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Everything posted by Liudeius
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Oh, when I searched on google someone mentioned "Events or If statements" so I tried an if statement and it didn't work. This does though, thanks.
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Every time I try to compile my script, it fails on the first period or parenthesis. I'm typing my script in notepad, renaming it to .psc (notepad++ won't allow me to save a .psc) and compiling it with Creation Kit (notepad++ with the .bat has an error because it looks for the path C:\Projects). This is the script I have written. ScriptName UseWul extends Form GlobalVariable Property AllowWul auto AllowWul.SetValue(0) RegisterForSingleUpdate(5) Event OnUpdate() AllowWul.SetValue(1) endEvent This one fails at 5,8 Is there something I'm doing wrong in writing my script, or am I compiling it wrong?
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I know there are a few mods that make shouts more useful, but I've been trying to find out how to make one that would allow a player to use shouts exclusively as their weapons. My idea of how to achieve this would be to: - Make every shout have its own cooldown. (ex: You can use frost breath immediately after storm call, but you would still have to wait a few minutes to use storm call again.) - Add equipable items to which shouts can be bound, allowing three shouts to be used without switching out in favorites. - Heavily reduce cooldown of major combat shouts, possibly adding one with low damage and no cooldown as a basic attack. - Increase shout power with player level. - Rebalance the shouts to not completely out-class melee and magic, at least not until beyond 50. Unfortunately, after a bit of poking around, it seems to me the cooldown can only be changed with scripts. Does anyone either know of a mod that already does this, or know a resource I can use to better learn how to write scripts for Skyrim? Alternatively if you know how to do this and want to make it yourself, please link me to your mod once you're done.
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You need the Race Menu mod. http://skyrim.nexusmods.com/mods/29624/ Also, you MUST use a character model that supports alteration in those areas. (The mod page claims "BBP" works, I think that's one of the porn meshes. I've never actually tried it, so I can't confirm.)
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The main purpose of load order is if mods have conflicts with one another (both try to change the same data). So it might not be necessary depending on what those 10 mods are, but it's probably still a good idea. As for TES5Edit, you can also use it (or Wyre Bash) to create what is called a "Merged Patch" (or Bashed Patch). This merges leveled lists of all the mods you have installed. If you have two mods that add enemies to the game, or add equipment to the game, they generally change the same data files to add that equipment to the game. Because of that, they often overwrite each other so you only get the changes made by one. A Merged Patch can get around that overwrite by taking the changes made by both mods and combining them. It's entirely automated so it shouldn't be too difficult, but depending on the mods you plan to use, it may be unnecessary.
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I'm assuming you are playing with a modded game considering you are posting under "mod troubleshooting?" Or do you only have SKSE and nothing else? If your game is modded, crash on startup is almost always caused by improper load order. If one of your mods relies on another mod being loaded before it, but that mod is not loaded before it, the game crashes. You could use BOSS (http://skyrim.nexusmods.com/mods/6) to automatically create a load order if you don't know what to do. Otherwise try to find out if any of your mods need to be loaded in a certain order by looking at their readmes or download page.
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It will only appear under plugins if it alters or adds data files. Since many graphical mods only overwrite textures or meshes, they will not show up. Click the files button on the 2k textures page (on the bar under "download with manager"). You need to download one of each main pack shown on the downloads page in either full or lite to get all the changes (Dungeons, Landscape, Misc, Towns) as well as the 1.6 update (Riften). If you start doing any noteworthy modding, you will want to get BOSS http://skyrim.nexusmods.com/mods/6 (automatically sorts load order), and TES5Edit http://skyrim.nexusmods.com/mods/25859 (to make a Merged Patch and, if you get more technical, make your own modifications). Don't worry too much about those if you're only doing a few small mods, but if you start doing anything big, remember that most tools which make modding easier also increase the risk of errors (as you've just experienced).
