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SturmFalkeRDA

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  1. Hello all! This thread is going to be used to share/collect ideas for my latest project. Basically, the goal is to expand upon skyrims adventure/discovery/mystery system. The mini-DLC will include New world spaces (Starting small, maybe I'll end up with tropical islands for exploration?) and many new quests/dungeons. The core mechanics: Method 1: Add unreadable maps to the loot table (so they appear in bandit camps, on bandits, in draugr tombs) which requires that they be brought to an npc to be "read"; Which makes the npc say something along the lines of "Oh, I think I might know where that is. I'll tell you, for a cut of the loot." Which fades out and takes you to new world spaces (Many of which, operate as mock parts of skyrim, in small valleys or collapsed caves for example) and is of decent size. In this small world space you use the deciphered version of the map to try and solve puzzles/locate the entrence to the treasure, which can be anything from a simple buried treasure event (Think smithing animation with shovel for uncovering) to a hidden cave/tomb. This would allow me to easily expand dungeons with minimal mod conflicts, which might arise with Method 2 unless I am able to dynamically add entrences to the world. Method 2: Maps which make small buried mounds all over skyrim visible if you are within distance; all clues are on the map itself, similar to the worldspace part of Method Once found and uncovered, it is either a basic buried treasure, or loads a dungeon entrence and choses from a set list that matches the area. Want to see a mix of both? Post it below! I know somebody has created a fully random generated dungeon, which is amazing, but they miss the flair of a hand created dungeon! I intend on creating custom models/items for use in this mod. Expect snapping ropes, falling bridges, destroyable walls, collapsing floors, jump scares, combat, (Maybe a flooding system, I've got some workarounds I can use!) and more. Quests: Lich's Lair: One of the sidequests in the mod. Basically, the lich's lair is a simi-dynamic worldspace/dungeon only accessable via scrolls (which teleport you, like a trap) or via the "Friend of the lich" spell. The lich is a cruel being who enjoys watching people fight for survival in gladiator style arenas. Rewarding those who survive, and giving them a chance to escape the lair. Once on like-terms with the lich, you are welcome to stop by any time and progress through various challenges and trials. All the while listening to quips from this seemingly sinister being. I intend on being the voice actor for the Lich. Betrayal: A quest in which a randomly chosen npc from the Treasure Hunters Guild (To be expanded upon) betrays you for loot. Maybe from a list of followers? Better left untouched: A quest which involves the tomb of a wealthy family with an army of undead draugr. Blood Treasure: A quest in which you unwittingly steal from a bloodthirsty Bandit leader. Once buried by nature: A quest involving the ruins of an ancient falmer treasure vault. Ripe with spiders and paril. Insert name here: A boat frozen in ice. Questline for tropical island: Let's not even go there until the rest of this gets in beta. Player home: Enough said, I'll think of something unique and dynamic. I'll do my best to blend open world with storage safe, we all want to display our swords and loot gained from the mod! Extend off of the existing Buried Treasures mod, with permission. http://www.nexusmods.com/skyrim/mods/40874/? It's an utterly fantastic mod And again, please post any comments/ideas/suggestions. Anything from a new abilty ("Keen Eye" Perhaps?) to a new feature/dungeon design. That's all for a post written at 1AM, Thanks!
  2. Thanks, I was planning on using 3dnpc and I had it disabled while I was debugging. I leave unrecognized mods alone, they seem to sort themselves in ways that are decent enough to run. I am afraid of messing with Dirty Edits, there's quite a few mods that intentionally reference the normal world and don't have a message on BOSS. Wierdly, when I had a clean installation I set my speedmult to 500 to 1000 and sprint all the way from "Hunting in the woods" To whiterun fields, and then ran around the map where solitude is with no crashes. I crashed at the fields on adding 83Willows 101 Bugs HD HIGH SPAWN Version.... I bet having three mods mess with spawns can be trouble, seeing as I crashed with only 101 Bugs High Spawn on a clean installation within minutes.... I had a crash again, so I removed Immersive Patrols, which is said to overload some pcs who have Immersive Creatures installed, so far so good! It was nice playing for 30 minutes to an hour, Inigo makes funny comments XD INI? Very few. I tried a pappyrus change that was posted on FrostFalls page, it made things load a decent amount faster. I read on Combat Drama Overhaul that it might be best to use the defaults, so I reset them. I might have grass shadowing enabled, even though I only use ENBBoost. What's the part in General Warnings? I fixed a delinquent master error in Wyre Smash before creating my bashed patches.... And on the floating heads, I think it's related to Ring of Balag Mal or the other transformation mod. I thought it was Nature Of The Beast 2 or Moonlight Tales, but I guess not.
  3. I have a feeling its Immersive Patrols conflicting with Immersive creatures. I'm going to remove Immersive Patrols and try a new save, I'll post here if it works.... Please give me ideas!
  4. Key word is NOT ACTIVE.. Plus, that would cause a missing master startup CTD, not an ingame CTD I think I'll remove that line to prevent further confusion.. XD Thanks though
  5. Hello! I redid my mod list from my last post, this is a very random CTD and it's very hard to debug. Can ENBBoost cause crashing? My Vram and Ram usage has not gone over the limits I dont think. I keep getting random CTDs basically everywhere, interior, exterior, right after loading, the most recent one was in WhiteRun. I also have double Nord and Breton races, one set is bodyless.... floating heads XD GTX 550 Ti Intel Quad Core I5 3.10 GHZ Corsair 8 Gigs Gaming Ram Thanks! BOSS LOG
  6. This is getting wierd. It seems the pappyrus log has nothing to do with anything as far as crashes go, I guess all those mods I removed could be added back.
