Jump to content

Mebantiza

Premium Member
  • Posts

    296
  • Joined

  • Last visited

Everything posted by Mebantiza

  1. OR, they could have just added a flag, either the container OR, separate items, like > Sell once. LoL. A sell Once flag would very useful, but Ill admit I don't know how complex that would be at the engine level. That method sounds......complex :ohdear:. Definitely above my pay grade. No respawn is so inflexible. I can see that flag working for specific vendors with only a couple of item, but otherwise, not terribly helpful given how limited it is. I dont know this sounds, but, with the current > No respawn flag, what about if you SELL an item with NR flag set, the game gives you your money, but immediately 'eats' the item and permanently removes it from the vendor\game? At least that way, your sells wouldn't stick around 4ever? Would something alone those lines be made to work in some fashion? Appreciate the insight all the same. Thank you!
  2. Is there any mechanism, vanilla or mod added, by which we can configure vendors to either sell items only one time, while still resetting vendors so their inventory does not become permanently accrete items and money that you give to them? Do not tell me to 'turn the containers respawn flag off' I already know about this. The result I am looking (hoping) for, is to be able to set up specific vendors inventory, so items can only be purchased one time, and that is it. However, its also important the vendors funds and items you sell TO them, be cleaned up on a regular basis like normal, otherwise, with no respawn set to off, funds and items sold to, just accrete and never get removed. Its likely not doable, since I cant seem to find any discussion about this particular configuration. Everyone wants their vendors to reset every other hour or so, but no one seems to want it one-time only vendors the way I describe. The vendor respawn is an all or nothing proposition, and cannot be fine-tuned in any way I am aware of. If there is any way at all, please let me know.
  3. I re-verified the file(s), and got exactly the same result. Validate did nothing to Skyrim.esm, since, I am not in the habit of modifying that one directly. So it was good, yes. Those 5 region entries in question, are still as described above.
  4. The following region records are either missing, or show as errors. (WNAM Worldspace) Region 13 - Error Region 127 - Error Region 10 - Error Hills - Error DanReach04 - Missing I dont know what, if any, in game impact these errors or omissions may have, but here they are for your consideration. There are no errors(noted) in the any of the DLCs, or Update.esm.
  5. Good day. Just looking for which XML, and where, the games stores the ITEMS in game. IE Stone Axe\shovel Moldy Bread Wheel etc etc You would think, they would be somewhere, the ITEMS XML, but, I am not very good at locating them and cannot seem to find the line that actually describes what the item is callled. To use a simple example: <item name="meleeToolRepairT0StoneAxe"> If I want to change the NAME of the item <Stone Axe> in this instance,, iow, modify what it is called in game, is this the line that does this? Or is there some other place that this is stored? Alternately, are there any current Item editors 19.2+, with a UI, where modders can readily modify existing vanilla game items? Thanks
  6. Good Day Notifications. Again. While they do largely seem? to be working as intended, I am seeing all notifications duplicated. Here is what I am seeing just to give a basic idea NOTE: This duplication is visible only when I press -SEE ALL. The short list, does not have this issue. There are 8 new comments about Castle Volkihar Rebuilt - SSE5 minutes ago â⨯There are 8 new comments about Castle Volkihar Rebuilt - SSE5 minutes ago â⨯There are 145 new comments about Nether's Follower Framework9 minutes ago â⨯There are 145 new comments about Nether's Follower Framework9 minutes ago â⨯There are 12 new comments about SSELODGen10 minutes ago â⨯There are 12 new comments about SSELODGen10 minutes ago â⨯There are 24 new comments about AI Overhaul SSE21 minutes ago â⨯There are 26 new comments about Rudy HQ - Miscellaneous SE30 minutes ago â⨯There are 26 new comments about Rudy HQ - Miscellaneous SE30 minutes ago â⨯There are 56 new comments about RaceMenu32 minutes ago â⨯There are 56 new comments about RaceMenu32 minutes ago â⨯There are 19 new comments about Seranaholic by rxkx22 - SSE - Default Body Meshes - UNP and CBBE 4k Textures45 minutes ago â⨯There are 19 new comments about Seranaholic by rxkx22 - SSE - Default Body Meshes - UNP and CBBE 4k Textures45 minutes ago â⨯There are 8 new comments about KS Dragon Overhaul 245 minutes ago â⨯There are 8 new comments about KS Dragon Overhaul 245 minutes ago
  7. If you press the little bell Notifications, upper RH of the page, those are 12 hours out of sync\date for me. and apparently, for Hilli1 as well. yes, I have refreshed the browsers itself. And, that is about all I can really do with it. If I look at the main, page where it displays comments on the feed, those are fine for me as well. The BELL icon, however, is the issue.
