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Bannor9

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    NWN1, followed by Skyrim

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  1. I actually thought I had placed this in general discussion. As to the terrains, it sure seems like they are so similar as to be actual photographic types of similarities. There are several areas that seem to be almost duplicated... I have to try to find specific areas to point out what I am talking about I guess. Trying to match a specific scene in a movie requires the ability to match time slots or some such, not something I have the ability to do without purchasing the films on blue ray which I simply can not afford. Anywho, I do not wish to cause arguments or anything, it is simply an observation that has struck me more than once when viewing the films recently on cable. The references to New Zealand may be enough to explain it all I guess.
  2. Not sure if this is where I should post this, please forgive any transgression and tell me where to go if I should change/move this. Anyway, I just re-watched the two Hobit movies, and found at least a dozen different areas in the film that are direct copies of terrains from within Skyrim or areas within Skyrim are direct copies of areas from the films? Did the movie makers lease the game engine to allow that or was that by design from the start? Meaning did the game developers and movie makers combine talents to get both movie and game created?
  3. These ideas sound really great, and most are something that is entirely missing from most posts/mods here. Not all "authors" miss reporting where they got their ideas from or where they were able to borrow aspects for their mod, but most do. Coming from a different game environment where I was a very active Custom Content creator (NeverWinterNights by Bioware) I can tell you that getting folks to recognize original works and give credit where credit is due is a very difficult thing to accomplish. In that particular environment we had some fairly major battles between authors and those the flat steal things thinking that anything posted on the internet is free for any use. (Legally it is not, but finding someone willing to pay the legal fees to force recognition of that fact is very rare.) 99% of the time, if you simply ask for permission you find that it will be given as long as credit is also prominent in the description of whatever mod you are working on. When that permission is strictlly withdrawn or not given, then to be a realistic person, you should remove that additional content from YOUR mod.
  4. I have not run into this sort of issue YET with Skyrim, but I do recall that many other games can run into this issue when the total number of open files becomes too large. You mention a large number of mods installed, and I would be willing to bet that each or at least many of them, are using exported textures/nifs etc, as individual files instead of being packed into a .BSA or other archived format. Likely, if you pay close attention to "when" the error(s) show up, it will be related to total length of time that the game has been open and running and that the total number of open files will be higher. WHen you next run into the issue, save, quit to desktop, and restart from that save, see if the issue is still there or not. If not, then it is related to open files in some fashion. (don't get going on technical aspects of what OS etc, Guys/Gals, I have been providing tech support on PC's since the day when a PC was limited to 256k of ram. Despite what Microsloth claims, total number of files open issues have persisted and will continue to be an issue, extra ram only goes sooo far. quad core with 64 gig ram can STILL run into the same sort of issue. As it is not only the OS that handles/intercepts file calls, but the game and db engines used as well.)
  5. Unfortunately once this starts to happen, that entire save set is fubar. If you have used the console to edit your character by using the command "showracemenu" then this will likely occur regardless. Showracemenu and other edits to the main character tend to leave trash behind, and they tend to duplicate, triplicate etc with each new save. You have to go back to a save prior to this happening, and if you are only using the autosave feature (thus not creating your own named save files) then likely you only have 3 files anyway and most likely will not have a save that you can use to go backwards with.
  6. Likely the .NIF file was edited outside of 3ds by using nifskope or some other utility. This is one of the things that makes dealing with custom content such a pain for skyrim. The nif importer for 3ds max will read properly defined nifs, but if they have been edited using some other tool, data gets lost or misread. It is fairly common for this, as I have seen your complaint posted by other folks on other forums as well ... meaning you are NOT the only person to run into the issue, and folks using blender have had it too. I have not seen a definitive answer on how to correct it though. At least, not a step by step, program by program answer. Hopefully, someone can give you such a direct answer, and I will be anxiously tracking this thread!
  7. Unfortunately, it is not really possible to do that. The size differences between the two make armour unusable depending on which body mod and which armour mod you choose to use. The way Skyrim works, apparently, is that the entire body is required to make the armour "fit" properly. ALL armors out there REPLACE the default body, with whatever body mod the armor creator chose to use. You are not "adding" armor to the body, but actually replacing the default body with the armor/body combo. So far, no one has posted a way to create clothing/armor that does not require an underlying body, either the default Skyrim body, or one of the various other body mods out there.
  8. Glad it worked for you! That means the extra instructions were just enough clearer that at least 1 person was able to get it working!
  9. Go back to that tutorial again, I have edited the instructions a bit. It was missing 1 complete step, and was confusing on another. What was missing was the step to add parent from furniture to the ore vein, and THEN ref link the ore vein back to the furniture. Believe me, I went through the same headaches you did, took quite a while to find the step that was missing. You may have to REMOVE any links you have between the two objects, then go back to Furniture and add the parent ore, then go to ore and add the ref link back. Otherwise, the CK may not recognize the change. Note that I attempted to add more images, but I just can't get the wiki to accept them, I am apparently missing some clues on how to get the images to display correctly or attach correctly.
