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Bannor9

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Everything posted by Bannor9

  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 When that permission is strictlly withdrawn or not given, then to be a realistic person, you should remove that additional content from YOUR mod.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?
  16. If you are using NexusModManager, you can just un-check the mod first, then select it and use the large red x box on the left hand side of the mod window and it will confirm you want to delete it and will completely remove all files, including the archive. Otherwise, if you have the original archive file .7z, .zip, .rar whatever, just open that. View it by folder and delete all the files it will have installed. If you don't have the original archive, well, that is something altogether different, and there is no way to actually determine what was installed and what has to be removed easily. Once you have removed all the files with either method above, load your save game, you will likely get an error message about missing files, click ok, then save it again. Now, when you re-load from that new save, the error messages will disappear. Any objects/items (weapons, armour, etc) that was added by the mod you just removed may disappear unless they were just re-skinned objects. You MAY have other issues with your save game depending on the complexity of the mod involved. Best bet would be to revert to a save PRIOR to having the original mod installed in the first place.
  17. Simplest answer is usually what fixes this. Using NMM is simple, but you MUST start Skyrim from INSIDE NMM. You can't expect a downloaded mod to run if you are NOT using NMM to start Skyrim. Best solution I have found is to start Steam, minimize it. Then Start NMM and launch Skyrim from inside NMM. That way, every mod you have enabled inside of NMM will run. If you start Skyrim directly from Steam, it will only load the mods that have been enabled manually withing Skyrim Launcher or Steam. All 3, (NMM, Steam, Skyrim) use different control files to determine what mods are loaded. NMM will read from SKyrim and then ADD the files you have enabled within NMM. Skyrim will NOT do that, neither will Steam.
  18. Wow, over 100mb? That is insane! I am only roughly 10meg, it can get a bit larger at times, but typically stays around that size, of course it does depend on how much is in my inventory, how many "things" including bodies, armour etc I have left behind. If I kill a bandit, I strip it completely, then sell everything as quickly as I can. I am using several mods, but none of the "Skyrim Live" or "Wars" or anything that spawns dozens or hundreds of NPC's. Each body, can have quite an impact on save time, the more junk carried, the larger the save etc. The more bodies (IE from Wars, Skyrim Live, etc) will leave all sorts of stuff laying around. Then, the area respawns and it starts all over again. There are some edits you can make to your skyrim.ini and skyrimprefs.ini but I don't have links handy to point you to them. Does the WIki give clues? (edit: not that I can find that make any sense.) There is a way to limit how many arrows are left lying around, and I would expect there to be sections for other items too. Some of the settings are built into the main game though, so just reducing body count may be about all you can do.
  19. It works fine with the last official patch as I am running it myself. However, if you have beta access turned on in Steam, then you likely got updated to have the newer beta installed, and that will NOT work with the current version of SKSE.
  20. Wait, are you saying that if I have other mods/esps/esms loaded, and I transfer the opal to someone, they MUST have the same mods and loaded in the same order, even if we are not touching ANY of those mods? If true, then that really, REALLY sucks.
  21. Yes, as the OPAL window still forces you to go find things and drag to create your own palette. Since Bethesda dropped "objects/items" all over the place, there is no way to really find them all other than manually looking at every entry. For example, I have found at least 3, DIFFERENT, "clutter" groupings. Inside of each of those, is various "items" etc. Some/most of the names make a bit of sense if you break it down, but you have to know what to "search" for to find them. Winterhawk mentioned the NWN format for palettes, and with that system, the end user COULD create new entries and sub-entries. Change the Title or Name of anything etc. Not really all that easy, but at least it was possible. Here, in Skyrim, what is considered "clutter" equates to what was called "items" in NWN. Although the "items" listing was much more inclusive, with sub sections for weapons, armour, etc. Those same sorts of things exist in Skyrim, but are really problematic to find and are definitely not well organized. If we could add "tags" as I originally mentioned, multiple tags to multiple items, say each item could have up to 10 tags (or more as desired) we could then search by tag/type etc. Say you want candles, or other general light (non-light) items. If they were tagged with say "Light", "Candle", "Source", "Item", "Non moveable" and "Moveable" etc, you could get a return on a search by the tags that might give you MORE items than you think might apply. Those are just samples of potential tags, There could be dozens that might help a builder find what she/he was looking for. The OPAL system only appears to allow a single final type of list, with no actual organization at all other than alpha sort.