  8. The notifications (the bell widget), seems to have stopped working and in my page, last updated ~ 11 hours ago. The main page, does show comments with current time stamps, but, not the bell. Not a huge deal or anything, and will probably start working again at some point. Just wanted to mention it.
  9. I will type this slowly. There is NO event described in any source, where a random thief just 'appears' and the guards are KOS to it, just because. No source exists for anything referencing any event like that from any source I can find. Desc A thief attempting to pick a locked door is discovered by guards. The guards will attack him and try to kill him. Sometimes he may escape into a house/shop. Help kill the thief, or just loot his corpse. Chase him down and kill him if he entered a building, the guards will not and his presence interferes with merchants trading. The above desc, is for get ready for it. WITheif01. This event, is entirely managed by scripts, something I am not comfortable working with or modifying directly. This one, safe to say, can be removed entirely from the game as it serves no purpose (at all). If its all the same to you, it wont be 'conditional'. In fact, the conditions you seem to think are such a wonderful idea, already exist. The current time for this event is between 10pm and 4am Changing it to between 3 and 4am, LOL. Why even bother? Or even commenting if you have not done even the most basic of research :confused: If disabling this works, and I hope it does, It will just be gone -period. If successful, that is how it will be released.
  10. Wrong encounter. Those have nothing to do with what I am trying to achieve here.
  11. No that particular event is not radiant. Those are actual quests, which appear in your log and all that. WI, interaction, or random events, are different things entirely. Like the random nobles heading to Solitude for the wedding, or the random farmer off to join the stormcloaks etc. I am only guessing that is in fact, the correct event. If it is, you never actually witness the thief trying to pick any lock. All you see, is a massive mobilization of every single citizen in (wherever) to beat down one lousy thief with a LOT of HP. I mean, more than a cave bear, or boss even. While it mostly occurs in Riften, for reasons I have yet to understand, it can also occur in Riverwood of all places. Just dumb and lazy design. I am fairly certain that is the correct WI. To test this, I have set the records flag to Ignored. However, I am not certain that A, it will work as I hoped, and B, if that change is retro-active in existing games since it is tied to the TG guest line, spec, A Chance Arrangement. Even if Ignored is the way go about it, it still might require a new game.
  12. Can anyone tell me exactly what quest, event w/e the random thief attacks that occur (mostly), in Riften and occasionally in Riverwood is? Is it Thief lock picking? WItheif01 (world Interaction)? I haven't been to tell what quest? or WI, this is precisely is, but, I would like to produce a mod that disables this rather pointless, illogical and highly disruptive event. The thieves, have more HP than a dragon, and the entire town of Riften literally mobilizes to beat this one guy down and it can drag on for quite some while in some instances. The event, is all out of proportion to the ruckus is causes, and, tbh, makes no sense. The game would flow much better w/o it and there are already plenty of other random events better, and cover the same sort of territory.
  13. Like Halldirs Cairn, the ghost NPCs at this location, drop entirely inappropriate loot, full sets of physical, tangible armor and weapons. Going thro Forelhost alone, gives the player multiple sets of Nordic gear and other items, from incorporeal ghosts that have no business droping loot in the manner they do. An appropriate fix, would be to set align these npcs with the USSP Yngvild ghost fix. These npcs and their drops seem to be governed by scripts and do not appear? to be able to be modified or altered using basic xedit changes. Changing their outfit to the non-player version of the Forelhost armors, to eliminate them dropping armor, available in the CK did not work either. It is also possible, that change is non-retroactive. This was not tested for by me. Unless a ghost\spirit is specifically set to drop a unique item, ghosts globally and generally, should have their loot drops reviewed regardless of their location.
  14. There are benefits, but talking strictly about in game performance' and BSA, as I said, Its not entirely clear on that question and hard data not easy to reference. For example, BSAs are terrific for installing and un-installing very large mods in the multi-gigabyte range. Losse files, take forever so BSA wins in that regard easily. While that is a huge benefit, it is not the same thing as, are they making my game faster and or more 'stable'? The install time is only one benefit of the BSA, there are others of course. This is about I can find for videos on the matter. But, be aware, his test is limited *only* to game initial load time and only for F4. Interesting results, but a very limited test all the same.
