding the Bethesda games Oblivion, Skyrim, FO3, and FNV. I have learned that I have no choice but to accept this and move on.
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