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Talonvore

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Posts posted by Talonvore

  1. My question is i dont remember promising to resolve the situation with no bloodshed so i dont know why i fail as soon as any guard is killed. Little off topic but bethesda did a piss poor job with the quest journal.
  2. In Skyrim.INI:

    fSunShadowUpdateTime=0

    fSunUpdateThreshold=2.0

    fShadowBiasScale=0.6

     

     

    I've checked every skyrim.ini file on my computer and i cant find those lines anywhere even using ctrl f to find text strings.

  3. Just started noticing this glitch last couple of days. I have several mods installed and running. I've disabled any mod that i thought might even remotely cause this clitch. Mods like Enhanced NIght Sky (even though i dont think this mod would affect daytime acitivity), Skyrim Sun Glare, Enhanced Distant Terrain, etc etc. Have yet to figure out what is causing this and hoping someone else may know or have had the same issue. Im still not even sure if this is some type of texture glicth or some type of shadow effect gone awry or what.

     

    Made a video of it so its much easier than trying to explain it in words.

     

     

    I've googled "Skyrim Flickering Shadows" and i've tried several so called fixes and i have yet to find one that works. Sorry but this bug is annoying as hell. Its like constantly seeing something out of the corner of your eye and is very distracting not to mention immersion killing.

     

     

    P.S. I made a similar post but mistakenly labeled it as a Texture glitch instead of shadow glitch and since i couldnt edit the post title, i posted under Flickering Shadows header this time in hopes of getting better response as to any possible fixes.

  4. This is fixable, and related to shadow settings in your SkyrimPrefs.ini

     

    I don't have the exact fix on hand, but I'd suggest searching around for Skyrim flickering shadows.

     

    Edit: It's not mod related, it's due to the way Skyrim deals with shadows (which is buggy in general).

     

     

    Ok thanks for the heads up will look into it. Thanks!!!

  5. Just started noticing this glitch last couple of days. I have several mods installed and running. I've disabled any mod that i thought might even remotely cause this clitch. Mods like Enhanced NIght Sky (even though i dont think this mod would affect daytime acitivity), Skyrim Sun Glare, Enhanced Distant Terrain, etc etc. Have yet to figure out what is causing this and hoping someone else may know or have had the same issue. Im still not even sure if this is some type of texture glicth or some type of shadow effect gone awry or what.

     

    Made a video of it so its much easier than trying to explain it in words.

     

  6. Well its a weird glitch i get. I'd say about every 8 to 10 seconds i get this weird ripple effect on the screen. Best comparison i could make would be it looks like somone put a giant fan in front of the sun and the intermittent shadows flicker across all the terrain for about 2 seconds then goes away. Another 8 to 10 seconds it happens again. I just started noticing it maybe yesterday, was on a bit today and noticed it again.

     

    Anyone else had an issue like this before? I have several mods installed but havent really put up any new ones in the last couple days and hadn't had this issue previously. Cant really think off hand which of these mods might be the culprit.

     

    Not sure how to describe it accurately so made a video of it. Crap not sure how to get the video on here. Its a fraps videon, i'll have to read up on how to get it attached to this post.

  7. Mod managers don't need to touch anything outside of the Data folder, ever. For those strange utilities that spoof DirectX dll files or give alternate executables, the user can read instructions like they've been doing for years.

     

    Sorry hope i don't come off as rude but your statement is irrelevant and your opinion. The whole point of my post is a suggestion for a new feature of the NMM which is what the Open Beta Feedback forum is for.

  8. Yes this is why i was asking if they could add an option to specify install directory for mods that you chose to do so for:

     

    What i would like is to have an option where once you added a mod to NMM with the "Add Mod from File" button, that before you activate it you could right click it and then change the install directory specifically for that individual mod only.
  9. Hi, i wanted to know if it would be possible to be able to flag certain mods that you install manually through NMM (in otherwords not using the "Download with Manager" button) to install in a directory other than the data folder.

     

    Here is an example:

     

    I wanted to install the mod "FXAA Post Process Injector" through the NMM even though the modder has made an install tool for it. I ran the installer and changed the the install directory of the installer to a folder that i created on my desktop labeled skyrim (as this is the root directory that the mod's files need to go in).

     

    I then turn the folder into a compressed zip file and rename it from "skyrim" to "FXAAp1" (p1 designating it as the preset 1 option) so that the Mod will have that name in the NMM mod list.

     

    So the .zip file looks like this:

     

    FXAAp1.zip

     

    ----------> Folder "skyrim"

     

    ++++++++---------->Folder "injFX_Shaders"

    +++++++++++++++----------------->12 various files

    ++++++++---------->d3d9.dll

    ++++++++---------->injFX_Settings.h

    ++++++++---------->readme.txt

    ++++++++---------->shader.fx

    ++++++++---------->Uninstal.exe (which i delets as i wont need it)

     

    I then open up the NMM and click the "Add Mod from File" button. Next i select the FXAAp1.zip file to add it to the list of Mods in NMM.

