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Everything posted by Craytose
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This is legit. Just copy/paste everything it says to type, and watch where your content folder actually is because if you have multiple steam game folder locations like I do, it's going to go in the original steam installation location. Thank you guys so much for the work put in so we can all benefit from it.
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In response to post #47393330. #47394385, #47409845, #47410090, #47410120, #47411905, #47414300, #47426290, #47432345, #47459325, #47461520, #47462670, #47465445, #47470155, #47470175, #47506420, #47508675, #47513330 are all replies on the same post. Not only does it sound cool, keeping that hard "x" (like nexus), but it represents the combining and the current logo already. I cannot imagine someone coming up with something better than this, kudos TheShoxter!
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Someone needs to answer this! Why isn't it just configurable like in Oblivion!?!
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This, this, this right here, holy crap this is it!!! Give this fella a cookie, or a beer, or whatever he wants! Thank you dude!
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Let's get back to the task at hand. Arguing errr....I'm sorry "discussing" why the game was made as such is useless, how is it going on figuring out a way to actually make it so we can use more than 8 skills? Like is there any progress? A whisper in the bushes about someone working on it...maybe?
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Skyrim problems no papyrus log entries for 5 minutes before crash
Craytose replied to Craytose's topic in Skyrim's Skyrim LE
I also decided to start an experiment with More Hotkeys Please (which is the one mod I just HAVE TO HAVE). Any time I create a hotkey or change an existing one (therefore also deleting an existing one), I save, then load that save. Could purely be luck, but I was able to walk all the way from whiterun to bleak falls, and then also riverwood to bleak falls without crashes doing it this way....who knows though..- 9 replies
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- skyrim crash
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Skyrim problems no papyrus log entries for 5 minutes before crash
Craytose replied to Craytose's topic in Skyrim's Skyrim LE
I have cleaned with TES5Edit, all masters. Problem persisted and eventually through conversation with another fellow who seems to know his stuff, decided to clean my installed mods as well. I changed the modlist very slightly, I'm now running with ELFX instead of RLO, and some of the CharGen RaceMenu stuff which I am sure isn't the problem. Here's the new current load order: Active Mod Files:- 9 replies
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Skyrim problems no papyrus log entries for 5 minutes before crash
Craytose replied to Craytose's topic in Skyrim's Skyrim LE
Yeah 2 GTX 670s in SLI, 2d Surround. What about you?- 9 replies
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- skyrim crash
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Skyrim problems no papyrus log entries for 5 minutes before crash
Craytose replied to Craytose's topic in Skyrim's Skyrim LE
Active Mod Files: There...I don't hardly have anything really installed....stuff I KNOW should be ok with the amount of positive feedback, endorsements, etc. on them all. It seriously makes no sense!! Also I would really love to know how to make my papyrus log list like my ini files, and like this spoiler list, because in notepad, EVERYTHING I have ever opened is tightly aligned to the left...except the papyrus log.- 9 replies
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Skyrim problems no papyrus log entries for 5 minutes before crash
Craytose replied to Craytose's topic in Skyrim's Skyrim LE
I know it isn't a crash log (with how much I read before I figure out how to fix a problem, and how much I read before I am willing to post a question instead of figure it out myself), but it has been a great way for me to systematically eliminate the 50 culprits I have had so far, generally by showing errors or the last thing to load before a crash. I just am unable to use what has been one, but definitely not the only, of my best "narrowers". And after having looked at a LOT of papyrus logs and using that to see what is loading, I find it extremely strange that for 5 minutes nothing did....Thanks for your reply, here I go to find more.- 9 replies
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So I finally got a mod configuration, very very small, in which I could get past a freezing point on my game. Walked up and got past the point I was freezing at, double checked it, triple checked it and was pretty happy that things were working. Then I thought, "well I should at least be able to walk all the way from Riverwood to Whiterun now without any problems". This is because previously I only had a problem after walking all the distance, killing the giant with the companions and then when I would go to enter Whiterun something was keeping the guard from coming out to tell me the city was closed. I disabled the highrestexturepack.esp's and voila! I could walk all the way up and go through the dialogue with the guard, then enter the city. Now, however, when I try to make the SAME WALK from Riverwood to where you kill the giant and meet the companions, it freezes before or when I discover the mead factory! I have a great system, and can't imagine what the problem is. The real kicker? Papyrus says "InitWidgetLoader" as its last entry, and this is placed FIVE MINUTES before the crash happens, and that's always the last entry, and it's always somewhere in the neighborhood of 5 minutes before the crash. No clue what's going on now that there are no papyrus entries even close to the crash. Could it have something to do with Skyrim exceeding some memory cap? I read that those should be fixed with the last 4 or 5 versions of Skyrim. I have the Legendary edition, so all DLCs. What I really want to know is why there are no papyrus entries at all for 5 minutes before the crash?? Has anyone seen this before? Thanks for any who can help me!!
