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rockbiter68

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Everything posted by rockbiter68

  1. Hi, So, I recently started getting a crashes with a Level 48 character on an install that has had minimal problems (up until now). It is, admittedly, a pretty heavily modded Skyrim, but there were barely any crashes and zero consistent crashes up until this point. The problem is as the description states: when a fast-travel somewhere, the game crashes. There's been a few exceptions to this--right now, as far as I can tell, if the game has the location flagged for an active quest (even if the quest isn't active in my journal), it'll cause the game to CTD. Crashes on fast-travel when: Going to a bandit camp to complete a radiant quest Going to a Hold capital to retrieve my reward for a radiant quest Going to High Hrothgar to talk to the Greybeards about a peace treaty Doesn't crash on fast travel when: Going to Whiterun to buy supplies (no active quest locations there) Going to Markarth to buy supplies/for training (no active question locations there) Going to Riverwood to buy lumber (no active question locations there) ^ This is all speculative, and I don't know if it's helpful, but I'm just trying to get a sense of what is going on. I have removed a few mods--I think two or three total. One of them was recent (it was this mod), but I did clean my save with Fallrim Resaver (I removed one unattached script). I do havea lot of non-existent form instances, but apparently some mods need those, and I don't really know how to read them. I don't know if Resaver is fool-proof, but I have a hard time imagining one script would bork my character for all eternity (although I'm not super well-versed here). I'm on pre-AE Special Edition, so here is my .NET Script Framework Crash log, if that's at all helpful: https://pastebin.com/8GbqDpKy
  2. I'm not sure how serious you're being, since you're specifically targeting mod-makers and being openly rude to them, but if this is so simple, do it yourself. It's not simple, FYI, but if you believe it'd be easy to do, and that you have ideas on how to do it, then go for it. People certainly aren't going to make a mod for you if, when presenting you with the complications of your idea, you simply belittle them. Again, if you're knowledge of the CS and game design outstrips theirs, go and make the mod yourself. I'm not trying to be rude, but, well, you are being quite abrasive.
  3. Hm. Yeah, that would definitely be outside of my skillset, too. Is there anyone in the community who I could contact? Don't want to impose on anyone, of course, but I'd like to reach out to people who may be interested.
  4. Hi everyone, I've been getting into animation recently, and I've been wanting to do some animations for Oblivion. However, I'm pretty happy with how a lot of the animations look in-game, because while they're not the highest quality animations in the world, they are very consistent across the board. So, basically, I was wondering if new weapon types could be added to the game, and new animations could be attached to them. I'm no scripter, and my CS knowledge is limited, so this is pretty above my figuring out on my own. Granted, it seems like something like this was possible, someone would have taken a crack at it a while ago - but I thought I would ask and see if it's doable anyways because, if so, I'd definitely be interesting in making some animations for it.
  5. Great. Thanks for the advice. I'll see about editing some of the other corpses first, then, and then clean then up; but it's nice to know how to do it from scratch, too.
  6. Hi everyone, Title is pretty much the question. I need to create a custom NPC for a quest that spawns dead. I've looked at the vanilla dead NPCs, but I can't find any sort of script attached to them/checkbox that makes them spawn dead. Does anyone know how to do this?
  7. Hi everyone, Mostly, trying to do what the title says. I want to place an NPC in the CS, but then only have them appear after a certain condition is met (in this case, a particular quest stage). If the context is helpful: I want to have an NPC sent to jail via a quest. I've figured out how to disable the NPC, but I'd like to have them be placed in a jail cell. I thought there might be a way to place them there, but then have them not show up until a certain quest stage is met. Is there a way to do this?
  8. Hey, sorry for the late reply. I decided to go ahead and build the dungeon containing the NPCs and then place them in it. For most of my NPCs, they wear what I give them, no problem. However, whenever I try and create certain NPCs, it doesn't work. I'm having trouble getting a female Orc Barbarian to wear her stuff, and I'm having trouble getting a male Dunmer custom class to wear his stuff. I'm not sure why this is going on at all. I'll try the script, I guess.
  9. I wouldn't think so. I'm just dragging and dropping right from the CS menu. I can double check when I get back to my PC, though, but I don't think the CS has armors defaulting to 0. I do normally use a body mod and a mod that edits the armor meshes to better fit the bodies, which I haven't been loading in the CS. That wouldn't cause any issues, would it?
