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Demorticus

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Everything posted by Demorticus

  1. IceDolphin, yeah, I would still love a mod as described. What do you mean "like a year" though? ha.
  2. Sorry, Safety Load is what I meant by Safe Load. So far, it doesn't help resolve the problem, nor prevent it. I do believe you are onto something about the autosave and quicksaves. They are the ones that will not load for me. Only manual saves load properly. Thanks for the advice!
  3. That looks a lot like a 3D projection. Check your graphics card control settings to see if you turned 3D on. Or if it's an external monitor, check those settings.
  4. Hello all. I am experiencing an incredibly annoying problem. I am playing the Dragonborn DLC and have a save at a certain point. My character is on Solstheim, and from this point, if I continue playing for approximately 3 hours, my game will freeze and render all saves made after that initial save point impossible to load. Whenever I run Skyrim, I'll just get an infinite loading screen and nothing will ever happen. The first time it happened, I wasn't that bothered, since it was only 3 hours of gameplay. The issue is that the problem repeats itself absolutely every single time I play 3 hours more time on Solstheim. If I leave Solstheim and do whatever else for indefinite period of time, I'll be fine. But the moment I return to Solstheim and resume playing, 3 hours of gameplay is my limit, and it somehow "corrupts" the saves to become infinite loading screens. No matter what quests I persue, the order, whatever, it all results in the same. I've ran a few programs to try and see if there was an easy fix. Safe Load doesn't help me at all, but it also doesn't CTD. The author claims that if the program detects that my save is corrupted, it will CTD. While that isn't indicative of whether or not the save is really corrupted, I'm guessing it might be for other reasons. While running Skyrim Performance Monitor, I've found that my VRAM is never overused while the game is loading, and memory only ever reaches 1500 MB then flatlines indefinitely. Finally, in my Papyrus log, I've found the lines "[11/10/2013 - 02:56:42PM] VM is freezing... [11/10/2013 - 02:56:42PM] VM is frozen [11/10/2013 - 02:56:42PM] Reverting game..." following "[11/10/2013 - 02:56:42PM] warning: Property DLC2ApocryphaWorld on script dragonactorscript attached to (0401D573) cannot be initialized because the script no longer contains that property" It makes me curious if perhaps the DLC itself is faulty for me. I do have a heavily modded game, so I imagine some combination of mods is part culprit. I just find it unusual that I can continue playing outside of Solstheim no problem, but if I want to pursue any quests within the DLC, I'm S.O.L. Anyone with a similar issue might know what I could do? Thanks.
  5. This is a brilliant feature, and I think you've addressed the privacy concerns admirably.
  6. So through two play-throughs, I've trained pickpocketing with Silda the Unseen in Windhelm. And through training, I've dished out at least 100,000 gold. So how the hell is she still a beggar? Asking me to spare just one gold coin to her after having just crammed 10k into her pockets is ridiculous. I would love it if someone could make a mod just for her that changed her clothing to that of at least commoner, and moved her into the Candlehearth Hall permanently without her begging dialogue if she was trained with. As it stands, it looks like she just wastes the gold somewhere else. A more detailed mod could move her into Calixto's house if Blood on the Ice has been finished, though ownership of everything would have to be switched. Anyways, tell me your thoughts on what you'd add to the mod!
  7. True, from that mod, mine does bare a lot of similarities. However, SkyRe modifies recipes that I've already modified myself, as well as overwriting what Complete Crafting Overhaul does, which I'm not happy about. I'd rather just learn how to do all these things myself so I can eventually phase all of them out into one realism mod I like completely. If I put all of those different required items into the recipe, all are needed to make the ingot or whatever. I'm wondering if there is an and/or statement I can place in the matched settings to make it work the way I described? Like for crafting Glass armor, you have your hasperk and getlevel statements to make sure you can craft/temper it, is there a statement which asks if you have "this item" can do it, or "this item" or "this item" and so on. Thanks.
  8. I've just recently started using the CK and can't seem to figure out how to make a crafting recipe which has multiple item requirements where only one of them is needed to make the item. For instance, I've made crafting recipes where the created item was a silver ingot and the required item was a candlestick, then another recipe for silver ingot where a silver platter was required, but I need to know how to combine these so the recipe would make the silver ingot if either of the requirements are met. To elaborate, the original Art of War Magic mod introduced the ability to create pigments to then dye cloth with and eventually craft the mod's clothing. Well, the black pigment could be made two ways, either with coal and bonemeal, or the other coal and something else (can't really remember). The point is, within the cooking pot, which was used for pigment creation at the time, there was only one entry for black pigment but two ways to make it. If the coal and bonemeal was in inventory, that possibility was lit up and those items would be consumed. Likewise, if the other condition was met. If both item couples were in inventory, two pigments could be created. I'm creating a mod very similar to Vals Crafting Meltdown, but I really hate the immense clutter of thirty recipes each for iron, steel, dwarven ingots and would rather consolidate any recipes which yield the same number of ingots to one entry with multiple solutions. So my Smelter list would have for example, Iron Ingot (x1) : 2 Iron Daggers, 1 Iron Helmet, 1 Iron Boots.... You wouldn't need all of those items to make 1 ingot, just one group. I know it's possible since AOM did it before, but the newest update does not have the same structure, and I can't use it to guess-timate the process. That's the important part of the topic, the rest is just explanation as to why I'm doing this. As part of a realism mod for personal taste, I changed all the weights of ingots to be based off of the approximate volume of the ingot multiplied by a unit weight of some metal I thought was similar to the fantasy element, or in cases of real materials like steel, iron, silver, gold..etc their respective average unit weight. This (in Imperial units) was divided by two arbitrarily to represent its in-game weight since who knows what unit of measurement they're in. For ores, the ingot weight was divided by two and then rounded up a little since when smelting ore, you lose mass, not perfectly convert it due to impurities. I also modified all animal furs to be near their respective animals' actual fur/pelt weight and changed leather to be lighter than furs or pelts. Once again, instead of magically gaining mass from tanning 2 unit weights of sabre cat pelt into 4 unit weights of leather, you actually lose mass. This was all to make it so crafting armor overall didn't gain mass. I've certainly never cut lumber and made furniture heavier than the tree ever was, consequently it never made sense to forge Steel Armor 45 units heavy with 15 units of stuff.
