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PlutoHimself

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Everything posted by PlutoHimself

  1. Try this. http://skyrim.nexusmods.com/mods/29232
  2. As an update, these errors occur whenever I attempt to open ANY file in the CK that is dependent on hearthfires.esm. I also removed Skyrim from my HD and then reinstalled it through Steam, and that didn't improve anything.
  3. When I try and load a particular mod in the CK, I receive the following error messages before crashing: "Asset File C:\_Skyrim\Code\TESV\TES Shared\misc\BGSLocalizedString.cpp Line: 2860 LOCALIZATION: Error opening or reading strings file." Then: "MASTERFILE: LOCALIZATION: Zero entires or empty block size read from strings file STRINGS/Hearthfires_ENGLISH.STRINGS. Strings will be missing." Then! "Asset File C:\_Skyrim\Code\TESV\TES Shared\misc\BGSLocalizedString.cpp Line: 2872 Failed to allocate entry array." Can anyone provide any more information about these errors and how to fix them?
  4. I only split it into subfolders for textures, meshes, esps so I could load each bit separately in SkyData, so as long as I restore the original hierarchy it shouldn't be a problem. Thanks for the advice! I also appreciate the warning about the filenames. I thought it was like that but it's good to have it confirmed.
  5. So, I'm trying to put the Omegared Armor Compilation through SkyData so that it's easier to uninstall (does anyone use this utility? I love it). It crashes when I try to do the whole thing, so I split into three parts (meshes, textures, and esp) and intended to name them all the same in the program - that is, give them all the same label in SkyData. Unfortunately, I can do 2/3, but then it crashes again. Is it bad form or ill-advised to create a .bsa for this file? Obviously, the author didn't, so I'm afraid not having the files loose would break filepaths or something. Please advise!
  6. They don't. and it's killing me (pun definitely intended).
  7. Okay, so I'm not REALLY lost, just kind of figuratively. I am a level 52 pure mage. 100 Alteration/Destruction, 80 Restoration/Conjuration, a variety of gear with double enchantments, the Atronach stone, over 800 magicka. I specialize in Ice, and have Apocalypse installed, so I have access to a number of those spells. How the HECK do I kill these Draugr Deathlords that swarm in Skuldafn? I've got okay DPS, and I've usually got a Potent Atronach out (or Durnehviir). I'm fine for killing them and I rely heavily on Paralysis spells (and my Staff thereof). It's the damned arrows that get me, usually out of nowhere at all - and neither Adaptive Protection nor Ebonyflesh do much to help me. How can I survive? Because I'm sick and tired of quicksaving every five seconds so I have somewhere recent to go back to.
  8. So let's say I wanted to make a mod that changes at what level a quest triggers. Is this the correct order of operations? Edit (after unpacking) XXX.psc. Compile XXX.psc (becomes XXX.pex). Place in appropriate subfolders (Scripts > whatever appropriate). Then, if I wanted to share the mod, I wouldn't need an esp, because the timestamp on the loose files would override the packed .bsa files. I would just create a .zip archive with the appropriate file structure starting with Data. Is this correct? I want to "correct" the imbalance between when all the ritual spells are offered (e.g. make them all 90 or 100 [or both versions]).
  9. I super super like this idea. Someone script this :) put it in the mod request forum!
  10. If you just select a mod in the ck and not active, it won't actually create the dependency. The load order will still determine how conflicts between records are resolved. If a true dependency is created, loading the dependant plugin won't conflict and it'll run smoothly. That's definitely true, Ishara. I just don't like wrye bash and the amount of control it has over my system, so it's an alternate method.
  11. Well, a .bsa (stands for bethesda softworks archive) is a convenient archive format for all the scripts, textures, and meshes that your mod depends on. It's not necessary really, but helpful. As long as the file structure matches that of your skyrim/data folder, loose files are okay. So what you'd do is copy the specific files from apachii and include them in your bsa/download and they'd work. It looks like you'd need to email him for permission tho.
  12. Are the package's resources allowed to be used outside of the full download? If so, then you can include it your companion's BSA. Otherwise, you can tell people you used it to create the companion but they need to download it themselves.
  13. I didn't use Wrye Bash. There's a way to do it with the creation kit: Rename the file you're flagging as master to .esm. Open it as active in the creation kit (with skyrim.esm as master). Save the file. Rename the file to an esp extension. Now open the new file as active in the ck (if you've made it already, otherwise make the new plugin). Make your edits, and save. Open the original (the temporary master) as active in the ck, and save it. This way it loads properly in order as an esp and not a master. This worked for me, but I don't know about its longterm viability.
  14. SkyUI actually, technically, works without SKSE. The bulk of SkyUI edits the menu itself, which isn't rrlated to SKSE. SKSE is required to identify individual objects as subtypes the game doesn't catch, and also use the filter option. Economics on the other hand does fully depend on SKSE. Also, I held off on using BOSS for a long time, and I can't imagine not having it now.