     

    This all works flawlessly except for the fact that when you go to activate the mod NMM will put the files inside of the Data folder instead of into the root skyrim folder (C:\Program Files (x86)\Steam\SteamApps\common\skyrim) because that is the default directory apparently for NMM.

     

    So what happens is you get is this:

     

    C:\Program Files (x86)\Steam\SteamApps\common\skyrim\Data\skyrim

     

    with the above listed files in the second skyrim folder instead of the files being put into the first "skyrim" root folder so that the aforementioned files wind up in the root directory where they need to be.

     

    What i would like is to have an option where once you added a mod to NMM with the "Add Mod from File" button, that before you activate it you could right click it and then change the install directory specifically for that individual mod only.

     

    Sorry if this is a long post and if it is confusing i tried to explain the situation as best i could. Oh and some might say "Well if the mod already has an install tool then why do you need to use NMM to install it?" My answer is that i prefer to have all my mods run through NMM whenever possilbe as it is much easier to keep track of. Also i could make several Versions of the "FXAA Post Process Injector" to reflect the 4 different presets available and change between them at a whim with NMM.

     

    Feel free to ask any questions if anything i said was not clear or hard to understand.

  10. @Talonvore NMM can't mod Skyrim, it doesn't have the TESsnip integrated, it only has archiveinvalidation.

     

    @daelril Judging by the error FOMM gives you, it doesn't recognise the esm format, which is not a surprise. It sometimes gives that message to me too, and it sometimes works. It's weird actually.

     

    Yea I PM'd him i misunderstood what he was saying i thought he was just talking about downloading and installing mods, guess the mention of TESsnip should have given me a clue lol.

  11. Yes. You are using Fallout Mod Manager for Skyrim. With the advent of Nexus Mod Manager you should be using NMM for Skyrim, FO, and FONV. When you start up NMM it asks you which game you want to mod , then you simply select Skyrim and go from there.
  12. Hmm no more thoughts on this topic? Was really hoping that we could get a general consensus on this. Being NMM compatible requires no extra effort on modders just requires them to ensure folders / files are set up properly. I myself can figure most mods out as far as installation goes if it doesnt install properly but some out there cant.

     

    Also i think in all actuality this would make the nexus sites much better because there is nothing i hate more than looking at the comments section for a mod and have 40 to 50% of the comments be about issues with installing the mod. It would be much nicer to be able to read comments on a mod that were descriptions of how good the mod is or constructive criticism that will help to make the mod better, instead of having to pore over extraneous posts about installation issues.

  13. I have tried it over 10 times to enable the Jump Higher mod and when I launch Skyrim's Launcher from the Mod Manager and load my game, IT NEVER WORKS! I've tried both Jump mods, and I see them in the launcher AND I enable them but it doesn't DO anything. I modded the s*** out of Oblivion so I know what I'm doing... but then again.. I dunno. Someone please help me, this is seriously irritating.

     

    Thanks in Advance.

     

    If you've installed a mod with NMM and it doesnt work it may be becuase the modder did not set up the files properly. When you install a mod you should check inside your skyrim data folder to see if anything has acutally been added. I.E. texture files inside the texture folder for example. If you dont see that any files have been added to any of your subdirectorys that means files were prob not setup properly.

     

    For example take KenMOD-Lockpick Pro-Cheat. In his first download version when you opened up the packet there was no folder at all, just the files only. It looked like this:

     

     

    Installation.txt

    lockpickingmenu.swf

    preview.jpg

     

     

    This casued NMM to only put the "lockpickingmenu.swf" file into your data folder instead of into the interface folder as stated in the readme.

     

    For the mod to be installed properly with an automatic NMM install, the packet should have been setup with an "Interface" folder with the "lockpickingmenu.swf" file inside of it.

     

    So unfortuneately unitll there is some type of verificaiton process for mods on the nexus site you will have to check the files to make sure they are setup correctly if they do not install properly.

     

    This is what prompted me to post this topic: Hopefully NMM Compatibility

     

    It kind of defeats the purpose of having the NMM autoinstall feature if the files are not going to be setup proplerly and you have to manually correct it most of the time. However just the mod managing feature of the NMM is well worth having since it makes removing and reinstalling mods a breeze without you having to go in an manually locate and delete every single file associated with a mod. When you have a crap load of mods isntalled, that could get confusing and messy really fast.

  14. Yes there are some mods like "FXAA Post Process Injector " that have options that need to be chosen that would not work with the NMM and which require and installer with scripting so that users can make choices during installation which Retspadez was kind enough to do for FXAA Post Process Injector ". So there will be some mods that will not be totally NMM compatible due to their technical nature. However for a large number of mods there simply is no reason why they should not be NMM ready.

     

    I don't think mods with multiple directories structured for a Bain install are NMM compatible, unless they've updated it for compatibility.

     

    What does NMM do when there are multiple directories like 00 Core, 01 Option 1-1, 01 Option 1-2, etc?

     

    It's good to remember that NMM isn't the only mod-management system out there.

