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assterixxx

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Everything posted by assterixxx

  1. My idea is simple in nature, but I suspect it would be next to impossible to implement. The first Daedric quest I do, is usually Azura's Star. That gem is the single most useful item in my games. But having to open up my inventory to see if it's full or not, is quite a hassle. Due to my utter lack of knowledge and know-how, I seek someone to fix this problem for me. I don't expect to be able to interact with it from the favorite menu. Just seeing if its full, would be enough. It should also remember the favorite 'mark' after I empty the star. So, does anyone feel up to this(probably impossible) task?
  2. I like most I've read so far. Despite being forced to refill my coffee cup, to get to the end. The only thing I didn't like, was the £1 argument. My conscious hates that. You are making it very hard for me not to donate. Guess I'll have to skip my doughnut tomorrow(loved the SkyNet ref. btw). Yes, I do use adblocker, but I made an exception for the nexus. *shines halo* All the talk about download speed, isn't that big a concern for me, with a 10/1 connection. But I do like that you keep trying to improve / rethink all the options. On a slightly different note; The kudos system kinda bugs me. I give kudos to people that goes out of their way just to helps me or the author of my favorite mod(s). Believe it or not; This happens a lot! And I can't show my appreciation again, apart from a side note in a thread. But if that were to be changed, it would certainly be abused... Keep up the great work!
  3. I'm currently running a lot of script heavy mods, like Frostfall and More hotkeys please, along side a number of mandatory HD enhancers. The game itself runs just fine, with an average of about 45 fps. But after I have installed Frostfall, I noticed the long time it took to set up a tent. When I noticed that, I started noticing a lot of other sluggish stuff too, and I can't help not noticing them. Here's the question; Is it possible to boost those mods? Would it help to remove some textures, tweak the .ini or lower the screen size? Anything at all I can do to make the game run smooth, or am I just at the limit of what the script engine can handle?
  4. I just got done installing all the good HQ textures and then I proceeded to install Pure ENB with full SSAO. Launched the game and coc'ed to Solitude for a jaw dropping experience: An average of ~27 FPS, the 2 mins I were there! And the funny part is, I couldn't really see the difference. This might be because I haven't done any remarkable settings/tweaks, but I couldn't tell the difference between the FAXX and this ENB. Cool stuff... Guess I'll go back to FXAA. Thanks for all your inputs. It gave me the courage to try something new!
  5. There we go! Even I understood that. Thanks for for enlightening me. I think I'll go with your solution, you seem to know what you are talking about!
  6. @NorthernIv Are you just throwing random letters at me for fun? :P But seriously, what is this SMAA / MSAA? Don't get me wrong, its great to give some feedback, but I thought I was being clear, I have no idea what all of this is.
  7. Wow. Fast reply. Thanks. Ummm okay... Another (dumb?) question immediately pops into my head; If they are more or less the same, why would I want to run both of em at the same time? I'm assuming there must be some diff's, since someone bothered to make them compatible, right?
  8. Hey all you smart peeps! The title pretty much says it all. I have "always" been using FXAA, mostly because I stumbled upon it. But I'm thinking of doing a clean install, to get rid of unwanted mods/scripts so I thought I might make an informed decision on which one to use. So, whats the diff? Or is it just a matter of personal preferences? Does one hog the resources more the other? Is there any compatibility issues in play? Is one more "realistic"? Any info on the topic is greatly appreciated.
  9. I love the idea of transparency. I've always thought, if you are hiding something, there must be a reason to it. This is a popular site, for a reason. I can't see how this will change that. Keep up the good work.
  10. I got this Npc, who is gives the player a lot of options. So I made a standard script fragment, and thought I could just change the vars to fit what he gives/takes/... But I can't attach this dang script to the dialogue without the CK generating a completely new script. I did this to avoid having basically the same script 6 times. What am I doing wrong? Is this not possible, and should I just settle for having 5 "extra" scripts?
  11. Or you could use one of the ingame secret doorways, if you can't wait till thursday. That's just a matter of setting up ref's.
