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Posts posted by trees415
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So today I got dawnguard, the new quests work and the surgeon in riften is there, but I'm unable to accces the location where the dawnguard fort is. When I remove invis walls, the old static environment is there, not dawnguard.
I'm having the same exact problem. Even after disabling all mods and starting a new game, I still am unable to access this new area.
Edit: nevermind, I was thinking the same thing as Vinh834, i didn't realize there was a secret cave...
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First, set you're normal map back to it's original state. Then, copy/paste you're original texture onto the alpha layer of your normal map, and make it very dark to the point that you can barely make anything out when looking at the alpha channel alone (Don't make it completely black). Also, textures tend to appear brighter in game then they do normally, so I'd suggest making your color texture slightly darker as well.
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The computer's a Gateway GT5624E. I got it some five years ago, so.
IIRC, it has two slots, but they were previously occupied by two 512MB sticks.
Well, since it was built 5 years ago by a mainstream computer company, I highly doubt your motherboard can take ram sticks larger than 1gb, and since you only have two slots you're stuck with a 2gb max. Thus, you're going to have to sacrifice either game quality (by removing mods/reducing your graphics settings) or money out of your wallet to purchase a new rig. To be honest, I'm rather impressed that you managed to keep your computer in that good of shape for five years. My previous computer was a pile of spare parts five years after I bought it.
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Is there a mod that scales down the damage dealt by Giants so you can actually survive an encounter with one if you screw up and get hit?
I can deal with how resilient and tough to kill giants are, what I cannot deal with is how if one even touches you you die pretty much instantly.
They're Giants, of course they should kill you in one hit, though perhaps their windup could be slower to make up for the high amount of damage they deal. In any case, I haven't heard/seen any mod like that in particular, however I can't imagine it would be very difficult to do. Why not try and create the mod yourself?
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Are you loading the game from a particular gamesave? Try starting a new game, and see if you are still having problems. Also, make sure that you are not running any mods until you can get the game to work again.
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Honestly, I think it's lame that most of the mods that add new shouts use spellbooks as the teach shouts. Why isn't anyone using word walls? They are so easy to do from scratch, much eaiser than mannequins or bookshelves in my opinion.
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I need some help in combining 6-8 esp's into 1. They are all npc modification files, but they are spread over so many esp's
In new vegas I would open NVMM and press something on the right panel that brought up an editor (been a long time since I used it). From there I could combine object files and create a brand new esp file.I have tes mod manager for skyrim installed, but I don't know how to combine stuff into one archive for skyrim. My favorite utility from the NVMM utility appears to be missing from skyrim's tes manager options eventhough it appears like the same layout for the gui interface. If I recall I think the tool was called tesnip or something like that. Its been awhile since I played a bethesda game and did some editing.
The tool your looking for is TESVsnip, though I'm not sure if it is included with the NMM. While I'm not sure which feature you are referring to, if it exists then I'm sure you will find it in tesvsnip.
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At the moment, I'm in the midst of working on a skyrim music enhancement mod, in which I'm recording some tracks to complement the existing music of Skyrim. While there are some excellent tracks in the game, I felt like it was missing some "epic-ness" (tracks with heavy brass, war drums, that kinda stuff). Anyways, I'm curious to see if anyone has had any success adding music to the game via scripting? Given the fact that there is no scripting of music in the vanilla version of the game as far as I am aware of, at first I was hesitant towards taking that route. However, one major complaint I've had with the game is that the music tracks are poorly triggered/implemented in-game, especially the combat-focused tracks.
So, has anyone actually used papyrus to implement sound fx or music tracks? Did it work well or was it buggy?
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So you want to see explosions?
mmmm, explosions...
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You've got a bridge to tend to troll, best be off now.
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Well, I've never heard of the place you're hosting on, and I doubt it gets as much traffic as the nexus. Thus, why don't you just remove a few unimportant replacement textures so that it isn't considered an asset replacement, then post in on the nexus? It seems like your concerned about people not using your mod, yet you just expect people to find it on some obscure website.
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That's a known issue. It affects EVERY vanilla interior cell which is edited too heavily. If you then try to get from the interior cell to any world space (except Tamriel, that seems to work), you will experience a CTD or you'll find yourself in a totally empty world space.
To solve this, you have to place a little interior cell between each inside and outside door. You can make it that way, that the player is teleportet immediately to the inside/outside once he enters this cell. So he will never see it. If you are interested in how I did it, just look at my Mod.
I'm sorry, but that made no sense at all. Place an interior cell between each door? Can you explain that part a bit more?
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Would have to be done completely from scratch if it was to be publicly distributed, as you can't use content from previous Beth games in a mod for Skyrim, and vice versa. Thus, it would be a mammoth of an undertaking, and would likely require a large mod group in order to produce something on the scale you're describing.
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Great idea for a mod, there could be a few missions where the player gets to plan an ambush against a group of nobles or something. Basically, you tell your fellow bandit-mates where they should hide, then you signal the ambush. I can't imagine that being too difficult to script...