     

     

    Well as i've stated before i am not a mod creator and by no means am I an expert on mods and mod installation, far from it.. I dont have an answer to your question since i've just started using NMM and not sure of all its capabilities and future uses and tools. Again i would say that obviously there are some mods that arn't going to be NMM self installable and would have to be manually installed.

     

    That said though , there is no reason why the vast majority of mods should not be required to meet NMM standards. Im not here to make life miserable for modders, hell i appreciate modders and the time they spend to improve our games for us. However having mods conform to a standard, especially when the nexus sites have created a tool specifically for all their sites,makes modding so much simpler for everyone involved.

     

    I've read several people say that they like to manually install their mods. That's fine by all means go right ahead. Some of us though, have large amounts of mods running in our games, sometimes 50+ and i know some people have over a 100+ in some of their games. What happens when you have that many mods installed and you need to remove some mods? It can be a pain to track down all the files that pertain to one specific mod so that you can remove the mod, not to mention restoring the original files that may have been overwritten. Having a mod manager makes installation and uninstallation a snap and keeps everything tidy.

  15. I prefer to upload my mods to more modding sites, without having to bother with all their downloading tools.

     

    I agree with this sentiment. Checking for simple compatibility, such as making sure the data directory is in the top level of the archive, seems like something that would be acceptable to most people.

     

    But, making sure every file uploaded has a fomod script (or whatever) sounds a bit too extreme in my opinion.

     

    Yes Xaliqen thats exactly what im saying just insure the data directory and subsequent files are in the proper folders / locations. NMM does not reaquire any scripts to autoinstall mods, unlike some of the mod managers like OBMM and i guess apparently FOMM (iv'e never used FOMM myself).

  16. I personally am not too keen on the direction this could be going. I don't mind there being tools making downloading on certain modding sites easier, but I don't want to be forced to use this software myself. I prefer to upload my mods to more modding sites, without having to bother with all their downloading tools. A tool which could be used for ''all'' modding sites could be useful though.

     

    Thats exactly what NMM does. It is a Mod Manager and Installer for all mods on any Nexus site. So it works for Oblivion, Skyrim, Fall Out, and Fall Out New Vegas oh and Morrowwind as well.

     

    As far as having to bother with downloading tools on your end it doesnt really require anything other than that you as the modder set up the file folders properly so that the mod will be installed properly with no fuss. NMM doesnt require scripting.

  17. Not everything can use the normal folder structure, especially if there are optional parts.

     

    That said, there is an option to disable the NMM for files, which I have been doing with anything that isn't NMM friendly.

     

     

    Yes there are some mods like "FXAA Post Process Injector " that have options that need to be chosen that would not work with the NMM and which require an installer with scripting so that users can make choices during installation (which Retspadez was kind enough to do for FXAA Post Process Injector "). So there will be some mods that will not be totally NMM compatibel due to their technical nature. However for a large number of mods there simply is no reason why they should not be NMM ready.

     

    On a side note, in some instances you can still use NMM to install mods that have their own installer made by the modder. Run the installer and when it asks for the directory, create a folder and have the installer install to it. After that you can use the NMM to add that file to your mods list so that you can easily install and uninstall the mod. I've done this before with "Ozmo's Hi-Rez Skin Textures" for Oblivion which had its own installer.

  18. I do think that the 1 perk per level is a bit limiting especially when you throw in the tradeskills like Blacksmithing and enchanting etc. However I think that 2 per level would be a little too much. How about getting 1.5 points per level, so at level 50 you would be able to obtain 75 perks. That would mean that every other level you would actually be able to pick 2 perks. This would be great because it will add even more excitement when your about to level to the bonuse perk. Additionally this would really allow you to get tradeskill perks earlier so that you can actually create things for your character that would actually be usefull instead of being underpowered by the time you are able to make them.

     

    I think that would still make picking perks exciting, while still retaining the importance of thinking hard on which perks to get and when to get them. Getting 1.5 perk points per level would still give you a bit more flexibility so that you could branch out a bit more than is currently allowed. I dont think that a character should be able to master 4 or 5 skill sets but mastering or becoming very proficient in 2 or 3 should be obtainable.

     

    The other alternative which has been mentioned is that maybe there should be a seperate pool for tradeskills.

  19. Nivea

     

    I said that all mods should be NMM compatible , however I did not say that you should not be able to download and install manually if you so choose. Obviously the option to do so should always be present.

     

    Every mod that i've seen that was NMM compliant also had manual option.

     

     

    Shadowclaimer

     

    I an not a mod creator but i have used mods extensively in Oblivion and try to help people in the forums on how to install some of the more confusing mods. So like i said im not a modder but from my understanding all it really requires for a mod to be NMM compatible is for the modder to insure that he sets up the folder structure properly. For example ensure that you have a Data folder and then ensure that any subsequent sub-folders are also present and in the proper place in the download package.

     

    This also would make the modders life much easier and probably save him/her much more time by not having to answer hundreds of questions on issues installing his/her mod and why its not working properly.

     

    If there are any expert modders out there that can shed more light on this issue please feel free to do so.

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