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Crash to Desktop
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Just as the title says, I crash to desktop in certain areas (witch's cabin -> rear entrance of Bleakfalls, the path leading to Whiterun's gate) but ONLY if I'm looking forwards. If I look down, I can move without issue. Is there a particular type of conflict which causes this? My major mods (and worldspace altering ones) are Climates of Tamriel Jasus Swords Lanterns of Skyrim Immersive Armors Deadly Dragons Dance of Death Realistic Lighting Skyrim Distant Detail Midas Magic Ultimate Follower Overhaul I'm less curious about any specific issues with theses mods than I am about whether or not a specific type of conflict results in a CTD ONLY when looking forward.
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What MShoap13 said, but I think you are editing the wrong ini file. Some of those settings are supposed to be in My Documents>My Games>Skyrim>Skyrim.ini, others are supposed to be in My Documents>My Games>Skyrim>SkyrimPrefs.ini. In this case, the shadow settings belong in SkyrimPrefs.ini. If you don't really know what you're doing, you might just want to delete the ini files in My Games>Skyrim, then open the launcher for the unmodified ini files to be restored. After that, make MShoap13's changes, and whatever is necessary for the mod you are using (make sure you are editing the right file). You can also use Skyrim Configurator to modify the files automatically with a more user friendly menu. (It is still very possible to make game-breaking changes though, so avoid setting anything too high if you do use it.)
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Firstly, do not use the refreshini command, it only reloads Skyrim.ini, not SkyrimPrefs.ini. You MUST restart your game to see changes. Shadows are hard coded into Skyrim such that long load distance FORCES crap quality shadows. Set your fShadowDistance to 1000 (or 400 if you really want clear shadows), and make sure your shadow resolution is either 4096 or 8192. They look amazing. But Bethesda hates you, so there is no way for you to make shadows more than four feet away look like that. Thus far, I've seen no mod or ini change which has any impact. I've heard that supposedly some people can set their shadow resolution as high as 16384, but doing that myself, I see no change.
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Skyrim HD 2k textures not downloading correctly!
Liudeius replied to guitarman2552's topic in Skyrim's Skyrim LE
If you are pressing the "download with NMM" button on the main page, you are only getting the 1.5 Dungeon textures pack. 2k textures are broken into multiple packages, all these must be downloaded (all the 1.5 packages in either lite or full quality, and the "optional" 1.6 Riften pack in lite or full quality). Personally I would say just download them manually, combine them all, then put them in Skyrim>Data>Textures, but that's because I have a genocidal hatred of NMM. So long as you make sure to go to the downloads page and download EVERY piece of the texture pack, it should work. -
Skyrim Shadows Not Changing to INI Specs
Liudeius replied to Computerplayer1's topic in Skyrim's Skyrim LE
I've had the same exact problem. Firstly, SkyrimPrefs.ini is NOT reloaded by the refreshini command, so if you want to see changes, you MUST restart the game. Personally, I found the issue to be Exterior Shadow Distance (fShadowDistance). Unfortunately, the game forces you to compromise between load distance and quality. At about 1,000, the pixels are hardly noticeable, and the shadows look almost exactly like the object, at higher numbers (like 10,000) the shadows look like absolute crap. I'm not even sure the shadow resolution setting does anything considering how massive the change caused by this number is. This is the difference between just 1000 and 4000 (not my own pictures, I found them on another similar thread). 1000: http://cdn.overclock.net/a/a2/a200dadb_Screenshot8386.png 4000: http://cdn.overclock.net/f/f9/f9f88693_Screenshot2138.png -
Crashing with uGrids 7 on Clean Install
Liudeius replied to mrspongeworthy's topic in Skyrim's Skyrim LE
Go to advanced power settings and make sure the default max CPU usage is at 100%. Was having issues running games at full speed on my very good laptop, and just today decided to check whether the factory power settings were actually set up properly. They weren't and I've seen my frame rate double. I only noticed too recently to actually check how it influences the uGrids problems I was having (with 11 uGrids), but I'm betting will have an impact. Edit: For waterfalls http://skyrim.nexusmods.com/mods/6161 I've not used it much so I can't say it's great, but that's its intention. -
