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Aragorn58

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Everything posted by Aragorn58

  1. I try to be through with my explainations, but often times get a little carried away o_O . LOL!!
  2. Can you post a screen shot? Sounds like a room bound issue. Also sometimes things are missed when you copy and paste from a cell during the selection process. The easiest way is to duplicate the cell, give it a new name, and then remove the things you do not want. I have done this several times without issues.
  3. This is correct, mods made in the 64 bit CK are not backwards compatible with original Skyrim.
  4. This is the best tutorial for using the vanilla courier I have used. And I go back to it for reference if I have issues. Follow it step by step and your courier will work.
  5. Reading through the posts I have a question. The OP said they want to make a mod that refurbishes the Falkreath Sanctuary. Could they not duplicate the cell, remove all the stuff they do not want, like the "x-markers" that are linked for the vanilla quest, add a door that is disabled until the Dark Brotherhood quest and the Thieves Guild quest "No Stone Unturned" is completed, and disable the orignal door. All this can be done with a rather easy quest. I have done something similar to this in my Forgotten Island mod where empty cluttered houses have been restored to livable abodes after a certain quest stage has been completed.
  6. If you are attempting to generate LOD for an existing Tamreil cells, see This
  7. I was trying to convert one of my mods to SSE, and wanted to change some dialogue, but I recieve this error not only for my mod but for all the vanilla quests also. http://i87.photobucket.com/albums/k143/johng58/Untitled_zpsorx33roi.png Any Ideas? EDIT: Running the CK as Administrator fixed it.
  8. Just unticking a quest in your journal will take the quest markers away for whatever quest line you do not wish to follow at the moment.
  9. Falskaar is still on the Nexus, but Wyrrmstooth has been removed by the author for personal reasons. If you know of anyone that may have the newest version of Wyrmstooth according to the author they may share it with you but it cannot be uploaded anywhere publiclly. I still have an older version if you are interested, PM me. EDIT: I type to slow Ishara beat me to it.
  10. Read THIS post. I followed it the first time a used the vanilla courier and it worked perfectly.
  11. Even if the piece does not have LOD meshes, ticking "never fades" will usually let the object be seen at distance. But Dwemer Towers near Whiterun could be a turnoff.
  12. You can try setting your tower to "Never Fades". Another way is to generate LOD for a specific area of Tamriel. It is possible, I have done it before. But depending on what mods you have installed, results can vary. If this is a personal Mod that will not be shared or uploaded, DynDoLod should give you the desired results. But it is load order specific and will not work for every user of the mod.
  13. Check this out. http://tesalliance.org/forums/index.php?/topic/7864-sky-changing-tamriel-landscape-and-regenerating-lods/&do=findComment&comment=118615 I have done this before with good results.
  14. No need to start completely over. In your data folder is a folder named Backup. There are backups of your esp located there. Just check each one to find one that works they are time stamped. Also when testing, make sure you use a save that has never seen your mod. If using a save that has the errors in it. They are baked into your save file and any changes may not show up.
  15. Have you tried this? Create a new folder on your desktop, and name it data. Place copies of all your mods files in that folder, making sure you have named them all correctly. Open Archive.exe and change the root directory to the new folder you just created. After all your boxes are checked, just drag the folder from the desktop into the Archive.exe window, (make sure Recurse Direc and all should populate correctly. Save it as your mod name. Open the archive with whatever you use to open BSA files, I use FallOutModManager but you can use BSAOpt and check for all your files. I have done this several times without issue.
  16. Have you tried going into your SkyrimPrefs.ini located in C:\Users\YourName\Documents\my games\skyrim and changing the line [Display] bFull Screen=1 from 1 to 0 You can also change the window size to whatever you want by changing [Display] isize=Hxxx isize=Wxxx Took a look at SkyrimPrefs.ini and guess what - bFull Screen=0. With Firefox and File Explorer both open decided to try again and guess what - I can Alt tab between the (3) open programs. Without any other open programs / folders I cannot use Alt Tab - Skyrim stays full screen. This is a little different than the way I am used to Windows working. A 'borderless' Window does not have the usual controls accessible for resizing or minimizing the window evidently. I take it Full Screen=0 is windowed mode and I am getting any stability benefits that comes from that. The display size then is what i could set the game to run at leaving some free desktop space for access to other icons. Bravo - everything seems to be working - I just needed educating as usual. Thanks aragorn58. Nice avatar and forum user name BTW. Happy I could help
  17. Have you tried going into your SkyrimPrefs.ini located in C:\Users\YourName\Documents\my games\skyrim and changing the line [Display] bFull Screen=1 from 1 to 0 You can also change the window size to whatever you want by changing [Display] isize=Hxxx isize=Wxxx
  18. If this happens when you enter an interior cell after leaving your world space you need to set it as a false esm. Open your mod only in TES5Edit, when it has finished loading, click the + box to open the file tree. Click File Header and then click in the field next to Record Flags. Right click and then click edit. A warning will come up, just click yes. Tick the ESM box and hit OK. When it asks to backup the plugin click yes again. Close TES5Edit, and go in game and test. I had to do this for one of my mods that had the same problem. The only thing you need to remember is if you want to make more edits to your mod you must remove the esm flag in order to open it in the CK. Just repeat the process to remove the flag. Also remember to set the flag again before releasing the mod or users may have the same issue.
  19. The player basically "discovers" a house or location, when they enter the radius of the map marker. You could use a trigger box set to initially disabled with the defaultsetstageonenter script that covers the radius of the map marker and fill the properties. Set the trigger box as an alias on your quest, and and set it to allow disabled. In the prior stage using this line Alias_triggerbox.getreference().enable() when the player enters the box the next stage will set. By setting it as an Alias on a quest, the player can't inadvertently trigger it before the quest has started. Basically what Eliass said only a little more.
  20. Just loaded it up and in game the walls are not disappearing. But there is an issue with the lighting. Lights are popping on and off and there may be too many shadow casting lights. Also I noticed you may have too many effects happening in a small area, causing performance issues in such a small cell all in the same place. When I loaded it up in the CK and looked at the shaders, The one corner of the room (lower right) it shows as red indicating that too many objects are being struck by lights at the same time. My system is not the top of the line, but it has a lot of memory and a 6 core processor, but my graphics card is a bit low end. But that being said I can run Skyrim on high settings and get consistent 40 FPS outside and 50 -60 in most interior cells. Not sure why the walls are disappearing on your end. Maybe its too much for your system. Try running FRAPS or Skyrim Performance monitor to see how it is effecting your system.
  21. Sounds like a room bounds issue if you copied a vanilla cell. In the show hide window, tick room bounds. If large blue boxes appear covering areas of the cell, than that is your problem. Just click on the boxes and delete them. Then go into the cell, using the console "coc" command, and your walls should not disappear. But be careful, the room bounds and portals prevent stuff from rendering that is not in the players LOS and can cause performance issues in large cells. Good luck.
  22. You could go to C:\Users\Your Name\AppData\Local\Skyrim and just copy and paste the text file.
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