  15. Stability? Wouldn't say so. Define stable in this context. Less random crashes with BSA's vs loose? Nothing like that in offing since data is data. Whether a file gets read from the BSA, or directly from the directory is not really going to make much difference in that regard. I have 91 BSA files currently in my LO, and while they are doing their job just fine, I would never assume, or suggest those files are somehow more 'stable' than the mods that are all loose. I still get the odd random CTD, and Its fairly safe bet if all my ~220 ESP assets were all packed into BSAs, I doubt that things (like the odd random) CTD, would cease, or even decrease.
  16. Yes, you could convert all your existing loose format mods to BSA's, but that does not necessarily mean you should. While BSA is ideal for large complex mods with custom assets, an 'all-bsa' load order might not end up looking the way the same way in game as the LO does with a mix of loose and BSA. YMMV. I suppose if one has a small, and not terribly complex LO, it could be done with few issues sure, but the larger the LO, things can get complex quickly. As for 'performance', I have heard claims going back to Skyrim Classic days that there is, allegedly, a very modest gain to be had. However, I have not heard, to this day, from any reputable source, that bsa's do in fact, offer tangible performance benefits in game. AFAIK, no one has ever tested this theory in a serious way, which is probably why so much you see on the topic is conjecture. That said, BSA, obviously do offer benefits, important ones or else they wouldn't exist or be Beth's default archive format. The question of "Is performance (improved) BSA vs Loose, though, is afaik, not one that has been really addressed in a definitive way.
  17. Anyone feel like taking a look at the ghosts in Halldir's Cairn? The problem is, they drop regular, solid loot when 'killed'. For example, 1st one has an entire set of totally lootable IRON armor. Makes no sense for 'ghost' right? Plus all the other spooks drop all manner of loot ~ to their living NPC templates. Furs, weapons, bows whatnot. These guys should only drop, well, ghostly loot like the ghosts in Yngvild do. USSEP did a number of fixes on these ghosts, but afaik, no one ever thought to consider their out-of-place Loot tables. In addition, these can also be affected by Unrelenting force, which if you think about even a little, doesn't make much sense either. Ghosts should be immune to being staggered....
  18. The following regions in Skyrim.esm, 10 13 127 have the error Example [000138D8] < Error: Could not be resolved > Not clear what effect or impact, if any, this is having in game. I assume, the correct fix here, is to assign these to > Tamriel "Skyrim" [WRLD:0000003C] ?
  19. Serious question so if you dont want to talk about it properly, dont post any comment at all. Ysolda is presented in game, as a bright-eyes, enthusiastic young woman who wants to be a trader and merchant (some day). Even so far as wanting to buy the Bannered Mare from Hulda. Ok. that part is fine. Yet in game, when she is not chatting you up about her plans for the future and the Khjajitt, she is clearly a 'flower girl',(she carries a flower basket when sandboxing) which of course, is a euphemism for prostitution. However, neither the game, or any Lore really addresses this that I can find. So, what does she do for money exactly? There is her connection to the Sleeping Tree Sap, which she pays generously for. This implies she has customers in Whiterun willing to pay very well for the substance. So, at a minimum, she is into providing exotic substances. aka, a 'dealer' if you prefer. This cannot be her only source of income as she pays 150 septims per, which is not trivial and would easily exceed a skilled laborers day wages. She seems to have somewhat conflicting ambitions. One, to own the Bannered Mare, which is the go-to-tavern in Whiteun, will not be sold cheaply, and its going to take a lot more money than someone like Ysolda would ever (normally) posses. The other, is she seems to want to be a caravaneer, which is not an easy life and requires a lot of travel. Needless to say, that goal is totally at odds with owning a Tavern in a major city. Ysodla owns? her own home, so she has some money and income, but is not a member of the respected merchant class or upper class in any way. She is a commoner through and though. Perhaps her (real) story behind her dream of owning a tavern is her 'out' when she gets too old to deal in Tree Sap or work as a 'flower girl' any longer. The question of her (possible) prostitution is never directly addressed by the game, or any online resource, even though there are vague hints she likely engages in that trade as well. If even one lore source mentioned she is (likely) a prostitute even on the side, the matter would be settled but, no source even implies she could be. The game does in fact, set her to 'inherit' the Bannered Mare if anything happens to Hulda, yet Ive never had this occur in any of my games. So, she must have made some form of 'down-payment', when you meet her in game, but, again she has to be making that coin somehow....
