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Xervir

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Everything posted by Xervir

  1. Having similar problems, my culprit was Smithing Tree: http://www.nexusmods.com/skyrim/mods/26722 The instant the killing blow would strike I got CTD, I never even see the health bar reach 0. ANYTHING that changes dragon loot needs to be considered a culprit, and as usual when the problem is new check your recently installed mods.
  2. To make a game, bethesda uses 3 types of files. .bsa, .esm, and .esp. The game's .exe merely knows how to start and run the information in those files (plus scripts and other stuff, but whatever). .bsa - Bethesda Archive, these are archives similar to .7z archives, but less compressed and easier for a program to get into quickly. These archives contain the textures, meshes, sounds, and anything else that your monitor would show you or that your speakers would say to you. To modify appearances and sounds one would make a file in the folder that corrosponds to the filename and directory in the archive. For instance, if you wanted to make a replacement texture for female glass armor (there's another texture for male armor) you would open the .bsa and find that the file in question is /textures/armor/glass/f/curiass.dds (direct draw surface, many image editors like paint.net and gimp can edit these). One would make the texture look how they wanted it to look, then create the directory /textures/armor/glass/f in the data folder (if it didn't exist already) and place the a file named curiass.dds there. If the game finds a file with the appropriate name in the appropriate location, it will load that instead of loading the image from the .bsa, thus the data folder is its own override folder. You can CREATE your own .bsa archives if you want to be neat and clean, but you can't override the images of other .bsa doing that without using .esp. .esp and .esm - Elder Scrolls Plugin and Elder Scrolls Master, despite what the name suggests these are not limited to the elder scrolls series, they also serve the same purpose for Fallout 3 and Fallout NV. The .esm will most likely not be touched by the modder, and I'm actually not certain what the difference is between the master and the plugin. These files contain large ammounts of instruction that tell the game what to do, these are the files that hold information such as weapon damage, weight, and how annoying it is to be overburdened. One can modify a .esp to make the game do anything, mostly by telling it which scripts, textures, meshes, and animations to load and when. One does not modify any of the existing .esm or .esp files, but instead makes new ones. If you make a brand new .esp, you can copy existing records in other .esp or .esm files and change values and strings, making sure not to change the reference, so that game still calls it the same part of the game, you would then place this new .esp lower in the load order than the one that contained the object changed. When the game starts it loads each .esm and .esp one by one, whenever it finds the same record in a .esp or .esm that has already been loaded, it unloads the old record and replaces it with the new. Thus you have nice, neat, modular plugins. Further and grander things like scripting are beyond me. TL:DR http://www.nexusmods.com/skyrim/mods/modmanager/?
  3. Oh for god's sake don't "throw in the towel!" Even with as many problems as it may have the nexus is the most comprehensive network in the modding community that I have ever encountered, and it's also the easiest to use, seriously when I click on a link that says "download" other sites redirect me to hyperlinks buried in forums, or to 2 or more adfly pages in a row that ultimately goes the same forum link. And yes, I have noticed that the Skyrim nexus is, in fact, running more smoothly. Fancy that. On a completely unrelated note, I was looking at my avatar or picture, or whatever you call it just now and, have you ever considered adding an Unreal nexus? The U2 and U3 (and the original come to think of it) engines are really mod friendly...
  4. Yeah, that's great and all and I'm looking foreward to blah blah, there's 125 other comments pick and choose a phrase from one of them. I want to know what I'll be able to do offline. I have a good desktop that can run FO3 that is not connected to the internet and a bad desktop that can barely run unreal tournament (the original) that is connected to the internet. Usually I download a mod and put it on my flash drive, carry to the other computer and install the mod from my flash drive with FOMM. I believe that Client will be able to handle that based on the description, but will it able to do anything else offline or am I wasting my time? Secondly, how much control do I have over these features? As previously mentioned I can only run my games offline, so could I install client to my flash drive and tell it to look for updates to mods that it has transferred to another client on the offline computer? This would be a good program concept to look into, it be a client supplement that is installed to a flash drive. When you start the program it checks to see If it has internet, if it does it asks if you want to update all you mods and such, then puts those updates into a storage folder. If it doesn't have internet it looks for Client and asks if you want to send those updates there, prompting to delete files from the flash drive after they have been processed. The Nexus Client is somebodies genius brainchild that has come to life in this form. Precious few ideas like this ever actually come to exist and simply remain ideas, fermenting in the depths of a person's brain. There is such potential in a program like this that I can barely describe what could come of it. But nothing more that the What has been posted above will ever come of it if the client is simply put and then left. Keep those updates coming. EDIT: If it doesn't already have it you should put in a grouping system. What I mean by that is I could select a certain number of bsm or bsa files (such the large WMK series or the larger MMM series) and group them together so that the client will associate them with one another, or at least list them more compactly on the main screen. This would be very helpful for a large number of mods, as I have 43 total and FOMM is barely holding up (still, better than doing it manually *shudders*). EDIT: EDIT: Last edit, the client will automatically download and install mods. Here's the question, will the client automatically download and install the latest version of itself?
  5. Unfortunately I'm going to have to go with yes. Anything left to do at this point is going to be marketing, shipping, and negotiations with various retail chains. I would love to think that they're still ironing out the kinks and bugs but bethesda seems to rush that part, as every other engine they've come out with has been rather buggy and very crash-happy (at least in my experience). Most likely bethesda set a late release date so that would have a late deadline as well. This allows for a safety net in case something happens making them produce late. Also, it seems to me as if bethesda has a tendency to stop everything once the game's engine and graphics and stuff is working. I would be a lovely thought to think that they receive feedback from beta testers telling them where bugs are that need to be dealt with but the quality of EVERY engine that they have put out tells me that they don't, apart from that I also have never seen a beta for ANYTHING that bethesda has EVER put out. If anybody has counter evidence of what I have said please PLEASE contradict me, I don't like being pessimistic but in this case I am forced to be. Take note that the fact that the new vegas game engine is very stable and much less glitchy is not counter evidence. The new vegas engine is a gigantic improvement and debug of the FO3 engine, which is a gigantic improvement and debug of the Oblivion engine. The skyrim engine is going to be built from scratch and I look upon that with trepidation.
  6. Admittedly getting hacked is a sign of a bad firewall, but deleting all the passwords is sign that somebody sitting at his desk has not yet fallen asleep. EDIT: No, actually getting hacked does not necessarily mean that the firewall is bad come to think of it...
  7. I think I know where you're coming from, warwickred. Fallout: New Vegas is on the Steam network, Fallout 3 is not. I would very much like to see this mod because the only machine that I own that can run Fallout: New Vegas is not and never will be connected to the internet. So steam won't let me play it. Now it may seem a little strange that I request a mod online for a computer that is offline, but I've been modding Fallout 3 left and right with the clever use of a flash drive. But a flash drive just won't cut it to make steam let me run New Vegas.
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