Jump to content

Deleted31005User

Account closed
  • Posts

    871
  • Joined

  • Last visited

Everything posted by Deleted31005User

  1. You can always unpack it and manually install it, that's what I do for all my mods.
  2. I'd love that too, I've always played as a mage but not a single time did I use any staff, they are just useless clutter imo. edit: actually after looking for a while I found a mod that looks interesting: -http://www.nexusmods.com/skyrim/mods/22691/?
  3. Oh Lydia...for me once upon a time she did not get out of the horse animation, meaning if she enters an interior with me she will literally fly around in 'horse saddle' position and attack enemies from really strange angles or even ignore all collision and just fly through walls. And there was no animation when she attacks, she just stands in front of them, though she still did damage. Luckily that ended after the dungeon was finished. @OP: you should really de-activate most of your mods on a new game, your carriage going bonkers like that is a clear sign that your script engine is overloading and skipping scripts that drives that carriage. But I still had a good laugh reading your post ;)
  4. Just make sure you read my top comment on my mods to be 100% sure you have your memory blocks increased or otherwise you'll probably get loads of infinite loading screens due to the massive amount of items I place around...
  5. Yes, Lakeview Extended only changes the exterior. And even if you decide to use some of my optional files that change things on the interior it should still be compatible since I never changed anything on that armory wing. But you should read the descriptions of mods for more info tbh. And Lakeview (or my mod Lakeview Extended) doesn't even have displays for those elder scrolls.
  6. Meshes are found in: meshes\actors\horse\character assets. Vanilla files in there are: harness.nif horse.nif imperialsaddle.nif saddle.nif shadowmere.nif skeleton.nif meshes\actors\horse also has 1 nif which is: horsehide.nif which is that sleeping bag on the back of the horse, behind the saddle. As you can see shadowmere has its own nif. All the other horses are using the same assets, just with different textures on that horse.nif.
  7. There are many house mods that have you display your Elder Scrolls, including my own mod Tel Nalta II. BUT, dropping those elder scrolls (or black books) into those displays can often times break quests because those books are quest items and should not be removed from your inventory, and since most if not all of those house mods do not have any precautions to prevent the display from grabbing those quest items and putting them onto the display, quests often times go broken since they still require those quest items. A quest item that gets removed from your inventory is no longer considered to be a quest item, and so the quest will not recognize it anymore. The only way to safely store elder scrolls or black books is when you are done with all those quests, meaning you wouldn't need any of those books anymore. And for this reason I set a pre-requirement on Tel Nalta II where the player can not build those two specific displays until he has advanced through certain quests, this is done to prevent any quests from getting bugged. Other house mods put that responsibility in your hands, if you decide to put a quest item in their displays and the quest gets broken then its your fault. Me on the other hand, I took that responsibility for myself and implement measures to prevent this from happening in the first place. Either way, be careful with those elder scrolls and black books.
  8. Yeah this trick of 'Linked Ref Tab' instead of 'Parent Enable' also just allowed me to make dim lights appear during the day and then bright lights during the night, I think its more immersive this way and better looking in general for the town. But I did had to make double the amount of markers and lights just for that.
  9. And it works like a charm, man the things I can do with this script now, its going to be awesome! Thank you so much Sloppy. ps: if Tel Nalta is active in your mod list you should really ditch version 2.07 and go to 2.08 for this bugfix mainly: "Got rid of all unique npcs from the testroom02 interior to fix the issues with a certain quest. (yes, making duplicates of unique npcs was really dumb of me.)" Its that quest where you got the ragnot mask or something. Or you can just keep 2.07 but you need to go in the CK and just delete everything inside the Tel_Nalta_Testroom02 interior, or at least delete all those npcs that you see outside of the cave area.
  10. Many of the exterior lights have different parents, so I assume that I have to create a new X-marker for each light that has a different parent.
  11. I don't think that is required, all exterior lights are on those core parents anyway.
  12. Hearthfire multiple adoptions works on your current game as well, but you can never go above 2 children max. If you want to have like 6 kids, then you need a new game, but otherwise you should be fine.
  13. sLoPpYdOtBiGhOlE, you still there?Tried sending you a PM but your inbox is full.
  14. I'll just wait a few months until the price is dropped and there are patches to fix what are possible game breaking bugs. Because lets face it, Bethesda games are buggy as hell when first released.
  15. Looking great but the interior lightning still needs some work, at the moment its too bright in there.
  16. I know, but tbh I don't get all the pretty faces, Skyrim is a harsh and unforgiving land and the characters need to reflect that in my game. To each their own I guess.
  17. Your link is not really working btw: But my character looks pretty vanilla, no special face or hair or anything else for that matter, though I do have my own conjuration spells and an entire town to enjoy myself with. http://staticdelivery.nexusmods.com/images/110/31005-1447270581.jpg http://staticdelivery.nexusmods.com/images/110/31005-1447270616.jpg