  12. The first thing I usually do, is start a new game without any mods - apart from DLC's, and do a console save just before the char creation screen. Saves that annoying carriage ride, next time you want to start over. But I would recommend, beautifying mods as a start. Like SMIM, Water, CBBE/UNP, stuff like that. I feel for you. Hate doing that stuff, but it is required once in a while.
  13. I second that thought! I usually don't do alchemy, but I can't help myself picking up every perdy flower I see on the way... This way I can actually use them for something.
  14. Thanks for the reply Steve. Your idea was the one I originally though of. But having to build a quest with an alias, hook it up to a SM event, just to run 3 lines of code. That was the reason why I started the topic. Had to be a "better" way of doing it. And you took the time to build me a script too. It looks more or less the same as the one I came up with. Just wanted to thank you, but I've decided to give in to the "pier pressure" and attach it to a room marker. :teehee: But now that i'm here anyways... Lets say there were more then 3 lines of code. Objref, math, a ton of var's, then what would be the more sensible way to run this script? Is there a difference? Guess what I'm asking is; does the SM events hurt my comp more? Or doesn't it effect my comp even if I had 20 q's running every time I did a change location.
  15. I need a cold shower after hearing about that light switch... :tongue: I just spent ½ a day looking for some place to attach a script to the cell itself, not to an object in the cell. That is just what seems logical in my little world. But don't mind me, last time I did any modding was for Warcraft III... There you had a "master" place to do stuff that related to the entire map, if that makes any sense... But I appreciate the time you all took to answer my (obviously) dumb question.
  16. LAWL! That's just awesome. But is that really the solution you big guys use? Attach a script to a random object? I guess I have to yield, then. But it still don't feel right...
  17. Its a common - and annoying bug. Glad it worked!
  18. Thanks for the reply Ghaunadaur. I wasn't really looking for what event to use, although it's a nice bonus! But isn't there a "real" place to attach that dang script? Putting it on a floor tile/room marker would make me feel so... dirty!
  19. Nothing big really. First off I want to kick in a DisablePlayerControls for a couple of secs, then I want to run a quest that populates dummys from aliases. Thats it. Guess I could have the dummy quest on a sm node with the DisablePlayerControls on that too, but I was looking for a more... right way of doing it - if you get what I mean. Edit: And please don't suggest some OnInit event on the floor tile where I enter.
  20. I want to run a script to run every time I enter a cell. Nothing big, right? Where the he** do I attach it? I mean I could do a sm node in the Change Location Event, but isn't there a simpler way then to build a quest just to run a script? Thanks
  21. I've been having some problems with the ck this last week or so. When I test stuff without loading a game and just coc wherever, my mannequins are standing where they should, not moving and in the right position. They do however not have a collision layer - none of em in the entire game. But when I load a save and go test, the mannequins are all over the place. I know about the general floating/moving bug, but no collision layer? Anyone else have this issue?
  22. This sounds to good to be true! Been peeking in on your other project page too - can't wait to play! I would love to be the owner of that skooma den from Dawnguard - or mayby another rivaling one... And where are all the shops getting there merchandise from? Maybe some sort of delivery service? I like all the ideas Janus threw around. If you can build I will definitely play it!
  23. Arggg! I forgot the most important one! You gotta take a look at Lorecraft - acquire learn manage crafting recipes This gives new meaning to hunting! NPC's drop crafting books! but you have to get a couple of other LoreCraft related content to get the full potential.
  24. The only console commands I know of is TCM - Freeflying cam, SUCSM - camera move speed and finally ANIMCAM - probably the command you need. works in 3d person view.
  25. When I finally ask for help, I find it myself... Typical! Substituting the StartVampireFeed line with "PlayerVampireQuest.VampireFeed2(NPC03 as actor)" seems to be doing the trick. But why "VampireFeed2". Looked over the quest, but I don't get it. Now, if anyone would care to tell me why that works, I'd be a happy camper!
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