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starfire42

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    Final Fantasy series

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  1. IN trying to get my dlc's working I started poking around the dlc's package.mft files and discovered some of them are in a human readable format, while others are the mess of symbols and nonsense characters you find in a file that's not encoded as text. I remember having to edit the main games package.mft file to load saves created with mods installed. 1. Is this common/normal? 2. Does anybody know the format of the non-text package.mft files? I'd like to analyze them in a hex editor, but without knowing what data is stored where and they're endianness, I'd just trade meaningless symbols for meaningless numbers.
  2. To disable the additional content, yes. However, if you do this with a save game that's been using that dlc, you will almost certainly encounter CTD"s and other problems. There may be some bugfixes and minor improvements that were included in the dlc that aren't disabled directly, but you probably won't notice those. Also, the resources (animations, sounds, visual effects) for the additional creatures quests and such will still be in your skyrim folder, but since nothing is referencing them they have no effect (kind of like having a tool you never use).
  3. Check one of the summon Atronach spells to see how they're constructed. I suspect you need a script with your spell to spawn an instance of your sea beast wherever the summon spell is targeted. As for what to summon, you could use a giant slaughterfish, a buffed horker or search the modder resources to see if anybody's published some sea-themed creatures. Heck, if you're really ambitious you could even retexture a giant spider to look like an octopus.
  4. Generally, when a mod gets taken down, the reason is guarded with the same secrecy as nuclear launch codes. I'd suggest just searching for something similar.
  5. SImply killing somebody with a non-weapon item doesn't require a script. Just attach a damage-dealing magic effect to the item and it will fire whenever the item is used (i.e. drink a potion, read the equipped scroll, point an equipped staff). However, turning them to ash rather just a corpse DOES require a script. Take a look at the "ReanimateSecondaryFFAimed" magic effect in the CK to see how it's done.
  6. Try doing a forum search for bleak falls barrow. I seem to recall a few other people having problems with it and I think at least one of those threads resulted in a solution
  7. Apparently your problem is rather common as there was a mod on the front page today for exactly your problem (the hanging on race menu, not the duplicate hairs that cause it). Here's a link to the mod: http://skyrim.nexusmods.com/mods/33226/ . Also, thanks for your patience and not bumping your thread every couple hours (which is just as annoying as when little kids ask "are we there yet?" every 5 minutes. Plus, it's against the rules (bumping, that is)).
  8. Deleting the original mod files won't remove them from the game, but it will prevent NMM from ever uninstalling them (you'd have to go in and manually delete the files, assuming you could find out which files they were).
  9. Any time I click on any notification from the notification indicator (next to the message indicator in most nexusmods.com sites) it treats them all as being read, leaving me no way to know which notifications are new and which ones I've already read. Is there a setting or something I can change to make it treat a notification as unread until I actually click on the link for it?
  10. NMM stores it's knowledge of which mods are installed (had their files copied to skyrim's data folder) with the installlog.xml file kept wherever NMM looks for your mods. It knows which plugins are enabled (.esp and .esm files that will be used next time skyrim is run) and their order with the plugins.txt and loadorder.txt files in your skyrim's application data folder. In windows 7 that'd be %userprofile%\appdata\local\skyrim . I think xp wwould have something like %userprofile%\application data\skyrim. If you've got a clean install with no mods installed, you can simply delete those files and NMM will forget your old install.
  11. Sorry, then we can't help you. Nexus has a very strict anti-piracy policy. I expect you'll be banned as soon as a mod spots that post. Anybody that tried to help you after reading that comment risks punishment (albeit a lesser one) themselves.
  12. Check out this thread. It talks about masters, but the same procedure should be applicable for regular plugins. http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/
  13. Be careful with SIS, though. It wiped out my entire folder of downloaded mods because I didn't configure it correctly.
  14. Unfortunately, Skyrim's save files for console and PC are encrypted. Nobody has yet figured out how to break that encryption, so translating saves from PS3 to PC is not possible at the moment. While there is a way around that encryption, it requires a console that's modified to play copied games. Talking about copied games or anything related is strictly forbidden here.
  15. I suspect it's from the latest version of SkyUI which flashes little symbols up there for buffs or healing.
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