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Well I fixed it but I can't edit it out of that first post...strange.. Sorry, this is about your issue...again I'm not sure anything I said will help but I hope it does, be sure and reply back if/when you fix it with HOW you fixed it!
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Why is my post backgrounded in white...wtf...
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I don't "know" the answer....but I know enough about modding (found this on the nexus forums cuz I'm trying to iron out some stuff on my game too) to know that you either have some dirty edits in a mod or that RLO is not compatible with some other cell-editing mod you have. Make sure you have installed RLO LAST and do some research on RLO and any other mod you have that edits worldspace cells. Looking at your load order, my money is on CoT and RLO weren't installed together correctly? Just a shot in the dark but that is where I would start.
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So yesterday I dropped my request for a really good extra hotkeys mod nexus community, today it's an in-game clock. There is obviously a ticking number somewhere in the game file of the time of day while you are in game. The timescale has been figured out in the lockedcontentlua or whatever, and you can then set a number to dictate how fact that timescale ticks...ok so SOMEWHERE the actual thing ticking must be accessible because we can set a number that dictates how fast it ticks. So how to show on the HUD, somewhere in a corner or something. It has to be there though, I mean it has to be. And with the timescale in the lua we are placing a number that dictates it, on this I'm just asking for a counter that displays it...if you can modify something about it, there HAS to be a way to just display it surely. So let's see if anyone out there can use some of the information we all have, maybe the lockedcontentlua wehre you can change the timescale in the patch files is a good start to see where the clock and/or counter is and how it could be displayed.
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Well it's pretty simple, it seems if someone can figure out how to make the different menus, Crafting, Skills, Rucksack, all come up straight with one key click, not to mention them even be listed in the "customize controls" section, it seems there should be a way to make a hotkey mod for other game abilities. Such as one for every syringe, as well as different arrows. You have the two hotkeys like that in the whole game that you can choose to be any key you want, it just seems like there should be SOME way to add more of those "use item" hotkeys considering the menu thing can be done and considering there are already 2 of them in the game.
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That turns all the sound down though. I just want the music lower so I can hear the sounds of the actual world. Pirates talking, animals growling, me walking, guns, etc...I want all that to stay the same volume and only decrease the music. The only thing in the audio is master volume, which does everything just like if u turned the volume down on your speakers or something. Thank you tho for replying at least.
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I know there are "immersive sounds" and the like..but does anyone know how to just plain old turn the music down without turning any other sounds down?
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Thanks man, I spent like the next day researching why the unpacker and packer wouldn't run on my pc...I guess it HAS to be command prompt or drag n' drop....finally got it tho! And this is how indeed!
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Now first of all I want to let everyone know that I have the rick tools for the Dunia, and a ridiculous amount of modding experience, at least in getting the ones created to work in my games and even making a couple extremely simple ones. But that's mainly on games very simple to do this for. Nothing like Farcry and all this .dat/.fat stuff....I know there are a couple mods out there with the ability to change the timescale, as well as reports on how to add it to your gamerprofile.xml much like you would the oblivion.ini back in the day. Sadly none of this works for me. No added lines do ANYTHING to my gamerprofile.xml and if it's an already written mod it doesn't work because either the mod comes with a BILLION extra things that completely change the game, or (and actually in most cases) it requires me to use the dunia unpacking and packing method which would be great but it won't run on my computer no matter if i try to start it with a command prompt or in any other manner recommended across the web, at least not yet. So if someone who is kind enough and has the time would be willing to simply do the unpacking and packing for me, and add the timescale option that's in the "super file 2.2" or even just add all of "super file 2.2" (it appears all the extra things I talk about not wanting are on that file, but are on a disable/enable basis) then upload it here that would be great. I don't want any other changes tho please, maybe the "better sights" mod but please, nothing else. Even if it isn't done in a manner where you enable me to customize the timescale, that's fine. But if that's the case and someone does this, just make it so a day takes at least 3 or so hours...I just want the time between dusk and dawn to be long enough to experience the night time...preferably about an hour of dark and 2 hours of day..that would be amazing.
