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Jonnywah

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Everything posted by Jonnywah

  1. All of that done. I was able to play for quite a while after these fixes, but I eventually got a random crash when exploring. I'll troubleshoot more tomorrow. Thanks a lot for your assistance.
  2. I cleaned any duplicate to master files from WARZONES. I did notice quite a few conflicted entries (red), but I wouldn't want to mess with them. Upon testing after the clean, I got through a fight with WARZONES generated NPCs, but then crashes when fighting a vanilla NPC. I have disabled WARZONES, footsteps and any other mods that change NPCs. Except Immersive Armors/Weapons and Automatic Variants. I shall test again and see if the crashing still persists.
  3. I was assuming WARZONES may be a contributor to the crashes, as crashes do occur when WARZONES battles load in. Usually not immediately, perhaps a few seconds after NPCs make contact with eachother. I haven't cleaned up any mods with TES5EDIT. I'm assuming it's an important step. Finally, yes, I'm running SKSE.
  4. I believe this is my latest log; Before this log, I had disabled Open Cities and 3DNPC (interesting NPCs). This seemed to solve the crashes in towns, but combat crashes are still an issue. -EDIT- I couldn't copy the whole log, as it is 12.5mb. I believe perhaps a large mod, or multiple large mods are causing issues, which is resulting in a spam of log errors.
  5. Here is a full version of my load order - http://img685.imageshack.us/img685/4175/loadorder2.jpg I re-installed SkyUI from a fresh download and removed Static Mesh Improvement Mod, as I believe it was clashing with Open Cities. Crashes still happening upon entering new instances (entering a building/town/new area) I shall post a papyrus log soon.
  6. As expected, using BOSS did not solve the problem of the crashes.
  7. My game has recently started crashing in-game. Whether it be on entering new areas, entering combat or even waiting overnight. I'm unsure if any of my load order is correct at all, and I believe that this may be causing these crashes. Here is my load order - http://i.imgur.com/Z1qWy.jpg
  8. Hopefully somebody will see value in this mod. Needed; Scripts Custom Animations Instrument models Any takers?
  9. Asian weapons would never be fitting in Skyrim, but there are already ninjato weapon mods on Nexus; http://skyrim.nexusmods.com/mods/6746 http://skyrim.nexusmods.com/mods/2480
  10. If that were the only obstacle, I could source the music.
  11. I have had this idea floating around my head for a while now, but unfortunately, I lack the modding skills to create it. I'm hoping that I can find support here. Mod Description: Tavern Musicians replaces the Bard in most taverns with musicians that fit the theme of the town. For instance; Riften: Rowdy adventurers chanting songs of victory and wealth. Whiterun: A small folk band in the corner of the tavern. Solitude: A lone harp player. etc.. I understand that this may be quite a complicated mod, but the immersion it would add to taverns would be a splendid touch. If anybody out there is willing to take this project on, it would be greatly appreciated!
  12. I couldn't agree more. I'm tired of seeing every civilian in the same bland clothes.
  13. Those two mods look pretty good. Installing as I type this!
  14. To all those players who have played the fantastic game that is Thief: The Dark Project. I am looking for a mod that incorporates features from this game for the ultimate stealth experience. DESCRIPTION Thief Project adds a new depth to stealth play into Skyrim. You have an assortment non-lethal equipment at your disposal to aid you through the shadows. Being detected is no an option! WHAT IS NEEDED? - A sneaking meter that shows how loud you are and how dark your surroundings are. - A Blackjack. A non-lethal weapon that knocks enemies out when hit with a sneak-attack. Version 1 - http://bereanwatchman.files.wordpress.com/2008/02/billy-club.jpg Version 2 - http://www.weapons-universe.com/Personal_Defense/Saps/Leather_Billy_Clubs.jpg - Thief Workbench. This workbench (most likely situated in the Thieves Guild) will allow the player to craft certain arrows and other Thief Project items. - Water Arrows. Arrows with a custom glass head filled with water. These arrows are used for extinguishing torches, lamps and lanterns. - Noisemaker Arrows. Arrows with a custom head that create a significant amount of sound when hit against a surface. These arrows may aid the player to distract enemies. - Gas Arrows. Arrows with a custom glass head filled with a toxic gas. These arrows are used to disorientate enemies, making for an easy escape. - Stun Arrows. Arrows with a flat, heavy head. These arrows are to knock out enemies from a distance. Any more ideas would be welcome!
  15. Doing so would require new animations for one-handed weapons. It doesn't seem very practical. Duelists and other Rogue sub-classes have one handed sword skills. Also, this should be in general modding section. :)
  16. I quite liked Awakening. I don't know where all these bug rants are coming from, I've only came across 1 or 2 very minor bugs! Good points - I like the new counterparts introduced, especially Anders and his witty one liners. There is plenty to do in this DLC, which is great. Bad points - I played through Awakening as my Origins character (after completion of Origins) and I was quite dissapointed to the lack of interactivity between old characters from Origins and mine. There is one or two small dialogue options to choose such as "It's good to see you again". But that's IT! There is no reminiscing or even a lighter attitude towards you. You are just "the warden commander". Overall I enjoyed Awakening, regardless of the elusive bugs and old counterparts with amnesia.
  17. You can lose party members in certain parts of the game through dialogue choices. You can lose Shale if you choose "the wrong" choices in the Anvil of The Void quest and you can lose Alister during the Landsmeet.
  18. BioWare have more or less clarified that the combat system will remain mostly the same as Origins on the PC, just more responsive.
  19. Knowing that the PC version of Dragon Age 2 is keeping the tactical combat system, opposed to a more hacknslash system is a huge sigh of relief. From what they have spoken about, it seems pretty interesting and I'm intrigued to find out more on how the story in Dragon Age 2 develops as you play.
  20. I seriously hope that Bioware are only implimenting a hacknslash-esq combat system to the consoles. I for one love the current combat system on the PC, it has a great feel and is a large part of what makes Dragon Age a great game. If we PC players really wanted a hacknslash type combat system, all we could have to do is use a mod with zero cooldown time on skills. The only thing that would make Dragon Age's combat system even better would be to use the Euphoria physics engine. For those who aren't firmillure with it, it's the physics engine used in GTA IV. This engine would give a great feel to the game with every moment of contact. Imagine swinging your warhammer at Darkspawn as they flail and stumble across the screen in real time, with no pre-scripted animations.
  21. I don't think the boss scenes are cutscenes as I've glitched out of them a few times, while the boss died, I was able to run around slowly killing things.
  22. I've been wondering for some time if a slow motion mod has ever been made. It would be pretty nice to have a mod that slows down the game speed, just like the slow motion kills on bosses. It would be handy if this mod could be activated at any time via a hotkey. Your thoughts?
  23. Here is a video I created on how to easily duplicate items in-game. Remember to read the info.
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