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Susurruss

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  1. When you set something with the Ignore flag on the details list, you have to close that window, hit okay on the file window, and reload your mod. Once it's reloaded, SAVE IT IMMEDIATELY, and the changes should poof.
  2. Why don't you do it with a change location event node?
  3. What about using PlaceAtMe to a marker?
  4. I haven't seen yet where the OP mentions that his wireless is secured. I have no internet access at home (I don't watch TV and refuse to pay cable-tv prices for an internet connection - no, there is no cheaper way where I live). So I go out on the porch and log on to my neighbor's wi-fi (with her permission, using her password that I set up for just this reason). Even just out and about, I can find unsecured networks all over town. I really have no guilt about it as I am not eating up hardly any bandwidth (I keep Steam offline and do my updates/downloading at my friends' houses, and I don't do torrents), I'm not doing anything illegal, I'm not trying to hide. But it would be ridiculously easy to get a neighbor in trouble by using their ISP to download illegal stuff. It's not hard to put a password on your wi-fi. Do it. Now. P.S. One of the first cases of folks getting in trouble for torrenting that I heard about was a couple in Washington, D.C. (I believe) whose unsecured wi-fi was used by a neighbor to torrent tons of music. The couple was sued by the music companies, and last I heard, they were still in court.
  5. I've been digging, and I just can't find a yea or nay. Is it possible to find in the in-game DATE that a quest was completed? I know I can set a timer and track things that way, but what about events that occur before my mod is loaded? While it's a mere technicality that won't really affect my mod in a negative way (just the player's perception on the speed of events), it's a little detail that I'd really like to get cleared up. Thanks for looking!
  6. Posted this on another forum, but no luck, so copy/pasting here and hopefully I can find an answer... Ok, so this problem has been plaguing me for days, and I keep coming back to it. I am so confused. According to the Wiki, when you debug lights, a red area indicates too many lights hitting an object. So when I was debugging my mine, I saw this: http://smg.photobucket.com/albums/v194/rivergoat/Skyrim/Skyrim%20Odd%20Stuff/?action=view&current=RedWallLightRadiiDebug.jpg Now, the area looks like this without the debug on: http://smg.photobucket.com/albums/v194/rivergoat/Skyrim/Skyrim%20Odd%20Stuff/?action=view&current=RedWallLightRadii.jpg As you can see from the light radii, almost NOTHING is touching that piece! ???? This is what it looks like from the other side with my crazy attempt to room/portal the red out: http://smg.photobucket.com/albums/v194/rivergoat/Skyrim/Skyrim%20Odd%20Stuff/?action=view&current=RedWallLightRadiiDebug2.jpg The two lights at the bottom of that picture are shadowcasters whose radii don't leave their little alcoves. Anyhow, I took the red piece out (MineCLDoor04 I think it's called) and used Ctrl-F to make it a paper roll. Note that there was no info at all attached to that reference. Well, rather than sending the paper roll to the john, I just used Ctrl-F again and put it back in place. And this is what it looked like afterwards: http://smg.photobucket.com/albums/v194/rivergoat/Skyrim/Skyrim%20Odd%20Stuff/?action=view&current=RedWallLightRadiiDebug3PostPaperRoll.jpg Eugh??? I used Ctrl-F twice - that's it. Still, almost zero lights are touching that piece and the purple fence-looking thing is actually a bridge high up that has a light at either end. All my lights are DefaultTorchNS_NoMove or DefaultCandleNS (the one to the right in the first pictures, and bottom right on the third), except the spotlight, which doesn't reach the area. I've reduced the brightness and radii on all my lights to next to nothing with no effect. When testing, I'm getting great FPS through the whole mine - except when I look at that wall. Then it drops to the teens. HALP???? Edit: Deleting that piece and dragging a new one to the screen from the object window makes no difference.
