Jump to content

rabidNode

Members
  • Posts

    180
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

About rabidNode

  1. PoE is at 70 Mods now and they are all in Miscellaneous. I am suggesting that at this point we get at least a few categories to split them up. UI, Graphics, Overhauls would be good categories I think.
  2. nice work there. also very wise being there is an alternative now good seeing it coming man!
  3. firewalls work as well so does deactivating steam services
  4. I am inside Dead Man's respite and am sitting at the sealed door with the ghost bard and he is not opening the door. I have tried it with the bards college quest and without it. I have reloaded the dungeon and redone it 5 times and still he sticks at the door. Anyone have a solution? IS there a method to find out what stage a npc is at and perhaps push him into another stage?
  5. Posted something similar before but I am trying to find out the general overlap or conflict that is causing ctds when using multiple new location mods. Anyone know how the ck sets the worldspace and cell data and if it uses a generic placeholder with the same coordinates to store variables? I have mods in very different locations cause ctds with other mods when entering there cells This makes no sense unless data is being altered that in universally used and stored. At least thats what I think at present. Goal here is to figure out a method in which these dupe or overlapping data can be avoided.
  6. yes it is save game bloat and then the interaction of new mods and location alterations. the game does indeed keep a record of a huge amount fo data and still after 3 titles has yet to implement a clear data method that removes the data or stores it safely in a simple location with on off switch. the optimization of this code is horribad but it is also a very old engine. I hope they actually make a new engine for the next tes game. this one as it is is going to be doing some face planting when many location mods and alterations are added in. especially with the updated textures and the lack of optimal clearing of both video and computer memory. visually they got this one right but they really failed on the code end.
  7. I have been testing out a number of new house and dungeon mods and often times when multiple of them are activated I get ctds. I am thinking there is overlap in cell and worldspace data but these mods are all in different locations. Does the ck use a generic worldspace or cell to store variables for new location mods?
  8. I actually understand your dilemma. Before I go any further I will say that most single player rpgs nowadays severely lack any insight into this issue and in truth evil is actually just a given. The only place you are going to find that kind of insight and development is perhaps in mods. Most of the actual content involved in Skyrim is shady and could be construed as evil. A truly good character would not do anything for the dark brotherhood beside destroy its leader and would not join the thieves guild and honestly would not get mixed up with unearthing magicks that were buried for a reason. You are looking for a complexity that is not paid much mind in crpgs except out of the mainstream ones. However to justify any behavior really only takes imagination. So cold blooded murder could be justified by messages in your head revealing that those people you are killing are in fact going to do terrible evil in the future so its just a small evil to deal with a larger one. Perhaps the hits you are doing are on daedric lords embodied in the flesh.
  9. take a look here: http://skyrim.nexusmods.com/downloads/file.php?id=3180 if this does not totally serve your needs then search up control map settings for left handed in google it is possible to control every single key and hard code it so it will read from the control map text file. this however is a more advanced method and takes some time to add in and swap out scan key codes. the above mod seems to deal with the issue or offers a troubleshooting method to be done manually
  10. Question: did you have a mod that added npcs or spawn points active or have one active? the clear time for vanilla without a increased respawn/reset time is 11 and 30 days. So even if you remove a mod that added a spawn or npc to an area but do not wait out the time to fully clear the area it will still persist in memory and could cause this issue. Deactivate all mods use console and type coc qasmoke inside the test area where you will be teleported and with all mods deactivated as well as textures not being used wait for 31 days. remember to eliminate any added sound mods as well during the process. (you can try it just with 11 days but 31 will be a full world reset of cells clear uncleared and npcs.) resave after waiting and coc out of the test room and head over to the crash spot and see if it occurs again. if after this you still crash your save file is corrupt and you will need to go back and test through save files always save new do not overwrite (it does cause major bloat and you have to clear out your save files but it removes the chance of having no backup clean save) hope that helps.
  11. its just a bug as stated like so many other quest update bugs. try using the console to clear it out: here is a link with all the info: http://www.uesp.net/wiki/Skyrim:No_Stone_Unturned
  12. alright! thank you very much for the information
  13. I like to organize my mods by hand and I like to learn. Where is the link data inside an esp for a bsa file or does it simply link to the same name as the esp (as in will a gate.esp auto link to gate.bsa?) I am renaming my mods to organize them and need to understand the way they link. Thanks
  14. I used to opt to use the london download server regardless of its placement in the list. now however I am unable to get any downloads from that server and it just returns an error that is not able to be found.
  15. shadows are horribad between the outline on them and the hideous manner in which they were coded to display. not to mention the way the activators for dynamic lights turn on and off. they need to be completely redone but that is not going to happen so no there is no fix for the horribad shadows
×
×
  • Create New...