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Posts posted by Mayfly53
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Baten Kaitos, definitely. Point in case:
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For me, it's a tie between Tales of Symphonia and Eternal Sonata.
Tales of Symphonia had the most gripping 80 hour (minimum) storyline, and the replayability was excellent. It was like living in an amazing fantasy novel, and I'm not ashamed to say parts of it brought tears to my eyes. It was simply wonderful. I racked up over 300 hours of playtime on this game, and treasure every one.
Eternal Sonata was the first game I ever got for xbox 360, and it set the bar very high! The colours were amazing, and the ingenious way the creators wove the story of Frederic Chopin's life into it was truly innovative. The battle system was fun and quirky, and the musical elements of the gameplay were terrific. The only gripe I have with it is that the extended edition (2 new characters, more story, new places) was released on ps3 only, which I don't have.
Also worth a mention is Baten Kaitos, a pretty cool rpg with the worst english voice acting ever! If you look past it though, it was very well done, with amazing art and visuals, and an unique battle system.
Of course, I will always be faithful to Pokémon ;)
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I had a look at the Papyrus log, and firstly I have to say the amount of problems in it is very alarming.
The first thing that struck me is that you must have more mods installed than you have shown in the mod list spoiler. This is because your mod list shows 238 esm/esp files, ending at EA______. However, the Papyrus log quotes attempts to attach properties to elements beginning with FF______. This means there must be an esp at position FF in the load order.
Secondly, is this the full papyrus log? For me, usually at the end is the last instance of me quitting which usually says something about "VM". Therefore, could you post the full Papyrus.0.log from C:\Users\[uSER]\My Documents\My Games\Skyrim\Logs immediately AFTER you crash? It often shows the final straw, as it were, which causes the crash.
Another thing which I must ask is, are you using a pirated copy of Skyrim? If so, then we cannot/ will not offer support and you will likely be banned. The reason I ask is the last two lines of your log
[08/23/2012 - 04:02:24PM] PATCH 1.5 QUEST HAS STARTED[08/23/2012 - 04:02:24PM] PATCH 1.6 QUEST HAS STARTED
are unusual, I would have expected them to occur at the beginning of a game, if at all, not so far down the list of things that have happened/ tried to happen. The latest patch for Skyrim is 1.7.7.0.6 in any case.
Could you also tell us what version of Skyrim you are using?
Now, there are an incredible amount of issues stated in your log. For example, Everybody Get Inside and Crowded Cities are having difficulties, and actually those two may be conflicting with each other. With so many mods, it's almost a certainty.
Do you use Wrye Bash or a bashed patch? I didn't see one in your mod list, but I did notice that some esp's were denoted by "++" in the mod list, suggesting (to me, I may very well be wrong) Wrye Bash did something. If not, perhaps you could look into getting Wrye Bash and seeing if it can make some sense of this. It can merge patches, and will, like BOSS, inform you of conflicts, though it's up to you to do something about them.
I'm sorry to say, but with so many mods and so many problems indicated, a clean re-installation of Skyrim may be necessary. Before that, going through all your mods may help. A quicker method than one-by-one, I have described in the linked thread in my earlier post. I say it MAY help, because your mod list is written into the save file, and changing the load order may cause problems related to the save file expecting plugins that aren't there.
To check for that, get the Skyrim Savegame Scanner (Link), and analyze/ post the information it retrieves. It displays much more information than you need, but towards the beginning of the data is a list of the save's plugin load order. Compare that with your actual load order. I believe there's an online service which will do this for you, and conveniently highlight the differences.
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Verify Steam Cache Integrity, often the answer to many problems.
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Some forgotten memory tells me this was planned to be part of the Nexus Mod Manager, but I don't think it is as of right now.
The only thing that comes to mind which would accomplish your goal - to swap installed mods for different character profiles, as it were - would be this: SIS, the Skyrim Installation Swapper. I have no experience using it so I cannot help you there, but from what I have heard/ read, it does exactly that, backs up and swaps your game Data folders between other saved profiles, perfect for experimenting with differently modded playthroughs.
Hope this helps.
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If you are still encountering problems, may I refer you to this thread, which may be of some assistance.
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Hi everyone,
I've been doing some mesh editing, but I've hit a roadblock.
At first I was removing parts from the werewolf mesh, but that wouldn't work, so I simply re-arranged/ rescaled the requisite parts so that it accomplished the same thing. This means the UV map isn't screwed up.
I fixed the normals, textures, properties and all in NifSkope (or so I think), and the mesh shows up perfectly in both NifSkope and the Creation Kit, but for some reason it's still invisible in game. Why? Can anyone please have a look at it and see what I left out?
