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rabidNode

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Everything posted by 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
  16. I have had this same issue as of late. I did not have it with the earliest skyrim versions. I also did not have as many MODs. I usually resolve it just by saving and reloading. Yah this game has a lot of bugs and once they tweak and fix the Ck the community will figure it out eventually. I never rely on the actual game devs or publisher to fix these issues. They are concerned with SW functionality and other avenues of revenue not much effort goes into the bugs. This is the sloppiest launch of a tes game I have seen tbh. Glad I am not the only one with this issue.
  17. I am working with a specific script/package currently I want to disable. Where do i begin in the Ck to understand what needs to be turned off in the quest stages/scripts/packages? thanks
  18. its bounty dialog. there is a mod on here to pay off the bounty and remove it or you can remove it yourself by using the console command: player.setcrimegold XXX <faction id> Set it high if you want to fight, set it at 0 if you want to be free. NOTE: Each city has a different bounty which requires the faction id to be included in the syntax to work properly. Faction id's can be found by typing 'help "city name" 4' then using the id number following FACTN: in the above format and use the 'PageUp' and 'PageDown' buttons to scroll through results. Eastmarch (Windhelm) - 000267E3 Falkreath Hold (Falkreath) - 00028170 Haafingar (Solitude) - 00029DB0 Hjaalmarch (Morthal) - 0002816D The Pale (Dawnstar) - 0002816E The Reach (Markarth) - 0002816C The Rift (Riften) - 0002816B Whiterun Hold (Whiterun) - 000267EA Winterhold Hold (Winterhold) - 0002816F
  19. the wonders of no notes for the user ala steam... I am looking forward to the day that steam automatically buys games for me too based on its demographics snapshots of my computer and what it is using
  20. not specs not settings. changing settings could alleviate it for a time but it will return tes game as all the other tes games suffer from HORRIBLE and I mean horribad horrible optimization so over time the variables attached to the character through quests and other variables saved in addition to loading cells crash the game. they seem to have not figured out a way to reserve memory properly in 10+ years ctds will almost always happen on a load whether it be inventory leveled list load or a cell load or npc ai package load. sometimes because it cant handle the memory needs and others simply because it gets stuck in infinite loop. the only way for them to truly patch the issue is to rewrite the code that is .... well.... bloody ancient i bet however if they handed the source directly to this community to totally renovate it would be done in a year and would be fully if not very close to fully optimized.
  21. this is the ultimate method designed to counter the activities of free sharing initially it was make them scared and then threaten them but it did not work now it is simply get them used to the fact they dont own it and do not give them physical copies of the game in the future the actual code to single and multi-player games will not entirely reside on your computer so they can monitor and control its release and gain revenue from as many leases as possible not many people care about the precedent being set and some will go fanboy straight up to the point that they are not even able to have the game on their own machine and maybe even beyond that in essence it truly is a brilliant model and delivery system but much like the economic system is brilliant it is quite unethical and is quasi theft since we pay up front and then pay up lease costs either through direct payment or stored demographics and ad sales. never the less it is inevitable and mostly because a junky does not care where he gets his fix as long as he gets it. its base level psychology beta primal actually its fascinating to observe
  22. try resurrect, enable and placeatme commands on the ids
  23. I would like to create a large scale single esp possibly with an esm and perhaps bsas that fix the numerous magic and quest bugs and grammatical errors labeling errors weighting errors etc etc etc. to do so I want to create a list of errors the community has found and build from there. please post in this thread and keep the verbose description out of it bug name: description: this way we can have a single esp load all the fixes
  24. flash and you will need to get familiar to how they designed it which as with the ck is unorganized and sloppy I used swix and the flash decompiler trillix for simple modifications such as moving ui items or removing them. what you are looking to do requires additions to sprites and then additional action scripting to link to those sprites and display them on screen magicmenu.swf and hudmenu.gfx are 2 files to get familiar with you could replicate the onscreen display of magic charges for a weapon to begin with since it references and item in the inventory and displays visually you could also look at the disease applied script and work on attaching a script to that which does something similar displaying an icon on screen
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