  10. Just tried that. Didn't work, either. Still refuses to equip the armor.
  11. Hi everyone, CS novice back here again with an issue I thought I had solved. Basically, I'm making more custom NPCs, and equipping them with specific gear. Problem is, they only want to equip some of it. Mostly, it's armor that doesn't show up; they seem to do fine with clothing and weapons, but I haven't tried everything, obviously. So the question is: how do I get them to wear armor? I've tried unchecking "Auto-Calc Stats," because that fixed my problems for not being able to give NPCs spells, but that's not working here.
  12. SetPCCrimeLevel X with X >= 10000 should work Okay, thank you. I guess I am a bit confused, though: X has to be greater than or equal to 10000? What if I just wanted to set the bounty or 200? Or am I misreading something?
  13. Hi everyone, I'm trying to see if there's a way in which I can have an NPC call the guards on you through specific dialogue choices using the "mini scripting" window in the CS, and I can't seem to make it work. I've tried ModCrimeGold x, which I now realize is for Oblivion; and I've tried SetPCCrimeLevel x, which didn't seem to do anything, either. Any help here? Is this possible?
  14. Super quick - and probably easy - question, but I can't find any documentation on it. I made a custom enchanted item (thanks to the help of some people on this forums), but it doesn't have a charge in game; it's at 0/0. How do I set it? I'm not seeing an option for either the item or the enchantment. EDIT: Nevermind, there definitely is, and I am a fool.
  15. @Necrolesian, Well, that makes me a bit of a dope, then. I'll double check that, as that would explain a lot. @OblivionAddicted, Okay, yeah, that makes sense. Thanks for clarifying that.
  16. @Oblivionaddicted, I tired removing the bound dagger effect, but I haven't tried editing the on use/constant effect - that slipped my mind. I'll try that when I can get to my PC. To the rest of this: yeah, that all makes sense, and thank you very much (and I notice that you hang around these community forums a lot - thank you for all the help that you give people in general). Can you clarify the last bit, though, about the referencing being removed via the save game? I'd prefer to put the NPC's merchant items in a chest, if I can, so that way I can put them behind a lock in case the PC kills them (as they're out in the wilderness and would be easy pickings). @Necrolesian, Spellmaking, I'm pretty sure. Is there and enchanting tab (not at PC right now so I can't check).
  17. So lately I've been trying to take an honest crack at mod making, and so far it's going well. With some help, I've been able to move right along (thank you to the two of you that posted in my previous post). I'm hitting a few snags, though: First and foremost, I'm trying to apply a specific enchantment to a custom glove that I added. I made the enchantment in the spellmaking tab (It's a Bound Dagger Enchantment, a Fortify Attack enchantment, and a Drain Health enchantment). However, I can't select my enchantment on the custom glove I made (it's just a regular common right glove with a new ID). What am I doing wrong here? The other questions are, to my mind, more simple, but I can't seem to find any good documentation to help me on this, despite my googling (on that note, if anyone knows any good, comprehensive guides, I'd love to check them out). But to the point: how to you make an NPC a merchant, and add items to their inventory? And how do you make an NPC a trainer and select what they can train you on? I'd also like to lock their training behind a quest requirement, if possible.
  18. Hi, thank you both for the help. Sorry it took me so long to getting around to reply to this - Master's degrees do keep you busy. But I got it worked - I made sure Auto-Calc stats was unchecked, and I was able to add spells (and it also fixed my other problem of NPCs not equipping armor/clothes I was giving them).
  19. Just a quick question. I'm adding some NPCs to the game via the CS, and I'm trying to give them some spells. I'm dragging the spell from the "Spellmaking" tab into the "Spells" section of my NPC's character sheet/box, but they're not showing up. Is this not the way to add spells?
  20. Hi everyone, Fairly straightforward question here (I hope): I'm trying to make a new Worldspace in the CS - specifically, a new Oblivion Realm dungeon - but I can't figure out how to edit the water height of my new worldspace. The tutorials I've looked at saw that it should be found in the Worldspace Dialogue Box, but I can't seem to find it. Example image: https://gyazo.com/57c86304ecc28643606db04b2aeb070d I've also tried poking around in the cell settings, but to no avail. There is an option to set the water height: https://gyazo.com/566365445d19c8ecc761d39d350351e8 but it doesn't seem to do anything, one way or the other. For context, if it helps: since I want a new Oblivion Realm, I want to mimic the low water level that Bethesda implemented so you couldn't sink into the lava. I'm using the CS Extender by shademe, if that makes a difference.
