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LordRethan

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About LordRethan

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    Austria
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    Skyrim, BDO
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    The Elder Scrolls, Witcher II & III, Doom, Black Desert Online

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  1. I am experiencing this strange issue of objectss being distorted at close distance. When I am further away everything looks like it should and one step closer from this certain distance the surface of many objects change and start obstructing windows as well as deforms the object.I have no idea what could cause it.A whole lot of static objects are affected in my game and no mod changed anything about those according to xedit.Tested with and without DynDOLOD. Can anyone help, please? Looks as it should: One step closer and many objects become distorted:
  2. There is this custom mesh of a stoneblock serving as battlements (skyrim le). The upper half of it has no proper collision ingame. Swords hit nothing when swung at the object and arrows fly through. How can I fix the mesh collision?
  3. What exactly triggers the garrison markers (monster, imperial, sons) when one clears a fort?In my mod, I've set up all the xmarkers, set parents, set up a location and gave the actors location ref types etc.- basically copy-cated everything related to bandits/imperials/stormcloaks there is at e.g. Fort Neugrad or Snowhawk in the CK.Yet when I kill the bandits and travel away to wait for 10 days and then travel back none of the imperial/stormcloak objects (e.g. banners) and soldiers show up.Just the bandits again. I know there is this quest which observes and changes the npcs at a fort after the fort was cleared but I have no idea how to get that quest to kick in. What am I missing?
  4. I am working on someone's player home mod with a drawbridge. The problem is that the drawbridge is closed/raised by default. This causes issues with traveling NPCs especially patrol mods like e.g. Horses on Patrol. It has to be open/lowered on default. I have no idea how to edit the script (I tried to switch the states but that did not help) to achieve that. Please help. This is the script:
  5. I guess I solved it. It was this line in my skyrim.ini: bPreemptivelyUnloadCells=1 For some reason in version 1.9 it does not just unload the NPCs in cells unloading behind you, but respawns them at every single spawnpoint of the cells you are currently in.
  6. Clean, fresh install of Skyrim 1.9 No SKSE. 100% Vanilla. No mods. With a unmodded savefile. The random NPC spawnbug is still there. Wth? Can anyone help me? Maybe I am overlooking something? Is there any way to make skse_1_07_03 work with Skyrim 1.8 (never had problems with 1.8 )? This is where e.,g. the Khajjit are before I start my journey: And this is where they suddenly spawn - or rather get teleported to - when I am on the road to Rorikstead right before the road to Falkreath Hold begins. (That is not so bad even in this try. Normally there'd spawn a giant with them and beat them up.)
  7. I have the same problems. It has nothing to do with late rendering. The NPCs spawn next to me and they are not where they are supposed to be, in completely different cells and only from cells I came through before. e.g. a whiterun guard, a bandit, a deer and a snowcrab spawn next to me in the middle of the road or in the wilds Edit: I made a new install and deactivated all mods I added lately. The problem persists. This is my mod list: Yes those are many but mostly small adjustments I made to the game (items, custom NPCs, changes to HF-Homesteads etc.), playerhomes, followers and graphic mods. I also have ENBoost and SKSE installed. (SKSE Plugins: Chrash Fixes, MFGConsole, Safetyload, lipsyncfix) I think something in connection with SKSE - some rogue script or something - could cause it since I haven't experienced it some time ago before installing SKSE. I'll test more tomorrow - need to sleep now. Maybe someone can help with advice until then. EDIT II: It is not anything in connection with SKSE or ENBoost. I tried a Skyrim 1.8 version (no SKSE, no ENBosst) with the same mods I used in 2018 and it worked just fine. Then I updated Skyrim to 1.9 in Steam (no SKSE, no ENBosst) and the random NPC spawn starts to happen at every single possible "random encounters" spawnpoint and even where animal spawn markers are placed in the worldspace. Why the heck is that? Help me, folks.
  8. Thanks for posting your solution. Had the same problem and for the life of me could not find the problem until now.
  9. Hi everyone - I have a question regarding Skyrim mods. I assembled an armor for my roomm8 via creation kit and gave him the textures, meshes and .esp file. The Problem is it won't show up in his game. I tested it in my game (placed the armor in the basement of honyside) and it works just fine. Why by the wrath of Sithis won't this damn armor show up in my roomm8's game? Load order checked - nothing wrong with it He also tried to place the items inside and in front of the windhelm player home himself - with no effect, the armor just won't appear where it was placed in CK. TYVM in advance.
  10. I am experiencing the same issues. My character doesn't blink anymore - he just stares. Creeps the hell out of me. And much worse: There are serious delays with the lip syncing of npcs since the official 1.9 update. I tried my best to ignore this, but that is just not possible at all - this lip sync glitch is just too distracting. Just awesome they bugged the game just now when I planned to play dragonborn in my holidays. I'm so tired of waiting for fixes of official patches / of fixing Skyrim myself all the time. Mod conflicts are definitely not causing the recent bugs. Bethesda messed things up again.
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