  18. This is regarding my mod Tel Nalta II. I recently found these Telvanni robes and got permission to use them: http://realityworks.uk/blog/grace-darklings-telvanni-robes/ So I will implement most of them into my mod so that the player can buy them from the merchants. Though there are no hoods included in that mod, but there is one hood texture here on Nexus for the standard red colored robe: http://www.nexusmods.com/skyrim/mods/59169/? Could someone who has experience in texture editing please create more textures for the hoods with colors that would fit on these new robes. Here is a Dropbox link with all of the textures together: https://www.dropbox.com/s/ybljwde1xwgx5js/All%20robes%20and%20Red%20hood.7z?dl=0 I tried changing the color tints of that red hood myself but I never get any good results, especially those with those symbols on them.
  19. The longer I live, the more people become impatient it seems. Back when I was a young boy games usually had good gameplay and you have to use your brain to figure things out, but over two decades with the release of iphones and basically everyone using the internet, I find that people want instant results and they no longer try to actually put any effort into things. Same with stuff that gets produced, in the past things were sturdy and lasted long, now its all just mass-produced crap that breaks down in no-time. And so gaming companies followed in this trend as well, they now give you markers where your quests is and even a fast travel system on top of that, people demand instant gratification of else they start complaining. I notice this with my own mods as well, originally I released Lakeview Extended where the player had to buy the upgrades and even that was too much for people, most of them wanted everything there from the moment they install the mod. And so I made an optional file for that, which now is more downloaded then the other files, and the fact that the upgrades are there from the start also made my endorsements jump up by quite a bit... Same thing for Tel Nalta, made an entire grow and build system and all I got in return was people asking for an "instant-everything build at once" option, so I released a version with a cheat chest that included all materials to build everything. And even with that cheat chest some people still complain its taking them too long to build it all...God how impatient we have become... I bet there will be some people who enjoy your maze, but their age will probably be in the 30's, everyone else that is in their 20's or still a teen will probably not like it, because lets face it, they grew up in the magical electronic age where everything is at their fingertips at an instant and they are basically lazy as hell as a result of that. Alright, I'm done rambling, my apologies :laugh: (Just want to note that not everyone is like this, I know I'm generalizing and its just my opinion, so take it with a grain of salt.) But before you make a decision, you should check out the mod Moon and Star, which is basically a new quest dungeon where the player needs to fix some puzzles, seems to have quite some endorsements on it. Its not really a maze, but people do seem to like the puzzles.
  20. I did all that, doesn't work for me. I'll just stay with SSME, too bad those guys from SKSE had to fundamentally change the way it works because it clearly is not as reliable as SSME, and I don't seem to be the only person where this SKSE memory patch is not working for.
  21. Its got nothing to do with race, you either installed it incorrectly or another mod is doing unwanted stuff. I just installed that new mesh for the necklace and it works just fine for me, so maybe you should try to manually install it? Sry I can't be of more help to you, hopefully someone else can give you better info.
  22. Checking the necromancer's amulet in the CK looks like this: -Armor\AmuletsandRings\Necromancer\Necromancer_1.nif (male) -Armor\AmuletsandRings\Necromancer\NecromancerF_1.nif (female) -Armor\AmuletsandRings\Necromancer\NecromancerGO.nif (ground) And the mod replaces those properly in the correct folder with the correct name. So, you either installed it incorrectly, or that OBIS LOOT's cameo amulet changed the amulets folder path in the .esp file. Load OBIS LOOT.esp in the CK and go check the correct path in there, if it is any different then what I just mentioned above then you have your answer and you need to manually install your new skull amulet in the corresponding folder. The necormancer's amulet is called: -MS11NecromancerAmulet which is connected to the: -NecromancerAmuletAA
  23. My findings are telling a different story. Ive always used SSME and with Memory Block Log I could just see my memory useage going up to 512 and 256, if my game gets those two blocks full it crashes, which is all detailed in the log file. with SSME I was able to spawn 600 guards next to me before the game crashed. So then I uninstalled SSME and re-installed SKSE, I was already using 1.7.3 but I just wanted to make sure everything was intact so I re-installed it. Memory Block Log showed memory useage only at 256 and 256, so thats a bad sign. Then I spawned some guards, this time I was only able to 140 guards and then the game crashed. I tried a second time, I couldn't even get out of the door of Windhelm cause of an infinite loading screen. I tried finding information about this "memory fix" in SKSE and the only thing I could find was something inside the "skse_whatsnew.txt" EDIT: okay so after googling a bit I figured out that you need to install or create that SKSE.ini inside the Data/SKSE, I did everything correctly, even tried to download that pre-made ini file here from Nexus but no matter what I try, SKSE is refusing to unlock more memory.
×
×
  • Create New...