Jump to content

WuphonsReach

Premium Member
  • Posts

    133
  • Joined

  • Last visited

Nexus Mods Profile

About WuphonsReach

Profile Fields

  • Country
    United States

WuphonsReach's Achievements

Collaborator

Collaborator (7/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I'd put it at "not good" at the moment. It's been very hit-or-miss the last few days. Hoping it will be cleared up by next week. In the meantime, this cures my tendancy to swap out mods instead of playing with what I have.
  2. There's no solid number other then the 255 hard limit. Install a poorly developed mod or find a section of Skyrim that hasn't been fixed by the official and unofficial patches and you'll CTD regularly. I avoid anything that hasn't been updated in the last 6 months (or since whenever 1.9 came out), especially mods which are "heavy" with lots of scripts and added items. Less complex mods (which only change data records) are a bit more resilient and don't need updating as frequently. I have about 75 ESM/ESP files in my current setup, plus a bunch of texture / sound / etc replacers. I get a CTD about every few hours (good enough).
  3. The DB assassinations are supposed to stop . So if they don't stop, it smells like a bug. The hired thugs thing is a trickier issue. It's generated by the radiant quest system. Probably needs a mod to fix it.
  4. It's also in Horse commands - kuHCb (http://skyrim.nexusmods.com/mods/15225/) and I use the horse whistle hot-key all the time to control my horses. So I was hoping to find something simple like this for followers. Where I can just hot-key something that flips the followers from "wait" mode to "follow" mode and back.
  5. Disk space is cheap and Bethesda games are crash-happy. Don't rely on a single (or even a small handful) of save-files. Just keep creating new saves. After you get up past a few hundred, go into your documents folder, find the My Games \ Skyrim folder and remove (or compress) the older saves.
  6. To correct a common misconception: - You are only at risk if you visit the dark parts of the internet. Sure, the shady parts of the internet have always been risky, but a lot of infections in the last few years have come from mainstream sites serving up infected ads. Or a poorly admin'd site will be hacked and malware code injected into every page served. Running an ad-blocker helps, but blocking all Javascript/Flash from being executed (except from servers that you manually allow) is recommended. That way, if you visit a site not on your whitelist, and it has been hacked to serve up malware, it will fail to infect you (99% of the time) because your browser refused to run the Javscript or Flash.
  7. Without looking at GECK. Just change the projectiles so that they don't cause explosions. You may also have to change the visual effects, but probably changing the explosion drop-down to "none" should be enough.
  8. In Fallout 3, FO3Edit. In New Vegas, NVEdit. Run that, ticking off FalloutNV.esm and your mod's ESP file and it will show you all the records that have been changed by the ESP.
  9. Depends on how you do it. Changing the XP required for each level - is not advised. For exactly the reason that you're raising. Changing the rate at which you gain XP (there are already perks that do this) is the smart way to adjust XP rates, because you can change your rate gain at any point in time without it affecting what level you are at or how many points you need in order to gain the next level. You could change the XP rate from 50% to 150% dozens of time in a session with no ill effects.
  10. That pretty much nails it. I don't have 3D modeling skills (and probably won't since Cataclysm is around the corner), so I generally glance through for things where someone needs a quest fixed or some other small thing done and see whether any of it tickles my fancy. And I fall into the "keep it canon / lore-friendly as much as possible" camp, so things like adding superhero costumes or powers or way over the top things, don't interest me. Plus, I also already have half a dozen mods running, and some of them are ongoing projects, so my desire to pickup and run with anything new that would require lots of time is nonexistent. And I really need to set aside a few hours this weekend to catch up on object fixes. :whistling:
  11. Well, the problem is that the campfires are already scripted to flame, they just choose not to for some reason. (Find a campfire that is flaming, get the hexadecimal ref-id. Look it up in GECK and you'll see it maps back to one of the 5 basic campfire activators. Yet if you look at other instances of the same model, sometimes they flame sometimes they don't.)
  12. RoomMarker objects do that. Move then all up 10,000 on the Z-axis (just add a "1" in front of your Z-axis coordinate by editing the RoomMarker), then press [F5] to re-render the window. Do your stuff, then move the markers back into place.
  13. Yeah, I'm adding them with DENV 1.05. Basically, you will need to change the associated explosion. Right now, it probably has an enchantment drop-down that says "none". So look at the Incendiary grenade for an example. You'll need to create a new object(?) effect that applies the effect that you want for N seconds. (I don't have GECK open at the moment... but looking at the Incendiary Grenades is a good start as they apply a spell effect to anything within their radius.)
  14. The issue is that most quest XP is done via a script call (RewardXP ###) in scripts attached to the various quests. So you would need to touch nearly every quest script out there. Which means conflicts with any other mod that happened to touch the same script (to fix a bug, perhaps). Long, tedious... not my cup-o-tea, but have at it! :thumbsup:
  15. Pretty sure you would need to go replace all the statics with activator objects (shove the static back inside the wall, or make it initially disabled).
×
×
  • Create New...