The only part tampered with by me in the *.nif is the NiTriShape "WereWolfLow01:1", the rest is from the original *.nif.
I use 3ds Max 2012 x64, with the latest NifTools and NifSkope.
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Hi everyone,
As you all know, Dawnguard has proven to be a challenge to open in CK. A lot of people just needed to make a few tweaks to the editor ini. Others were obliged to extract the scripts from the bsa so that the CK could find them. Some have needed to do both.
I have had none of these problems. I had edited the ini in advance of getting Dawnguard, and haven't received a "cannot find script" type error. However, I still cannot open Dawnguard.esm.
As it loads, I get the standard kinect-related error from Update.esm, and a truncated string error, also from Update.esm, along with two other errors relating to custom textures, which I've had since following the STEP project.
However, a most peculiar thing happens. Once "loading Dawnguard.esm" reaches 99%, I get the truncated string error from above, and then the CK just ... stops. It doesn't stop responding; all windows are fully interact-able, including context menu and buttons on the main window, it just stops loading files. It still says "loading Dawnguard.esm (99%)", but no matter how long I leave it there, it just sits there, doing precisely nothing.
If I close the CK in this state, it does crash, but I suspect that would happen if I closed while it was loading anyway.
Can anybody shed some light on this error? I really need to update my custom race mod for Dawnguard so it doesn't have quite as many problems.
Thank you!
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Okay, I've held it in for over a month, but I'm finally breaking my silence and having a rant about the nexus site since the update, in particular skyrimnexus.
Issue 1: It's SLOOOOOOOOW. I mean, glacier slow. Continental drift slow. It's not my connection because I can stream 1080p videos at high speed, and any other websites I visit load quite snappily. It's the site. I have vague memories of its former zip though, before the overhaul. Also, though probably more common at peak usage times, error messages such as "500: internal server error" and "502: bad gateway" show up. That and my browser despairing over the nexus and timing out makes browsing difficult and tedious.
Issue 2: The "Advanced Search" option doesn't work, period. Any advanced search yields this blank 1x1 pixel page. At first I thought it was an adblocker or something, but disabling all such extentions and even trying three different browsers make no difference.
Issue 3: About 20% of the time, opening a mod page will yield the "File hidden" screen, even when it's not hidden. Refreshing the page 2-3 times usually fixes this.
Issue 4: The regular search option is buggy. I'll put in a name and it will bring up the search results and while the title will say "2 results found" or "13 results found", none of these results will be displayed, just a column of blank space below said title where I can admire the lovely grey nexus background. This is becoming increasingly common.
Issue 5: Entering a mod page will 100% of the time not display the file description until I click on the already-highlighted Description tab to reload it. This reload can take a surprisingly long time on even short text-only descriptions. On a side-note, loading the Comments tab takes so long I now walk away for a while after clicking on it. Second side-note, the loading circle for these tabs is displayed incorrectly, with a opaque white box around it.
Issue 6: Almost always, whether it be an picture, thumbnail or other element of the web page, any page of the nexus will not load correctly. 9 out of 10 times there is always some part of the page which has failed to load correctly, or causes the whole page to go off kilter requiring a refresh or two to fix.
Issue 7: I often get the "new files message" (sometimes new files takes time to propogate across our servers etc etc) DAYS after the file has been uploaded, and even for arbitrarily small files like 8KB.
Oh, lately I've been getting a whole host of Google's "server sent no data" pages, large red boxes on the nexus saying "An error occurred", and NMM saying "Nexus is not available". The latter two are only recent developments though.
Now, I'm not going to be a total b***h here, I understand the people behind the nexus work really hard, and I totally know how difficult site maintenance and optimization can be, especially on such a well-used site, which is host to so many wonderful things. I just needed to get this moan out there, really for venting my own frustration at these little annoyances, rather than an attack on the site owners.
*sigh* Sorry about all this, I just had to get it all out. It's all true though. But I still appreciate the luxury of having the Nexus at all, and the effort that is put in to maintaining it.
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By the way, what's the goal again?
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I enjoy third person quite a lot, but combat is difficult in it. That said, I find vampire lord form very intuitive in third person, but tbh my control over a werewolf in combat is abysmal. It would be nice to have the option, I guess. Options are always good. Except in Sophie's case.
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It's all in the normal map, actually. If you go to Data/ Textures/ actors/ character/ female, duplicate femalehead_msn.dds and rename the duplicate to femaleheadvampire_msn.dds, you're problem is solved.