  22. Maybe a "tag" based system, where individual items in the list could be "tagged" with various names/types so they could be more easily organized or at least logically searched for/through? The current layout is horrendous, as if it was a project created by committee with full privileges to mess it all up, or created by several different individuals with different ideas on organization, and just thrown together. Don't get me wrong, I FULLY appreciate the fact that Bethesda has provided us with the CK in general. It just needs some User Interface (UI) adjustments to make it more user friendly.
  23. Thanks for the kudo, and returned the favor as well. I am keeping track of this thread, in the possible forlorn hope that there is ANOTHER real answer available or that there will be such an answer sometime in the future. I am struggling myself with learning all the different aspects of getting NEW content into the game, learning what I MUST accomplish inside a 3d editor first, then importing that object into the Ck so I can add it to a mod. Skyrim and the CK are soooo powerful now, that it is a huge learning curve for folks used to the basic simplicity from NWN which is where I am coming from. And, that "basic simplicity" is really not all that simple even for NWN so I know where to start, but have not learned normal mapping etc yet, so I have a huge way to go yet. My basic idea is to create a new "kit" as Bethesda is calling their interior tilesets, I wish to create a NEW tileset for other modders to be able to build with. That is a huge goal it appears as the kit requires a lot of individual pieces for it to become usable. Anyway, I am on the learning curve, still pretty low on that upward climb. Lots of modders here have moved over from Oblivion and other games, and they generally have a leg up on knowing the basics for Skyrim, but even those folks are still learning more and more as they progress. Anyway, good luck with whatever your endeavors are, and hopefully, we will get a patch in the not too distant future to the CK so that we can all move farther and faster with the development cycles of creating new mods for Skyrim.
  24. You must be one of the lucky ones, i have a mid-high end computer and the new patch still giving me problems. I was problem free from day1 to 1.4 then 1.5 patch hit boom i'm getting shitted on with infinite loading screen, random crashes, unable to load files and the list goes on. Actually, many folks have found that allowing the game to set vid options most especially ENB/FXAA options causes issues. I can run them on mine with no issues, but I have an older vid, so that I can't run everything at max capacity anyway. A good friend is running an ATI card and MUST force the ATI drivers to handle the options instead of using the options that the launcher gives you. There are all sorts of messages regarding Vid card setups, and a wide variety of ways to get around the frequent CTD's generated by the higher end systems and not interfacing directly with the game's settings. Higher level graphics means you are pushing the hardware limits, and that also means pushing the driver limits. Any other program running in background can steal the control away from you while in game, things like having chat programs running, steam itself with the options set to allow interaction with your friends while you are playing etc.. Skyrim uses a LOT of resources to give the quality that it can give. Running it standalone would allow your PC to handle anything Skyrim asks of it, other than possible driver issues with whatever vid card you have, and available ram etc... I had very frequent CTD's with original release as the game recognized my card as being able to run it at max settings. However, when I dropped the vid settings a notch I had no more issues. No company can match everyone Else's pc configuration. They target for a specific range, give min requirements and typically test on at least one higher end box. But even with that, they can NOT control your installation, what else is running in mem, how your vid settings are controlled by your specific vid card driver etc. Bethesda seems to be answering correct bug reports with whatever fixes that they can give. They are patching frequently, VERY frequently by normal standards. However, they can only address a specific bug report that has full information. What vid card, what the memory dumps were, what else is running, etc, and they can not afford to test someone's "modded" game. Bethesda has the beta's available for testing, and actually specifically requests feedback. But a single forum post or any multitude of forum posts stating there is a problem won't be addressed unless they have the full bug report that they require. Most especially when those posts are not located directly on their forums but here, or elsewhere. Skyrim is obviously not perfect, as perfect is actually subjective to the individual. It does have bugs that Bethesda continues to address while at the same time they are working on the next big addition to Skyrim or whatever other stuff they are doing. They are also working on fixing the various issues with the CK. The SAME CK they used to create Skyrim. I must admit, they accomplished a hell of a lot with that CK, considering the issues we currently face with it. However, I am patiently waiting for a bug fixed CK to address the most major of those bugs, whatever they might be. P.S. @shinanju92 or anyone else, I am NOT slamming anyone here or implying anything at all regarding you/your posts or issues. I am just giving very general feedback. I have worked with another game company, and performed very restrictive QA testing according to that companies requirements, including logging directly into their bug tracking software and posting the various bugs that I found. I have QA tested various cc mods for other games as well. I have tested with low end and upper end pc's and found DIFFERENT bugs for each. The combinations that a person can run into are enormous. Skyrim pushes the boundaries on what is possible with a pc game, right to the limits of various hardware/software combinations, yet it STILL runs on so called lower end boxes. That is one huge accomplishment.
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