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Looking for someone who is more of an expert on the Darnified UI than I am, I've done a LOT of reading and customizing, especially while trying to make it fit my nvidia surround resolution of 6000 x 1080. Have got everything taken care of at this point except one thing. Whenever I change the X position of a menu, be it container, barter, spell purchase, etc., everything moves to the right as it should when I increase the X position, everything stays to scale and to frame, except one thing. The long, rectangular, golden frame around whatever the item/spell/etc. you are mousing-over seems to move exactly double the amount of units that I add to the X position. For example, I moved the container_menu.xml to a position of 805, this places it where I want with my resolution (and with the isafezone and isafezonex scaled for my resolution in the oblivion.ini), but then when I place the mouse over something in the list, it looks as if the frame that should be surrounding that line in the menu is about 1600 units from where the point of X position 0 would be. If I return the X position back to 0, it lines up fine. It's almost like there's a multiplier somewhere that doubles it for some reason. If anyone has a clue as to why the outlining frame of what you are mousing-over gets more units added to its x position when doing this I would love to know. And anybody who considers themselves pretty smart at the Darnified UI scripting wanting to try and figure it out, I would be most grateful. Hopefully someone can help me out here.
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Ok so for a while now I've had this ridiculous orange glow around anything which has its lighting come from fire. Or even from an orange light. I have tried deleting mods that were "improved fire and flames" as well as "spell effects". And since removing all of them hasn't fixed it, and the fact that I had a combination of a few different ones in the first place, I just want to know what texture or mesh is responsible for what is seen at these times. Keep in mind that orange glow around the surface is constantly flickering and bouncing around the surface it's lighting, not just around lights themselves. If anyone has a clue as to what might help this I would love to know, even if it's just de-saturating the lighting somehow. BTW I do use the FXAA tool, but lowering any of the bloom/hdr/exposure/etc. doesn't seem to work, in fact it does it even if I disable the FXAA tool, but maybe there's something that I'm missing. While any clue would be greatly appreciated, most of all I'd just like to know what textures are responsible for what we see in the lighting of fire-lit surfaces or otherwise "orange-ly-lit" surfaces. Thanks.
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Does anyone still play Oblivion?
Craytose replied to spinspider's topic in Oblivion's Classic Discussion
Hell yeah still playing Oblivion, was late to the ES party with WoW being my first "computer game", before that it was strictly playstation and nintendo for this guy. But finally I decided I needed some stimulation other than WoW, Skyrim was fixing to be released at the time, and Dragon Age 2 had just been released. Dragon Age: Origins ended up being my first undertaking but then immediately after that Oblivion, that was about a year ago. After a few weeks of playing Vanilla Oblivion I decided to get all the eye candy, immersion, and utility mods possible that didn't "change the game" and, even tho I have taken small breaks throughout this last year (as well as having my original playthrough completely break to a point of no saving, literally) I am still rolling through Oblivion guns-err, swords- a'blazin, bows actually just as much since I'm part marksman this play. I REFUSE TO TOUCH SKYRIM, even install it, until I'm completely done with my first playthrough of Oblivion. I'm far from the only one still playing also, as you can see, and there's still a good bit of modding that comes out here and there for it as well, thank goodness. -
Recently I was able to get myself going in 2d surround. Everything is working great in Oblivion but my water reflections look like they're out of an 8-bit game. Not only that, but they "shimmer" or "flicker" as the camera moves. Also, it does this no matter what water mod I use, or even if I use no water mod. Anyone with an idea would be nice, I've read similar problems, but they were mostly due to mods and what not. Changing the reflection resolution and turning all the different water reflection options on or off has not helped. Regenerating a new ini did not help either. Thanks in advance for any advice.
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So I recently acquired the necessary hardware to run nvidia 2d surround. Of course the game I was looking most forward to using it with was Oblivion. While it's pretty cool as is, there is EXTREME stretching of the side monitors unless I zoom the FoV in so much that I feel like I'm close enough to pick up a sword off the ground when I'm actually about 20 feet away... I see video and screenshots all across the web with non-distorted side monitors for oblivion in surround. I have tried it at normal 2d surround resolutions, and I have tried it at bezel corrected resolutions. Nothing works. Please help if you have a clue, sadly neither Flawless Widescreen or Widescreen Fixer have support for Oblivion. Skyrim? Oh of course! But not my precious Oblivion, I'm begging someone to save me and tell me how to make this happen...it obviously can be done.