Anyways, that town looks sick, I'm looking forward to seeing what comes out of this. Good luck.
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As far as I know, it's impossible :/
Not impossible, just unlikely.
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That's very strange, however this seems like a question that would be better suited for the Bethesda support staff to address.
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That is a good idea, so why not create new art rather than porting stuff from Oblivion? Outside of creating the actual painting, it seems like it would be a relatively simple mod to create.
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King skystormer
I have been working awhile on a new mod and thought I'd share ya what I got atm.
So far it is unique.
I always love the idea of having your own town and to do stuff in it now I got the foundations to do that.
What it does: (already working) Version 0.1 Alpha
After you finish the main quest, you receive a quest to cleanse Helgen from any evil you might find.
This already is an epic battle.
But you are not alone in this, you get a small legion of stormcloaks or imperials. Depending on ingame choices. And will be awaiting for you at Helgen.
They have buffed stats. First part is clearing the outer cells of bandits, pretty easy, a bit more bandits then normal.
Your helpers have a route which they follow after the bandits are killed.
Follow them, that will lead you to a new cave.
It's a small cave with a lot of undead of all the ppl died at Helgen.
Cleanse it and you will fight an evil, this will be a very tough battle. Atm you find him you will be transported out of the cave. And you see Helgen being destroyed even more, also the surroundings will get a beating.
This terrain destruction has a reason, cause it will level the surrounding a bit for later use.
After that you can turn in your quest and as reward you receive Helgen which you can use for your own purposes and to make sure the evil will never set foot in our world again.
Your job is to rebuild Helgen. I want it so you can build a very big city.
In town a new NPC named skystormer apears he will act as your advisor. Voice acted by me.
Also the remaining soldiers are directly recruited as guards for your new town, and start patrolling.
The Advisor let's you change a few things about your town, atm that is select building you want to contstruct and set tax rate.
Buildings you can build atm: Inn, cottage, house, Tower, Woodcutter's Hut.
I have made it so the first building you can build is the inn.
The innkeeper will also come as soon as you have built it. For 6 months the inns stock are infinite.
The inn will be your recruitment office. Peasant will wander in every now and then, also mercenaries appear there.
The advisor came with the materials to build the inn.
The other buildings you need to get the materials yourself. Most buildings need wood. So you need to chop wood.
Placement of buildings is atm fixed, haven't found a way yet to make random placement like the way I see fit.
New recource added, stones (atm only found in loot, and at general vendors)
In development
Remove the fixed location placement and let players go wild.
Give guards options (so you can tell em where to patrol, take a break or settle down)
A renown system, the more stuff you do the more famous you become. The more peasants/mercenaries wanna settle down in your town.
A random quests generator to gain renown. (like kill X, get X)
Planned:
A lot of different buildings:
Granary, Farm, Barn, Mill, Wharehouse, Brewery, Sawmill, Witch's hut, alchemist, blacksmith, fletcher, Iron/silver/gold mines, Hunter's lodge, weaponsmith, armorsmith, armory, School, University, Library, Well, Chapel, Graveyard, Temple, Statues, Orchards, Slaughterhouse, Quarry, Barracks, Training Grounds, Arena, Messenger Post, Vendors, a market place, fountains, Mages college, Hospital, Walls, Moats, Gates, an estate specially for you, Prison.
And probably more buildings coming the more I think about it or by tips by you ppl.
Remove the dialogues by NPC's that Helgen is destroyed after you have received the town.
Guard recruitment at the Barracks.
Schooled NPC's are better then unschooled NPC's.
Quests to find certain NPC's. Example. You need to recruit a scholar, the scholar will tell you after he has taught all inhabitants he can't help any further, but he knows someone who can. Held captive at certain places ingame you can free em and they will help you. Giving you their services and building plans for example the university.
Building stages, NPC's actaully building stuff. (not like now, Say build Inn, 7 days later out of nowhere there is an inn.
NPC's pay taxes, the king demands it from you.
Tax rate attracts certain NPC's.
Contracts with Dark Brotherhood and Thieves Guild. (so they establish a base in your town)
Automatic recruitment system for guards
Sieges, (if you don't pay the king)
Sends mercenaries to perform your quests.
Put food in the granary increases your food supplies.
Put weapons and armor in the armory.
Misc items and stuff as herbs and potions in the wharehouse.
Loyalty system.
Looters, NPC's looting around town out of sight of the guards. (when they are spotted they will be killed on sight) Loot belongs to the ruler of the town… Me. Exception is looting something they killed themselves.
But if loyalty is low, all NPC's can loot.
Diversity in different constructions of the same kind, not every house looks the same.
Return of the evil.
Raiders on town.
Logical living, 1 house, 2 ppl male and female. Can result later in also a child.
Livestock being led to the slaughterhouse. Young livestock being born.