  21. Hi everyone, I want to make a simple mod that adds four commands to NPCs you resurrect with conjuration spells: Wait Here, Follow Me, Inventory, and Dismiss (which kills them). I'm not terribly experienced with modding, but from what I know of the engine, it shouldn't be too difficult to implement - or at least, it's possible within the engine. Right now, I need help getting started. I need to make it so when you activate a reanimated NPC, something actually happens (I was thinking a simple pop-up box would be more than enough). I'm not sure how to do this, but I'm guessing that I need to add resurrected NPCs to the list of activators the game recognizes, and then go from there, correct? And then I'll need to do some minor scripting to get the commands to work properly. These are just guesses on my part - if anyone can help me out with this, I would greatly appreciate it.
  22. Hello everyone, I posted recently about my Skyrim game not being able to save correctly. I've done some poking around, and I think it's because my system is running out of memory. The thing is, I don't know why - I'm using Crash Fixes, Bug Fixes, ENBoost, the like - and still, the game refuses to save correctly, and crashes both the game and my display drivers (temporarily). I'm not running anything particularly intensive - you can see my modlist here: https://forums.nexusmods.com/index.php?/topic/7418471-new-install-of-skyrim-le-display-drivers-crash-on-save - and I have 8 GB of system ram and a video card with 4 GB and VRAM. I'm typically running 1K textures, some of them 2K. EDIT: I'm installing mods through MO2 (installed on my main HDD), and Skyrim is installed on an SSD. Don't know if that makes a difference. Any advice?
  23. Hello everyone, I reinstalled Skyrim LE a couple days ago, as I wanted to a clean install and use MO to install my mods (as it by all accounts better than the alternatives, which I am finding to be true). Anyways, things were going more or less smoothly until I loaded up a test save to see if my mods were working correctly. When I decided to re-save my game, the screen went blank, Skyrim was minimized, and I was returned to desktop and it told me my display driver had crashed, which is truly bizarre. As far as I'm aware, mods shouldn't cause this, and I've never encountered this problem before in all my years of modding this game. All the same, I'm going to provide my plugins/mods info and whatnot. First off, I've been loosely following this guide. Not to a tee or anything, but just to help point me to what I need to cover in my modding: https://wiki.step-project.com/User:Neovalen/Skyrim_Revisited_-_Legendary_Edition Here is my plugins.txt: https://pastebin.com/5Ldi22pE Here is my installed Modlist: https://pastebin.com/1DWEGPfE (As an added bonus, one of the mods, "Serenity Architecture" is repackaged files from my old Skyrim install when I was still using NMM/Manual, and has textures and meshes for the city architecture that I liked. However, it doesn't seem to be working; it's not even showing up with an "Overwrites Files" flag, despite being at the bottom of the list on the mods panel.) And here's some info from dxdiag about my system, if that's helpful: https://gyazo.com/96377a79e6909fa4fab6fde601d3c112 https://gyazo.com/ff569ce57404dfb97d717328d851634b I hope this isn't imposing; I'm truly baffled as to why this is happening. I'm wondering if MO is somehow the culprit, but that really doesn't make any sense to me. Any help would be very much appreciated.
  24. Thanks for the reply! I'll go ahead and do that with the console command, but can you tell me what a grep tool is? I've never heard of that.
  25. Hi everyone, So recently I encountered a very strange bug, both in Telvanni areas. First, I went to Tel Aruhn, and the orc mercenary/guards there (this list contains their names - they are the Orcs with the Warrior class, and only one of them is male: https://en.uesp.net/wiki/Morrowind:People_in_Tel_Aruhn) were naked except for their Cephalopod Helmet and their weapons. Later, I went to Tel Mora, where I use a mod that converts the guards there into females. I edited the guards to differentiate them from other Telvanni Guards, and gave them a full set of mod-added Cephalopod armor. Unfortunately, they show up naked besides their pauldrons, helmet, and weapons. I popped open the CS to make a hotfix patch for both of these, both of which just involved adding the armor in (the orcs normally have netch armor, which I put on them). Unfortunately, the armors do not show up in game, and I am not sure why. Here are images of the problem: https://imgur.com/a/sHuKpbc (apologies for the link, I can't seem to remember how to imbed images in the Nexus Forums) Not shown is that the orcs DO show up with their armor in the CS, but not in game. For good measure, here is my LO: Hopefully that's not presumptuous, but I thought it would be helpful to look at for anyone who wanted to help me. I've spent a good amount of time fiddling with this seemingly simple problem, and I'm pretty lost, so any help would be very much appreciated.
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