Personally, I like to have some (but not a whole lot of) distinction between living and vampire characters, so I photoshopped the default vampire normal map myself. A lot of surface blur and spot healing! ;) After all, before it looked like my guy's nose had been smashed in!
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It works now! Thank you very much! Hardly any of the audio/ visual fx are showing up, but still, the desired process is now occurring, and that is what is important. Kudos to you, Ghaunadaur.
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Thanks for your reply. I've tried your script, and the property is filled correctly, but when I test in-game, still nothing happens. I added the healing spell visual/ sound effects to see, and only some of the visual fx show up when activated, none of the sound. That isn't a big deal, but it means something isn't working right. I really don't know what's going wrong though.
Absolutely nothing happens, for if it did and I somehow didn't see it, the change of player character properties would be logged in the console, but it's blank :(
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Okay, I figured out how to add a property to the script which defines ArgonianVampireBlue as being my custom race's vampire version.
I also changed the script to this:
Scriptname DawnguardDebug extends ObjectReference {Fixes Race being treated as mortal after transforming back from Vampire Lord} Event OnInit() if (Game.GetPlayer().GetRace() !=ArgonianVampireBlue) Game.GetPlayer().SetRace(ArgonianVampireBlue) endif endEvent Race Property ArgonianVampireBlue AutoIt compiled correctly, so hopefully it should work in game.
EDIT: The power shows up in-game, but when cast, nothing happens. At all. Any ideas? I've never made a spell/ magic effect/ script before, so I don't know how to approach this.
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Okay, so I'm still stymied about defining my custom race in the script. But I also want to ask, since this is going to be a magic effect for a spell/ power, should I use
Event OnActivate(ObjectReference akActionRef)
or
Event OnInit()
?
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Thank you, that helped.
I still have one error. What do I define my custom race's vampire race as? In the CK, it's ID'd as ArgonianVampireBlue. I've tried entering "ArgonianVampireBlue" and "ArgonianVampireBlueRace". Neither work, what would it be defined as? Or do I have to make a definition myself?
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Hey guys,
I'm a neophyte when it comes to Papyrus, and I'm trying to make a Power which will fix a bug in Dawnguard for my custom race mod, when the bug occurs.
I'm not sure how to make a power/ magic effect, but I've made an attempt. Could anyone point me in the right direction with it? It's very short and simple.
Scriptname DawnguardDebug extends ObjectReference Event OnActivate(ObjectReference akActionRef) player.SetRace(ArgonianVampireBlue) endEvent
This is the Compiler output:
Starting 1 compile threads for 1 files...
Compiling "DawnguardDebug"...
C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\DawnguardDebug.psc(4,1): variable player is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\DawnguardDebug.psc(4,16): variable ArgonianVampireBlue is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\DawnguardDebug.psc(4,8): none is not a known user-defined type
No output generated for DawnguardDebug, compilation failed.
It's based on the SetRace function of the Actor script, but I don't think it's right. Also, I know that the (ObjectReference akActionRef) is more geared for interactions with an object in the world, how would I go about making this a magic effect to be applied with a power?
The power is set up as a Script effect archetype, with a fire and forget casting type targeting self.
Thanks!
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Slept away 75% of the daylight hours again.
Real life sleeping hours: 6am-4pm
Skyrim sleeping hours: 11pm-7am
Real life daily meals: 1
Skyrim daily meals: 3
If I could RP my Skyrim life in my real life, I'd be much healthier.
Seconded! :nuke:
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http://24.media.tumblr.com/tumblr_m0pcplIwD31rrrgcwo1_500.jpg
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Has nobody ever thought of writing a quick script to post nonsense for them? I suppose that would take the fun (?) out of it :turned:
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That would be a lot of paper and ink wasted if this were to be printed as a book.
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@Thor
You're not logging out till we hit 40'000, are you?

Oblivion Khajiit for Skyrim
in Mod Ideas
Posted
Hello All,
I see here a mod that makes Oblivion Khajiit into Skyrim likeness. I was wondering if anyone would be able to do the reverse, that is, to make the Skyrim Khajiit look like those in Oblivion, particularly the heads. Personally, I dislike those tufts of fur on the sides of the face, preferring the more streamlined Khajiiit head from Oblivion.
I know porting is only allowed if it is for personal use, not general release, so I'm not sure if I can ask for a port. I would do it myself, only I own Oblivion on the xbox 360, not the pc. If it would be legal for someone to send me the relevant meshes and textures so I could port them for personal use, I would be happy enough with that. Unfortunately, I do not know the legalities of doing so.
Failing that, is there anyone who would be willing to make a mod which makes Khajiit in Skyrim look like their Oblivion counterparts?