  20. Yes, well, after what I have saw the other day with the bear, Its pretty clear their faction settings , are pretty messed up. I see nothing to suggest they shouldn't respond to aggressive or hostile nps like any other group would.
  21. Not sure how this wasnt noticed before, but the NPCs at the Sacellum are not set up very well. I noticed this just other day when I dragged a Snow Bear up to the shrine from the spawn point just below the on the path. This was the first time in many playthroughs where I that bear was actually pulled up there, usually I would kill it below, but, this time, I just happened to drag it up to the shrine itself. Here is what happened, or (didnt). The snow bear proceeded to attack the npcs milling around the shine, but not one of them responded to the attack at all and all the them well..died. The bear proceed to kill anyone it spotted, including the Priestess of Boethiah, which pretty much wrecks the quest, Beothiah's Calling from moving forward if you hadnt talked to her yet. Now she cant be set essential for (reasons), but, it appears as if the cultists as a whole up there, need to have be adjusted so they can respond to random, hostile npcs properly, even if the shrine wasn't really supposed to have many un-invited guests like that. As it was, they just stood there like wooden planks and got themselves killed. Which seems, odd. I reloaded a save, and made sure the bear died the second time around of course, but, there it is FYI.
  22. This event has an 'feature' which I would like to know it is possible to modify in the game. I was exiting Shroud Hearth Barrow and I got attacked by the 3 hired thugs. They were literally clinging to the exit and insta-killed me before I was even aware they were there. I had to TGM my way out of that one. So, is there....some means of modifying the game so you cannot get caught in a death-loop by this event? In my game, those 3 are more difficult than dragons and are not a trival encounter. The game can place them, literally anywhere it seems, even in a situation that the player cannot possibly escape from, unless you cheat of course. The less cheaty option is to lower difficulty so you can survive their attacks. I would note though, that their attack was so fast, that even esc to menu was not an option. I still had to use the console to set TGM. Every time I tried to get the menu to come up, I was already dead. Still, It would preferable to NOT be insta-killed by a random event that creates an near-inescapable death loop. Like to know if there is any means at all to change that events behavior? I suspect there may not be, as the game seems to have few, if any, restrictions on where or when these guys can appear. This would not normally be a bad thing, except when it is...
  23. I kept getting an ILS while working on Unlikely Valentine Quest, Park Street Station. Every time I tried to (re)enter the station, my game would hang with an black ILS. Initially, I had exited the station for a loot dump, returned and had...problems getting back in. The Fix: I disabled the quest in my journal and, that fixed it. I entered the station w/o issues, and quickly at that. I found the fix, from a steam post of all places. So many strange bugs in Beth games, and finding fixes for them that actually work can be a real chore in itself.
  24. Cant argue with OP on this one. Its as bad as he says and more. In Skyrim for example, I have modified the followers to stop dry humping me all the time, and for the most part it works reasonably well. EXCEPT When I use a crafting station, the package that controls that spacing, seems to 'turn off' and they can almost shove you off a station. I use the EFF follower mod and that may be playing a part in this too. In F4, just did a test play through and constantly getting followers standing right where I am trying to place object X, or, doing exactly what OP describes. Technical Now, EFF has a custom package with governs follower distance. Problem is, the author set it to dry hump by default. It is not a Skyrim follower package, though the game must have its own equivalent(s), and its just as bad. What EFF's package(s), partial solution as it is, shows this can be addressed, at least somewhat. Im pretty sure if I looked at that Casdin follower, It probably has a custom package or two that does something similar to what EFF's PlayerFollowerFollowPackage and PlayerFollowerPassivePackage govern. However, despite this, when you go into crafting mode, that gets turned off. I suspect the same thing is occurring in F4, when you go into build mode, the package shuts off and goes into sandbox mode. Or something like that. Usually what I do, is just pull out a super sledge and start beating on their asses. Does it stop them from constantly getting in my way? Not really, but it makes me feel good for a couple mins. And dont get me started on: "Have you found someone to elp me become human?" For the 500th %$#%$#ing time...... NO, What part of It is my TOP PRIORITY didnt you get the first 100 times I told you that?
  25. Thanks, but no. That file does nothing to fix or address the issue I raise here.
×
×
  • Create New...