As I said, I also used TES5Edit's conflict filter and made my own hand-made patch to override anything that the Bash Patch didn't fix. But as I said, even with only one or two mods running and uGrids set to 9 I crash almost without fail near Whiterun (I presumed the few failures to crash were because it wasn't G/CPU intensive enough), but I've never had this specific error (barring the single Solitude occurrence) when running all my mods with a uGrids of 7 or below. The majority of the conflicts were caused by Immersive Armors, Cloaks of Skyim, and Jaysus Swords editing leveled lists. Additionally Realistic Lighting conflicted with its own patched .esp (expected), and Ultimate Follower Overhaul changed the maximum level of most followers to 0, but another mod changed reverted this change so I changed it back to 0. Additionally WARZONES removed the compressed flag on some Worldspace entries, since many other mods left the compressed flag, I let them override it. I suppose the exception to my patching is the Cell category. I presume you need Skyrim's GECK equivalent to do that reliably, but I've never been able to get it to function. As for uGrids, I found that problem when I was looking it up. It actually immediately crashes on loading the save if you mess up this value, so that's not the problem (and I never tested by switching it down anyway, I would just reload a file with a lower uGrid setting, or start a new game. Hence only testing around the tutorial cave). Thus far I've found no problems with HD textures and FXAA alone. If it is mods, which I don't see why it is considering it happens exclusively at 9 uGrids and not 7, it must be that FXAA and a graphics mod don't play well with high uGrids settings. Ah well, I have no idea how to fix it, I just wanted to find out why it didn't work. 7 uGrids is still visually awesome, so I guess I'll just stick to that.
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To my knowledge, load order only matters for conflicts. I've used BOSS for an automatic load order, made a bash patch, and made my own self-built merged patch to fix any other problems that I saw (Though I avoided mods that I expected to conflict with each other, so I didn't have many in the first place. Just a leveled list or two.), so I don't think I would have any CTD causing conflicts. When testing, I've had this CTD with as few as one or two mods*, HD textures, and an FXAA injector running, but it instantly stops once I switch GridstoLoad down from 9 to 7, with no changes to my mods. I guess I'll test it again with only HD textures and no FXAA. This CTD always happens when I am approaching Whiterun from the tutorial cave (I've tried going other directions and still had a CTD). After changing GridstoLoad to 7, I've play a few hours and the only CTD (with the same mods) I've had was near solitude as a WARZONES battle broke out (after reloading, the CTD did not repeat, and the battle went smoothly). It's absolutely unnecessary to waste time on this I suppose, but I want to. * Deadly Spell Impacts and Burn Freeze Shock Effects if I remember correctly, I was trying to narrow it down and thought I had narrowed the issue to those two, but it still happened for both when I had only one activated at a time if I remember rightly (and nothing else other than FXAA and the HD pack). I'm not knowledgeable enough about how the FXAA injector works to know if that could be the issue. And I've not risked overclocking anything, at the crash my GPU was in the high 60's or low 70's. Edit: I did log papyrus script and found a HUGE number of errors from Unofficial Skyrim Patch's DeadBodyCleanup and I think the Dance of Death mod, but removing Dance of Death the Unofficial Patch did nothing to remove the CTD's.
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Firstly, I believe the CTD's I'm having are related to memory or CPU issues, but looking at task manager never shows a single core going over 70% capacity, my RAM usage doesn't pass 3GB, and my GPU only uses about 1-2GB of its 3GB. And it will crash (either CTD or not responding) while at full FPS (probably 30-60 depending on my mods and settings). This issue seems to have to do with the GridstoLoad ini setting being 9 or higher (7 works fine). I realize 7 is plenty (especially considering I'm playing on a laptop), but I'm more curious why my game is crashing without even maxing out my hardware. It doesn't crash when I'm using un-modded Skyrim and no HD textures. (But I've tested it partially modded or with/without HD textures and the common element to crashes seems to be the GridstoLoad setting) On a side note, I hear WARZONES is memory intensive, is this RAM or VRAM? My specs are: Intel i7-3610QM Processor (Quad core, 2.3GHz) Nvidia GeForce GTX 670M (3 GB VRAM) 16 GB RAM (I know Skyrim can only use 4)