  10. All, as in ALL overides and Mods, increase the chance of CTD. You are forcing the system to first load the skyrim default, low res stuff, then override that with their updated highres patch, THEN forcing the system to scan through all the sub-folders of your data folder and overwrite a 3rd, 4th, or 5th time with whatever mods you have installed, AND whatever loose files you have dropped into the data folder system. The game does not load INSTEAD of, but ON-TOP of the default data. No hardware is really good enough for that. Having a very fast RAID array MIGHT help, but you are still running a single app that is attempting to find multiple overwrites. CTD is a given in that situation.
  11. Apachi Sky Hair might be up your alley, you just have to make sure to grab the version that matches whatever body mod you choose. Personally, I like the UNP body mods better than the CBBE versions. Some folks prefer the curvier/bustier CBBE style, others prefer more natural. Both offer a slim version as well. Beyond that, as others have mentioned, Better Sorting by Headbomb, and whatever 'required' files he mentions. Categorized Favorites Menu Which coincides with Headbombs better sorting. A Quality World Map with Roads is useful. SKSE is nearly required for a huge number of other mods out there, and works fairly well. The only issue with using something like SKSE is that it is almost always a week behind in patch versions, although the SKSE team works very hard to have a patched version uploaded as soon as possible. IE, if Bethesda patches today for instance, all your save games will break and you won't be able to play until AFTER SKSE patches. Skyrim Community Uncapper originated by Elys, but now maintained by the community at large with a bigger team of folks. Uncapped Perks works well with the Community Uncapper. Of course, I play with Steam in offline mode, and set to NOT auto-update (after your first install anyway) so that I can continue playing until after SKSE updates, then grab that update, and allow steam to auto-update again. I play on XP, with 2gig ram, so my system is mem constrained, playing in offline mode gives me at min an extra 100meg of ram that Steam uses to flash attack you with ads when in online mode. Steam is still absolutely required to play, but works fine in offline mode after you grab whatever updates, including the CK, that are currently available.
  12. Unfortunately, First person only, and I fell for the op's initial statement and purchased a copy.... This is more like an old win98 style game, very VERY limited ability to do anything. Find a key, open door, run down hall, squash a giant snail that looks like a cartoon, might take a few hits... find the next key, open the next locked section of the "dungeon", ad-infinitum. Complete waste of the $18 I spent on it. Already uninstalled.
  13. Likely it is the Water that is causing the issue. Not just any water mod, but the in-game water sections. I get crashes if I ever save OR move too fast through any section with large rivers/streams with lots of waterfalls. This is fairly consistent for me, so I avoid any modifications to those specific areas, like the Markarth Smith section with those huge waterfalls and streams surrounding the area for example. You could just adjust your vid settings and reduce water reflectivity, and water quality in general, and likely that will help. However, there will likely be dozens of suggestions on this from various folks, and it all truly depends on your specific hardware and mod setups and the various vid quality settings you use. Simplest answer is to reduce vid quality, shadows possibly too, and see what works for YOUR system. Skyrim claims that my system can handle the game at highest possible settings... it can't, not an be truly playable. I had to turn OFF all water settings, all reflectivity and reduce shadows to as low as possible to be able to effectively move around outdoors. Indoors, I don't seem to have the issue, likely due to the lower size of the individual cells, and that they are less likely to have huge flowing bits of water.
  14. Thank you for the link to that post. I have bookmarked that for the continuous future reference that will be required as we further develop our mod. What a pain. The CK really, truly, needs a way to block recording changes that did not occur or were not intentional. The Ctrl-z only backs out a few changes, and if you use the "1" to hide things, and Not UN-Hide them before proceeding to do something else, it leaves that section hidden with no way to unhide. "Alt-1" doesn't appear to fix things, most especially if you have actually hit save. Oh well, I am sure the thousands of bugs in the CK are fairly well known, at least there is a way to fix this issue.
  15. A team of folks is working on a mod together. Learning as we go of course. However, we have run into a problem with how the CK tracks and saves things, regardless of intent. For example, opening the warehouse* cells, to copy/paste and changing the lighting to be fully turned on, and the darn CK saves that change INSIDE the mod we are actually working on. For warehouse data it's not that big a deal, but when we have done the same sort of thing to various other areas of the OC, used to show us how things were accomplished, it makes these changes to that content permanent when our mod is loaded. So far, we can find now way to prevent this. Is there a way to prevent that from happening? If not, is there a way to "clean" the final mod to remove all changes to all areas not directly related to the mod itself?
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