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Vitz

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    Netherlands
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    The Witcher 3

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  1. All right, this game is looking increasingly more interesting. Time to hop on the bandwagon.
  2. So I'm trying to update Sim Settlements from 3.1.1 to the new 3.1.2 update that came out yesterday. Vortex downloads it just fine and in the little version dropdown I can see both 3.1.1 and 3.1.2. Am I correct in assuming I just need to click 3.1.2 and it will update the mod automatically? Because it's doing a bunch of work when I do, but in the end it just seems to give up and disables the mod entirely. The same goes for the two expansion packs that have also received updates. I just ended up overwriting the files manually but that's a very dirty way of doing it and exactly the reason we have mod managers. Am I being an idiot and just doing it wrong or is this not working the way it should? Edit: Just to clarify: Vortex just disables the mod and doesn't do anything else. It doesn't switch to 3.1.2 even after it's seemingly trying to do its thing. The version is stuck on 3.1.1. I've also manually checked the files to see if they were the updated ones in case this might just be a UI bug, but sure enough, the old files were the only ones present.
  3. Upgrading to 0.12.9 appears to have fixed this for me.
  4. I'm getting the same thing, ever since updating to 0.12.8.
  5. Ah, that's good to know! Thanks, Tannin. I was hoping for it to be something like that. Mods aren't exactly getting smaller these days so I'm glad this won't be a problem.
  6. Is this merely a symptom of the application being in alpha, or is it by design that downloads are seemingly stored into system memory in their entirety (albeit temporarily)? My system is able to cope with it, but I can imagine people running into real problems when they're downloading a mod like Old World Radio, which is a whopping 6GB in size and makes Vortex's memory usage skyrocket to 5-6GB. 16GB of RAM is still considered a luxury these days (especially with the current memory prices) and having Vortex use up to 6GB of RAM in a system that only has 8 could result in some less than desirable situations. Imagine what downloading several larger mods simultaneously would do. NMM was notoriously bad at handling large files. So far Vortex has installed large mods quite consistently without issue, but its current memory usage could still throw a wrench in the works. Would this be a temporary problem with a planned solution or is this just how it's going to be?
  7. I've added Nexus sites to my whitelist a while ago. Can't remember any abusive ads during that time, but I'm highly appreciative of what you're doing to make sure the website continues to be a pleasant browsing experience.
  8. Hi LukeH, thank you for the response. I've gone ahead and continued this issue in the thread you linked me to, as it seems more appropriate. However, I'll include links to my logs here seeing as I can't post them without some formatting trickery on the Bethsoft forums (they're also included in my post there, but at least over here I can make them clickable and stuff): http://pastebin.com/XM8LL8Li http://pastebin.com/fRB3egWu http://pastebin.com/eBqs0kEy
  9. I guess I forgot to include in my original post: All mods have been disabled. What?
  10. Alright, I've been pulling my hairs out for the last hour or so trying to fix this. Usually I can manage, but this has me completely stumped and I'm all out of ideas. I've just completed enough small jobs given to me by Delvin and Vex to do the larger quest for Windhelm's Thieves guild presence. Also known as the quest "Summerset Shadows". The thing is, this quest doesn't start. At all. I turn in my job to Delvin and everything's great. He pays me and I walk off to turn in my other job to Vex. This job is the fifth one in Windhelm, and in turn enables new dialogue from Delvin, who tries to assign me "Summerset Shadows", but fails miserably. All the dialogue is there. He tells me where to go and such, but when the conversation is over, nothing happens. No quests are added to my quest log. Now I've done a whole lot of digging around and found several solutions. None of them work, though. As I understand it, this bug can be caused by killing Linwe earlier on in the game. When I read that notion, I looked through my chest of belongings, and yep, there was Linwe's armour along with his other stuff. I think it's safe to say I killed him at some point. A solution offered by someone I found while doing a search for this problem was going back to the place Linwe is initially spawned at, kill the bandit leader occupying the structure at that time, use a player.placeatme command for Linwe while residing in his natural habitat and then leaving. This would reinstate Linwe as the mighty leader of his very own dungeon and restore balance in the world. But alas, it wasn't so. The exact same problem persisted when talking to Delvin. After loading the save I made before talking to Delvin, I decided to go the more hardcore route of forcing the quest stage through the console. This, as it turns out, is not a fool-proof console command and it also resulted in nothing whatsoever. The last thing I tried before giving up and rushing over here to see if anyone else has any ideas was the showquestvars command. Now I'm not experienced in any way with the various commands and information they yield, so the slab of text following said command was pretty much like Chinese to me. However, after researching a little, I found the following thread: http://forums.nexusmods.com/index.php?/topic/877557-questsetstage-doesnt-work-getstage-is-always-0-how-can-this-be/ Now this person appears to have found a solution to the exact problem I'm having (albeit for a different quest). I was overjoyed to find this until I attempted to decipher his methods for fixing it. I can't make heads or tails of it. If I understand correctly, the fact that all the NPC aliases are set to "NONE" is a bad thing and seeing as the showquestvars command reveals the same thing in my case, I need to find a way to get these aliases to something other than "NONE", correct? The very obvious question I want to ask then is: How? If anyone knows how I can fix this, I'd very much appreciate the help. It's driving me nuts because I'm quite the completionist and with a huge bounty on my head in The Reach for killing some Thalmor on the road and being ratted out by a chicken, it would benefit me greatly to have someone in Markarth who I can get to erase said bounty. TL;DR: No matter what I try, Summerset Shadows quest doesn't start. Tried everything I can think of to no avail. Hlep.
  11. The site is even less functional for me than it was before the fixes, I'm afraid. I'm really struggling to get a download to start. Regardless of which server is chosen...
  12. Nah it's not a conflict. Read the comments for that particular mod. It appears to be a problem when changing the parameter concerning the level cap. Simply changing that from 30 to whatever seems to work but causes this crash.
  13. That one crashes past level 20 (or 30 with Broken Steel) if you have an evil character though.
  14. Okay, so I'm not a modder; so this could potentially be a stupid question, but why is there still no real mod to increase the level cap? So far there are only these mods that make you go over 30 in theory, but it doesn't really work that well as it's almost like a ''fake'' level up. The GUI doesn't get updated and such. So why haven't there been modders who were successful in creating something that works like the level cap increaser found in Broken Steel? Is it hardcoded and can't be altered unless you're Bethesda or something? A cap of 30 simply doesn't cut it.
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