Construction options not directly in town, like hunter huts, witch huts, Towers
Guard dogs.
Schools to learn professions, or you finish up with empty buildings.
Choose you own banner.
Find a way to let you choose a random spot to start a town.
Contact other modders who have changed Helgen in any way to find compatability solutions.
The reason I am not uploading this version is cause of cosmetics, lot's of clipping issues I need to resolve first.
Will keep you posted as I get more and more, hopefully soon a beta.
That sounds great, however If I were you I would scrap half of the buildings you've got planned if you expect to ever get this finished. Not doubting your abilities at all, however that's an incredibly extensive list of different buildings, and without a huge team to help you it will take a very long time to complete. To build one library took me a week or so to put together and work out any bugs. Just my 2 cents, but I'm looking forward to seeing what you come up with.
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When you're installing mods in esp/esm format, make sure you are placing them in the data folder located in your main skyrim installation directory. Typically, this is going to be located at "C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data"
Also, make sure that your skyrimprefs.ini file located in the Documents\My Games\Skyrim folder has the following line:
[Launcher] bEnableFileSelection=1
Once you've ensured those two things, you should be good to go.
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Out of curiosity, what does SBW stand for?
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Oblivion had an amazing mod called a Thieves Arsenal. This had two niffty objects. A black jack that would knock people unconscious and allow you to loot, drag the bodies around until they woke up, and gas arrows that did the same thing.
Since my character is not fond of killing when not needed, he prefers to knock out a band of bandits and just take all their weapons, armor and such. I am trying to find a way to do this in Skyrim. I know you can put a paralysis enchantment on something for a certain amount of time, but that does not really achieve the goal. As far as I know, they body will fall like it was knocked out, but you cannot loot or move it. Also, I believe they are still aware of everything you do, so once they get up they will just attack you. Does anyone know how the maker of the thieves mod got around this and if it is possible to implement this in Skyrim?
Not sure how that would be any different from a paralysis spell...? What if you attached the pushactoraway spell effect to a paralysis spell? That would give you both a knockback effect as well as the player not being able to move. You could even remove the green ISM so that it doesn't look like a paralysis spell.
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I've been hunting around and yet to find something that operates the same as FNVEdit. I want to be able to open esp's and compare record data. I have Wrye smash, SkyEdit but niether of those seem to work the same. My lack of knowledge I suspect. The thing I'm looking for is a program that let's me load up an esp and have a quick comparison view of the records the esp has changed or added, like FNVEdit did. Is there such a program or is it in the works?
TESVSnip works great, and it's listed in the download section here at the nexus.
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Are you supposed to have some other documents or something in the "Skyrim" folder? beqause I only have the skyrimprefs.ini and i think i read something about something else that's supposed to be there.
There are two "SkyrimPrefs.ini" files. The one that you need to edit is in the folder where your gamesaves are stored, which is usually located in the "Documents\My Games\Skyrim" directory.
The other one is located in the game's main installation folder, and the full file-path should be something like "C:\Program Files (x86)\Steam\steamapps\common\skyrim\Skyrim\SkyrimPrefs.ini". edited both files just to be safe, but the former is the one that matters.
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http://i125.photobucket.com/albums/p76/lesfleursmal/error.jpg
I am getting the above error upon trying to pack my files into a BSA using the 'upload to steam' function of the CK, you know, just to get to to do the BSA packing part.
Doing that isn't going to pack your files into a bsa archive. instead, go to file---create archive, then drag the files you want to add into the window (the files need to be placed correctly within the game's file structure prior to doing this). Once you've done that, just hit pack files then save your plugin.

Is anyone playing Dawnguard WITHOUT bugs/ crashing?
in Skyrim LE
Posted
Given the supposed "disaster" of bugs that I was expecting since the xbox launch had gone so poorly, I've been surprised at how few bugs i've encountered. I have about another 15 or so esp mods I've been running alongside it, yet I haven't encountered a single conflict with any of them. Maybe I just got lucky, but I'm gald they delayed the release for PC as i can see how some of the bugs that were mentioned could be completely game-breaking.
No offense, but you mainly have yourself to blame for that. Save corruptions, while very unlikely in the situation you're describing, have always been an issue for TES/Fallout games. Thus, you should ALWAYS backup your saves before you do anything that introduces something new into the game, whether it's a new mod, a DLC plugin or even after removing mods. While the gamesave files tend to get very bloated, you can easily compress them down into a rar archive or something, as you will likely cut down over half the size of your collection of saves just by doing that.
Now, that being said I find it hard to believe that loading the dawngaurd plugin simply "broke" you're save. What's more likely to be causing the issues would be any mods you've installed that conflict with the data in your dawnguard plugin. If you have any mods installed, I'd suggest you turn off anything that modifies your characters behavior, or anything that had made changes in an area that is now used during the dawnguard quest. Most graphics mods like texture replacements or FXAA injectors should be fine, just be weary of any plugins that might be similar to the DLC itself.