  7. Description: I was researching some troubleshooting with ore not being available for mining (even though it had never been mined), and in the process fixed four ore veins to make them mineable. This is such a minor fix that I don't even know if it's worth a mod. The ore veins I fixed all used some variation of mineorexxx_xxx02. Seems that particular model is extremely picky about placement. I couldn't get most of the existing problem ones to work with an 02 (just one), but simply using Ctrl-F and replacing them with an 01 or 03 made them work. I made a slight adjustment to the furniture markers and tested them and now they work. The ones I fixed are: Iron ore in Ansilvund02 - this is the one you see a Draugr attacking when you come upon it. It's not a bug, the baddie is linked to it. Gold ore in POIBlackreach05 - the one near the mushroom circle Gold ore in Tamriel 11,28 - out in the ice islands Iron ore east of Largashbur - this one wasn't replaced, simply elevated a tad. I know there's supposed to be a bad one in Labyrinthian, but I couldn't find ANY ore reference in any Laby areas (Int or Ext). If any more are found, I'll update it. Just let me know. http://skyrim.nexusmods.com/downloads/file.php?id=10827
  8. There is no longer a command to determine cell in-game. An industrious modder has made some nice coordinate maps though: http://skyrim.nexusmods.com/downloads/file.php?id=2251
  9. The fire comes with its own lighting effect. Search for FXfireWithEmberLogs01 (there are others, just find the one you want). It should be flaming in-game. It doesn't give off much light, so I used the WRFireplaceFill lighting and it looks great.
  10. Are you loading a save in the same area as your lazy NPC? Apparently, loading the save in a different area, then moving to the NPC resets the AI, and everything should work properly.
  11. Manufacture works fine. When I select 'Place Satchel' I have to look for it - it rarely comes up in front of me. It sometimes places in mid-air, but usually on a surface, such as a floor or bed. Perhaps a lighter color ('nuther texture, not this mod's dept I know, but a lighter color would make it easier to see.) When I have added ingredients to the satchel, I can pick it up and drop it, and it will show full (it has the items I added). When I select Place Satchel at this point, all the contents get moved to my inventory, and the satchel shows 'Empty.' Not sure if this is intentional. If I drop the satchel, pick it up and maually place it, leave the cell the satchel is in and then return, the satchel is at the location that it was dropped at, not where I placed it. This is not necessarily a bug in your mod, as this is a very common problem with havok items in Skyrim. The biggest problem I see is that when the Place Satchel command is used, the satchel seems to put itself in a random location, and I don't know where to look for it. Good luck with this! Edit: Also, I don't know if this was meant to be an ingredients-only container, but I was able to put a book in it (actually did that by accident). Perhaps you should look into restricting the items that are allowed to be placed in it.
  12. I and others ran into the same problem with the lighting, and I found a fix for mine, but I don't know if my info is accurate. There's something I'm missing, but my lights work now, so I'm running with it. I found out that if you delete (set to black) all the ambient light in the room, the lights will pop in and out as you are describing. You can test this by going to your mod and hotkeying a torch. Watch the suspect light sources carefully while you toggle the torch. If they're only coming on when the torch is lit, then you have the same problem I had. I set my ambient to a very low level (39/34/22 R/G/B), set my directional ambient from that (the button thingy), then set my z directionals to black and everything was purty daggum dark and my lights behaved themselves. Also, try setting your lighting scheme to BleackFallsBarrowClose. It's a darkish scheme with fog, but manually set your fog colors to black and the fog goes bye bye. I've also used this and set my z and y axes to black, and the lights still work fine. It's just very dark all around them! :D Also see this great little page: http://dl.dropbox.com/u/56852942/Realistic%20Lighting%20Editing%20Guide.html It's the guide for those working on the Realistic Lighting Mod, but it has a ton of lighting info and explains a lot. Wish I saw this even three days ago, I could have avoided a lot of trial and error. I haven't worked with weapon racks, but some activators I have worked with had an issue where I would get the dialogue to interact with them, but I couldn't - pressing 'E' did nothing. I went back and checked, and somehow I had set my linked refs backwards. When I tried to fix them, some worked, others wouldn't. I had to delete those references entirely and then put them back in my mod. I don't know if this is true for you.
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