  9. Using a recommendation on another thread here, I started from my oldest save and checked each one to see if they'd crash doing the same thing. I worked my way across a dozen saves, all the way up to..surprisingly, an autosave leaving the Rorikstead Inn literally one minute before entering the ruins. That one didn't crash, and I only lost one minute of gameplay between the two saves. So...I don't know what the problem is with that one save. In one minute between previously leaving the inn and walking over to Moldering Ruin, something happened which made it impossible to enter without CTD, but doing the exact same thing changed it all. I opine this may have something to do with another issue I've encountered. Recently, scripts have been running very slowly. Whenever I complete a quest, where as usually the dialogue finishes and I give an item/ receive an item, it will be stuck in the dialogue view for a minute, then finally exit out and say "quest completed, etc." I have so many mods that add complex scripts too that I believe they might cause bloating of some sort. ATTT doesn't rotate between weapons as quick as originally. For instance, I carry a Wakizashi and Tanto from Weapons of the Third Era. With ATTT, they both appear equipped. Whenever I switch to them and switch back to something else, it hesitates to equip the "Sheathed" version now, whereas before it was instantaneous. Anyways, luckily I can continue on (already cleared the ruin) until another problem arises.
  10. So I have Dawnguard installed, and I've now encountered another problem in the growing list of concerns I have for the DLC. Whenever I attempt to enter Moldering Ruins, the second I activate the trap door, the game CTD's. I used to experience this issue with Bonechill Passage, but before the unofficial Skyrim patch. Then, I would have to go into windowed mode to make it through. I tried the same this time, figuring it might be a similar problem, but no luck. I still crash. I'm at a loss as to how to fix this. My load order is attached with the cut-off 85 being Unique Taverns.
  11. I'm stuck in third person as well. Some of my old characters can still switch between 1st and 3rd without glitching, but my most recent will only stay in 1st for about a second before reverting. Nearest save point is way too far back, so I'm unable to use Dawnguard until this is fixed. Woot! I guess I spent $20 on...nothing for now.
  12. So I've been fighting the draugr for awhile now, always wondering why I couldn't loot their corpse of the armor they're wearing. Well, I finally got the hint it might be possible when I found an Ancient Nord Helmet. It looks like the helmets they wear, but it has literal antlers attached to the sides. Much later, I looted a dragon cultist ghost thingy. Strange thing though, when in combat with the cultist, the helmet had two horns, downward pointing. But, when looted and worn, it is once again the Ancient Nord Helmet with antlers. Eventually, I found one of these laying around, and it displayed the two horns. But, once more, when picked up and worn, it has antlers. Also, if dropped, it's the antlers model, not the horned. What glitch is this? I really like the horned-helmet, since the antlers make me look like a frickin deer. I can't find the model anywhere else, on the UESP or anything, and I want the horned helmet. I know the iron and steel helmets have horned varieties, but I wish to be old school, adorning the Ancient's armor. Has anyone else discovered this model glitch?
  13. I agree. My friend and I were discussing the realism behind it too. What happens when you recycle an aluminum can? They certainly don't make butter out of them. So, the ability to smelt armor pieces into at least 1 ingot of their respective material would be nice.
  14. In Morrowind, I absolutely loved the daedric armor and weapons. The rarity of the items added immensely to their acquisition. Oblivion ruined this for me. Not only did everyone and their mother have daedric after a certain level, but it was incredibly ugly, in my opinion. The omission of the katana and dia-katana also upset me, which is why I added McMuffin's amazing Daedric Lord Armor mod to my game. Now, I actually very much like the models for the armor and dagger in Skyrim, but I'd love for the katana and dia-katana of Morrowind to be recreated, with the ability to forge them as well. Whose with me?
  15. Thanks! I had tried to use Lisbet before for some function, but it didn't work. Now I know for future reference!
  16. After 23 hours of play, I'm still loving Skyrim. But I have, of course, found several glitches. ***Spoilers ahead*** While in Markarth, I took a quest from the shop owner Lisbet to retrieve her Statue of Dibella. Before finishing it, I took on The Taste of Death quest too. Since I'm RPing a non-evil character, I actually killed all the cannibals within Reachcliff Cavern instead of letting them sacrifice the priest guy. Unbeknownst to me, Lisbet was one of the corpses. Now, I have the Statue of Dibella. Since Lisbet is dead, the quest can't end, and it's just cluttering my menu while the quest-related statue can't be dropped from my inventory. I was able to find the item id for it and console-command it out of my inventory, but then I realized I could resurrect Lisbet and complete the quest, then kill her again. For this, I need her base ID. No websites like the UESP, Skyrim Wiki, or IGN have the base ID's compiled for all the NPC's yet. Is there a way to find her base ID in-game, or will I have to wait until the CS comes out to find that? The only alternative I can imagine is using the setstage command to complete the miscellaneous quest, but for that, I'd need the quest ID. So, either NPC base ID or quest ID. Thanks.
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