  7. So I would assume the papyrus bus just throws a fit and leaps out the window? That would make sense, I didnt have many problems when I ran Frostfall, Wet & Cold, and Footprints with lesser mods 4 months ago. I thought about getting a good auto save mod and just dealing with the CTDs. I noticed when I removed Nature Of The Beast 2 (One less script heavy mod) I didnt crash as much in whiterun, so I suppose I have waaaay too many script heavy mods, I may end up either removing the ones listed above, or removing some of the smaller ones to have the three big ones. BTW, it's 240 because I removed some when I was at 254 and 255 to try and fix CTDs XD
  8. I checked BOSS, nothing stupid appears. I most likely have too many scripts XD I noticed 1-2 seconds delay for immersive spells to bring up lighting effects for example. Sometimes a mod stalls and brings up a message. GTX 550TI EVGA 1 Gig Vram (Yes, this was when 2 Gigs of vram was crazy overkill) 8 Gigs of Corsair Gaming ram Intel I5 3.10GHZ Running at a native resolution of 1680 by 1050 (This is why I can even run modern games, looks superb, lower resolution as native.) I get 50 to 60 FPS most of the time with this current config, I also ran from Solitude to Whiterun with a SpeedMult of 2000 and the worst I got was 2 second freezes every 5 seconds when I went crazy.. I downgraded my Ultimate Fire and Spell Impacts to Medium Yet I pulled out fire and crashed XD Wierd thing is, I set the solitude docks on fire and spammed fire everywhere (Fire and Ice Overhaul) and I didnt crash! I did this for 10 to 20 minutes! I cant explain this crash, it seems like I removed a crapton of mods for no reason. (I miss you Nature Of The Beast 2!) Summary SKSE Plugins Recognised Plugins Unrecognised Plugins Wyre Bash Information (This is also my first Bashed Patch, but my original crash (Which may be unrelated) Was before Bashed Patch too. I crashed afterwords) Bashed Patch Automatic summary
  9. Well, lovely. If I am not getting a VM Freezing message before I CTD, does that mean it's a very large conflict? Wyre Bash warned me of a delinquent master error for two patches. I suppose that might be causing it?
  10. Hello! I just restarted skyrim modding, I have not played in forever! I made sure to clean install, after just managing to fit most of the mods I wanted under the ESP limit (Making sure the only super ultra high res stuff I have is a 4K staff and Book of Silence) I managed to make the CtD go away (Or so I thought) by removing a couple of mods I thought would be problematic. These consist of Nature Of The Beast 2 (Had Pappyrus Errors, but he says those where harmless and will be fixed in the next version) And Dine With Followers.. Then I crashed while entering Whiterun! I checked my ram usage and its still under 3.1.... Maybe it spikes? Enb set to use Enbboost stuff only! Heres a few snippits from my Pappyrus log, and my crazy load order. Is 1-2 seconds delay decent for some actions with pappyrus? If not please assist me in what script heavy mods to remove to be considered playable.... XD Thanks!
  11. I had something similar happen, check to see if you still have FNIS files. Copy paste from the ReadMe. I hope it helps! NMM De-Installation First, if you have the FNIS Creature Pack installed: Open the Generator and press "De-Install Creatures". Then deactivate both FNIS Behavior, FNIS Creature Pack, and FNIS Spells in NMM's Mods tab. That should take care of everything. To be totally sure that there are no behavior remnants, delete the following files, if they should still exist: - Data/Meshes/actors/character/behaviors/0_master.hkx - Data/Meshes/actors/character/characters/defaultmale.hkx - Data/Meshes/actors/character/characters female/defaultfemale.hkx - Data/FNISspell.esp Manual De-Installation First, if you have the FNIS Creature Pack installed: Open the Generator and press "De-Install Creatures". After that, remove the following files or directories: - Data/FNISspell.esp - Data/Meshes/actors/character/animations/FNIS - Data/Meshes/actors/character/animations/FNISBase - Data/Meshes/actors/character/animations/FNISSpells - Data/Meshes/actors/character/behaviors/0_master.hkx - Data/Meshes/actors/character/behaviors/FNIS*.hkx - Data/Meshes/actors/character/characters/defaultmale.hkx - Data/Meshes/actors/character/characters female/defaultfemale.hkx - Data/Meshes/AnimObjects/FNIS - Data/Tools/GenerateFNIS_for_Modders - Data/Tools/GenerateFNIS_for_Users
  12. I am working on a mod for Skyrim and I need ideas for the general layout of everything. Basically, it's supposed to mimic Dark Souls/Torchlight 2 in some ways. It is supposed to provide pure, dungeon crawling adventuring via tile-set based generation. it will be a new continent similar to how the massive underground dwemer city is handled. It will uses a hub system, the hub may or may not contain a player house directly in the area without loading, if this is problematic I may use a seperate cell like normal homes. Should the hub be underground as well? Or in an enclosed area above the dungeons? I could also go for a Boating style hub. (Vindictus) As a warm-up (I have not used the Creation Kit in a looooong time, or skyrim for that matter.) will be designing around 10 full fledged dungeons that should give a decent amount of dungeon crawling. Feel free to post Ideas!
  13. Hello!! Here is my new load order, I recently had to move and uninstall and reinstall tons of mods and my mod order got all messed up, I dont know how BOSS works with unrecognised mods.... does it simply throw them about or put them in order A to Z at least..?? I am afraid that a mod or small patch will be out of order do to boss not knowing what to do with it lolol Thanks!
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