  15. And make sure you have the skyrim script extender, and that both it and your game are completely up-to-date. Economics won't work without it!
  16. Well, to be fair, their magic was vaguely defined. It seemed to work on an "activator" concept, that is, magical potential was stored within an object (the sunbursts finials on the temples, the connected wayshrines) and then activated by the caster. The one exception I think was when he pulls the roof down, and arguably that's manipulating the magic in the building itself. And I guess he froze the falmer too? So that's removing magical potential for later... I guess that's the root of snow elf magic, using magic to create change in something specific. So i'd imagine spells that freeze a la Vyrthur, that create portals, that shatter or stop or repair or separate. I could be way off base, but the Betrayed just use standard magic, so... those are the big differences and examples they give.
  17. I assume you're working off Apocalypse. To be honest, perhaps it's not a sneak attack bonus you're looking for, but less magical defenses? I mean, less mechanically, and more logically. Obviously a fireball isn't stealthy, but if I'm less prepared it'll do more damage... perhaps a silent remote detonation projectile or something? Similar to the expert-level ice crystal spell in Apocalypse?
  18. Open cities prior to 0.5 I think as issues with records caused by tesvsnip or something, so it was pretty messy. Arthmoor revamped the whole thing after that (or as of that version). Don't use the "Sounds of Skyrim" modules. They're extremely messy and cause problems long after you've removed them. I haven't had a problem with UFO tho.
  19. So my plan is to copy the Better Followers esp to another directory, then use the CK to esm the original file. I create my plugin, then replace the esm with the original esp file in the directory. Does this make sense? Or do I need to have the Better Followers esp flagged as master still (without the extension)?
  20. Is there any other way to esmify an esp besides wrye bash?
  21. I use Better Followers, and have composed a crack team composed of Jenassa, Ahtar, Faendal, and Brelyna Maryon. Unfortunately, I specialize in Conjuration/Alteration/Restoration, and with Faendal's Familiar, things can get pretty crowded. Especially because Brelyna's opening gambit is to always summon a Flame Atronach, which gets hit by friendly spells and explodes like, all the time. I've tried removing the spell from her through the console, as I did with Onmund's Chain Lightning. However, none of the spell codes given to me through the console could be removed from her with the removespell command. My next thought is to mod her directly though the creation kit. My concern is that I will cause a conflict with the Better Followers mod (which includes sushisquid's Specialized Followers), or overwrite those changes. I've also never modified an actor's anything. Can someone give me advice on how to avoid a mod conflict in creating this mod? And/or what to be careful not to do in general? I'm also considering placing this in the mod request forum and having someone do it for me but I'd like to know what I'm asking first. Thank you!
  22. I totally second this, if there's a way to do it without SKSE.
  23. While that makes a lot of sense, the only SKSE mod I use is SkyUI. I haven't started using the others yet. SkyUI changes the interface, so that part of the mod works well enough, but the plugin doesn't start, which is fine. Is there any documentation that SkyUI can cause that kind of framerate loss? Do you know?
  24. I have not been able to use SKSE recently because it is absolute murder on my framerate (exact numbers unknown, because I don't really care about fps, except when it makes the game unplayable). I've seen other topics on this, but the responses pretty much boil down to someone saying "SKSE shouldn't affect your fps!". Well, obviously, but it is. I use about 40 mods, BOSS'd into playing nice with each other. I have SkyUI 2.2 installed, but just played and ignored the message for a long while. My fps is consistent and acceptable, if not perfect. My system also has no stability issues. If I launch Skyrim using the SKSE launcher, however, it's all downhill. Load screen times are close to two minutes, even between cells I've just left. The FPS is so low it makes combat almost impossible (and basic navigation is iffy too). Now I know I can use SkyUI without SKSE. However, I'd love to start using Economics of Skyrim and/or the Flying Ring Beta, so I'd like to solve this problem. I don't think it's possible that it's a mod conflict, because there's no ESP for SkyUI to conflict. Steam is in a non-UAC (Windows 7 64 home) directory, and both Skyrim and SKSE are the latest patches (1.7.7.x and 1.5.11, respectively). I'm flummoxed because the drop is consistent and replicable and really, really annoying. If anyone with a better knowledge of SKSE's inner workings could lend a hand, I'd greatly appreciate it.
  25. I guess you have ssen the mod by now aynway, but here are wings: http://skyrim.nexusmods.com/downloads/file.php?id=10658 What I was wondering about converting stuff from Oblivionif it would also be possible to get VipCxjs Air Fight System for Oblivion working in Skyrim as well? To me it seems that his script somehow managed to include custom animations as well as spellcasting/meleeattacks. http://tes.nexusmods.com/downloads/file.php?id=36903 what I've been working is actually using porroone's script and incorporating the angel wings... so, yeah. haha hopefully it'll be cool. I know jack about animations, I'm just switching the properties a bit...
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