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blattgeist

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Everything posted by blattgeist

  1. For VideoMemorySizeMb, source: http://wiki.step-project.com/Guide:ENBlocal_INI/Memory#VideoMemorySizeMb Which means the value stated by Novem99 is kinda high. I set mine to 3926 for a 4GB GPU on Win7 64bit (1024'*4-170).
  2. UFO is very outdated. I'd go with AFT, it's compatible with the mods that you mentioned. It's also the follower mod that I use. There is one more, simplier mod though SMF (simple multiple followers) and another one Extensible Follower Framework (EFF). Might check their description pages out. Personally. The 2 biggest ones so far are AFT and EFF, with EFF being constantly updated. Personally I prefer AFT's dialogue menus over EFFs wheel choices. And it's still working fine up to this day.
  3. Oh wow.. I didn't know you could edit the filename in the header window. Thanks for the info ;)
  4. I wonder how to change the master file requirement of a mod from USKP to USLEEP in Tes5Edit. My thoughts about how to do it, please tell me if these are right: 1.Load the following plugins into Tes5Edit: USKP + USLEEP + the mod which requires USKP. 2. Add USLEEP as a master to the mod. 3. Push the clean masters button. Will that remove USKP from the required master files of the mod?
  5. 1. split the config into 2 parts, one that defines the options that are displayed to the user and also sets condition flags, another one that installs the files based on specific conditions. This way you can say in part 2 I want to install the Red Dawnguard version of my mod if the following conditions are met: DG flag=yes/on, core flag=yes/on, red flag=yes/on. I've struggled a whole day to get this right in my own mod. If you want you can check my mod's xml file out, there are even some explanations inside the file (green text). Please note "on" and "off" have to be specified. The installer won't know that there is an "off" just because you have defined an "on" for a flag. You have to set the flag to "off" somewhere in the installer if you want an "off" flag as a condition.
  6. There is no mod that increases enemy levels that much, not even High Level enemies and PermaZones.
  7. Hm.. good to know. Hi Tony :wink: Regarding my question: http://forums.nexusmods.com/index.php?/topic/1001625-removing-encounter-zones/ I guess removing encounter zones is not the way to solve the issue *sigh*. Many people have cursed Oblivion for it's unleveled world.. I've always liked it to face an equal challenge whatever my level was.
  8. Interesting read. I am bothered by the lock level since I first discovered it (in fallout 3). So it's not like there are no people who have a problem with it but rather they have not raised their voice yet because there was no solution yet. Your fix involves removing all encounter zones. But what about compatibility with mods, like "Interesting NPCs" http://www.nexusmods.com/skyrim/mods/8429/?, Genesis http://www.nexusmods.com/skyrim/mods/67811/?, DFB Random Encounters http://www.nexusmods.com/skyrim/mods/32394/?, Immersive Creatures, Monster Mod etc. Would they still work? I don't know if removing the encounter zone wouldn't cause unwanted side effects. We would need to know what other things are tied to the encounter zone.
  9. Welcome to the Nexus BlindJudge. I hope you will have a good time here.
  10. You can download the add-on on my site now.
  11. My guess is that "Bring Out Your Dead" reverts the changes that "NPCs Protected Redux" made. Also you don't need "When Vampires Attack" or "Run for your Lives" when using NPCs Protected Redux. The fleeing behaviour of these 2 mods does not work on protected/essential NPCs. I am thinking about making a patch for BOYD... probably during this week.
  12. Well spoken Dark0ne. I personally don't like where Valve is taking the modding community. I just hope that greed won't split it. But we'll see where all this leads to.
  13. Removing mods with scripts is generally a bad idea. These will leave traces in your savegame which eventually lead to problems. You can try savegame script cleaner or savegame script scalpel to get rid of orphaned script instances though.
  14. I don't think that this belongs to the things that the USKP should fix, simply because it was a design choice made by Bethesda. The unofficial patches only deal with unintentional flaws. Some people like the static levels as they are, some don't (like me).
  15. Hello everyone and fellow modders, I am here to make a request. The #1 mod that I've wanted to see from the very beginning of Skyrim was one that removes the very annoying static level from dungeon monsters once the player entered a dungeon and revisits it later. The mod would have to do the following things: -If the player revisits a dungeon where monsters have respawned they would need to be rescaled to either the minimum level of the dungeon (if the player is below that) or adjust to the current player level. -The Difficulty of the dungeon/area needs to be considered when adjusting the monster level to the player level, see the values under gameplay --> fleveledactormult easy, medium, hard, very hard. Cheers, blattgeist.
  16. Thanks for the heads up, I'm glad it's fixed. Some hackers really need to think about their motives. Infecting a site that's about free stuff for people, really...
  17. That link does not work, try this: http://www.nexusmods.com/skyrim/mods/746/?
  18. I must say, I'm absolutely amazed at what you and your team are doing @ Dark0ne. Such devotion to support gamers.
  19. The picture may be with mods but I also wrote, quote: "I tried moving to the area with no mods active (only the uskp patches). That also didn't help." Without Mods I have the same issues. So it's not mod related, mods (Climates of tamriel+everlasting torch) just make the problem more visible.
  20. So.. noone has an answer? Anyone?
  21. Nothing new huh. Well was worth a try.
  22. Hello everyone. I have a weird but issue with light popping in certain but rare areas while using a torch or another light source. When I move closer or turn the angle while looking at a certain place it appears as if the area suddenly lits up. A good example is fellglow keep (coc FellglowKeep01). See these screens: http://i43.tinypic.com/sljl7s.jpg http://i42.tinypic.com/wb5f2r.jpg I tried the fix with editing the line fFlickeringLightDistance=8192 in skyrim.ini but that didn't help. I tried moving to the area with no mods active (only the uskp patches). That also didn't help. Any help would be very appreciated.
  23. Hello everyone, I've got a problem with objects flying around when I enter an area. An example of this is, I just went to whiterun marketplace at night and saw that most of the cabbages, meat and some other clutter objects were lying on the ground. I read that you have to force v-sync on and use a fps limiter, but that is already the case. My FPS is limited to 50 via nvidia inspector and v-sync is on in the skyrim configuration menu. Do I miss anything here, what could cause these weird object behavior? It happens only sometimes/rarely, but it's super annoying. If anyone could help me out, it would be greatly appreciated.
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