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leeknivek

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  1. Attach a fission battery where? Where the cylinder is?
  2. Nothing out of the ordinary. Meshes/textures/scripts/sounds/etc. folders, a few readme's Here is my load order: skyrim.esm update.esm dawnguard.esm hearthfires.esm dragonborn.esm falskaar.esm moonpath.esm animated dragon wings.esp highrestexturepark01.esp highrestexturepack02.esp highrestexturepack03.esp ANB - wearable tsun.esp more draconic dragon aspect ... .esp STL-Elderscrollonback.esp dragonaspecttoggle_DAT.esp moonpath_questdata.esp openfacehelmets.esp alternate start - live another life.esp ugh.esp TheHall.esp <this is the mod I'm working on That's basically all that's in my data folder.
  3. That's the cell in my mod that causes the CTD. I think it's this script: "08:37:49PM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart()" It goes and goes until I end up crashing. I can move to different cells without a problem, and I haven't had many crashes in this save. It seems a lot of people have this problem and I can't find any reasonable solutions.
  4. Right - all you need to do is ask and I would be happy to clarify, thank you. I am working on a mod, "Mod A", that has the following parent masters: Skyrim.esm Update.esm Dragonborn.esm The conflict that I think you were referencing in your first post would pertain to a separate mod, "Mod B", independent of the mod I am working on. Its only parent master is Skyrim.esm. This separate Mod B has its own conflicts with minor visual problems - and hence, error messages. I have received no CTD's from Mod B in +/-26 hours of gameplay. In Mod A, however, I went in for a round of playtesting and experienced a CTD from something I had not before - entering a particular cell, 13009638. I was unable to determine what it was causing this CTD, since I have not added anything requiring new textures, meshes, scripts, etc. The only custom item in this mod is a single book.
  5. Well, for reference, I do have a mod on that makes some helmets open-faced. It's a little wonky, but works. There's a couple of incompatabilities within that mod, but that just makes a couple of guards appear without heads. I'm ok with that.
  6. Decided to make a nice, short little mod - I always get so ambitious that I end up not having time to finish. So I started making a little dungeon - lots of animated effects, many from the Dragonborn DLC - and all of a sudden I keep getting a mysterious CTD when entering one room. I made a log. It's probably something near the bottom, the first 3/4 of it seems to be typical Bethesda glitchiness......
  7. Hi. I'm working on a mod - The Aether http://www.nexusmods.com/skyrim/mods/49090/? - and I wanted to use the armor models and textures made by ActusReus. I've played around with the GECK and Creation Kit for hundreds of hours, so I know my way around. I've never attempted anything like this, though, so I'm learning. I downloaded the Credo WIP torrent, assuming I could just put the meshes into the CK and I'd be all set. I didn't get very good results. I really hate to come off as a burdensome noob, but I don't know anything about this sort of process. If someone could explain to me what's what, I think I may have a better chance at working things out. What I've done so far - to sort of bypass the confusion, hassle, and irritation of using the files from the torrent - is to simply use the same ones from the standalone mods (Northman Armors, the plate armors). I didn't do this to be disingenuous or dishonest, I did only because I'm assuming they're the same files and it would save me the time and effort of fixing the ones inside the torrent. From what I've gathered doing that, I know how to take a mesh from the Skyrim/data directory and get it into the game (making an Armor Addon and then the Armor itself, etc.). So, from there, the torrent is actually still downloading. I do have enough of it (I think?) downloaded to make 'something' of it. What I wanted to use were the Riften Guardsman, Stormcloak A and Stormcloak B armors (in addition to the Northman light and heavy armors, and minor use of the dark plate armor - these I have already imported into the game with no problems so far). So... What I'm really asking is - would anyone be willing to explain to me what would need to be done for those? There are plenty of tutorials out there, I know, but that's either for making something from scratch or mildly modifying Vanilla items. I don't know at what stage these items (Riften Guardsman, Stormcloak A & B) are at and where to go from there. Thank you, any input is appreciated.
  8. Bump. I've been working diligently on this the past few days. If anyone would like to test/see what I've done, I can put a copy up.
  9. Yes, I can do interior and exterior navmeshing proficiently. The sort of scripts I want should be pretty simple: - minor dialogue/actor/quest scripts. Moving actors at specific times, primarily. A couple simple companions, maybe more, with little or no side quests. - a group meeting with one or multiple speakers, followed by an assassination. - small object scripts. Maybe triggered events, Easter eggs, and/or quest objects. Nothing that would end up being laborious and overwhelming, I think. (I hope!) I could pm you with ideas I have for the story, if you'd like. Or text, even.
  10. Yes, all vanilla. I try to creatively incorporate in-game stuff that looks at least as good as current vanilla structures, suiting my taste. I didn't have the patience to learn scripting, dialogue, texture-making, or modeling. I ended up making mapmaking be my speciality because it requires the least amount of time to get a satisfactorily noticeable result. No offense to other specialities, just an opinion based on my skills. Is your mod finished/available for play or play testing? I don't doubt that you know a lot, but I'd like to see what sort of style and function you're capable of doing. I'm sorry if I sound sarcastic, I do mean all that genuinely.
  11. I may be able to help with mapmaking or navmeshing. How big did you figure you'd make this?
  12. Hello! I've been making maps for a couple years now. I'm pretty good with the GECK, I think. I like to add a lot of detail. I started on a quest mod a couple months ago but was overwhelmed. I'm good at the map-making part, but not so much the dialogue or scripting parts. I have the 'world' I'm adding about 80% done - primarily just interiors that need some finishing up. I decided I'd ask on here if there's anyone willing to help write/script my mod - I have a basic story idea, but I'm definitely open to any input and willing to change some things. I don't want it to be too long - it's just a small town built in a factory built into the cliffs behind The Fort. Maybe not entirely lore-friendly, but I was being creative and I've made it fit seamlessly otherwise. I'd like for something reminiscent of the Powder Ganger's story length. A few main quests, a couple side quests, maybe some more tiny side quests, (you know, the "go find my laser rifle that I left under a rock in Nipton and I'll give you forty-three caps"-type quests). I have plans for some scripted events. I don't have too much free time to learn everything there is to know about scripting or dialogue. Again, open to ideas and input. I have the resources to do voice acting - and a couple friends who may be willing to contribute voices. And, of course, I would give credit to anyone who participates!! Here's some photos of what I have so far: http://i43.tinypic.com/rsd8w7.png http://i40.tinypic.com/dlnbma.png http://i39.tinypic.com/1z6rqqq.png http://i44.tinypic.com/i38861.png
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