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calfurius

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Everything posted by calfurius

  1. I have this issue. Was a supporter, and every month I have to scramble with a process to renew my premium. Furthermore, trying to download mods with the free option is buggy. The downloads tend to fail and not go through.
  2. In response to post #60424777. Well of course, the most popular mods get the biggest reward. Skyrim and Fallout 4 are the most popular modding communities at the moment.
  3. @Aleksi134 which mods did you remove by chance?
  4. Okay guys lets try a different tactic. Have we tried examining our papyrus logs? Maybe if we all have a similiar error before the corrupt saved game image appears that can tell us what the underlying cause is? Before my game corrupted, my papyrus logs were spammed with this text. According to the Creation Kit Wiki, this is what this error means. "(Ref ID): Ref is in an unloaded cell, so it cannot cast spells." This warning is displayed when the functions Cast or RemoteCast are called by a reference that is in an unloaded cell. Check that the object's parent cell has loaded before calling these functions. If you still get these errors after testing that the cell is loaded, then try adding a Wait call to the script to give the object or its environment sufficient time to fully initialize and load before attempting to call the Cast or RemoteCast functions. https://www.creationkit.com/index.php?title=Papyrus_Runtime_Errors
  5. This is a known and common bug with Skyrim Special Edition. Nobody knows what causes this the bug or how to stop it. Sorry mate.
  6. I'm about to just give up on SSE. This bug just randomly happens in my load order. I don't know how to solve it, it's annoying, and now it's gotten to the point where it happens every 15 minutes of playtime. Honestly I don't see the point of SSE if this bug persists. If it's a 'mod' problem (as in too many mods), then what the hell is the point in me using SSE? I used this version for greater stability. If it doesn't give greater stability, then it's useless. I might just go back to Classic Edition and come back to SSE in a few years. Maybe the community will finally find what causes this bug, because at the moment I'm completely lost.
  7. I cannot access the changelog of mods at all. Anybody else have this bug?
  8. I appreciate your drive man. I really do. I'm just saying keep your expectations tempered. I've seen a lot of talented mod authors get burnt out making their "magnus opus" mods and not only did they not finish their modding projects, they ended up quitting modding altogether. Even if you don't want to downsize her to a follower mod, maybe just downsizing the mod to a single mini questline (Like Forgotten City or Clockwork) could also help? Also if you feel really confident about this project and if you can make a really good first part, you should try and get into contact with Bethesda about getting some funding and assistance in uploading the full version via the Creation Club. It's a long shot, but part of the reason the Creation Club was made was to help encourage higher quality modding projects.
  9. At the risk of being a negative Nancy, have you thought about down-scaling the mod? You seem to have multiple large plot threads (Empire vs Thalmor, Shezzarines, Gods, etc,.) that would honestly need a large game studio to be done well. You honestly might be better off just focusing on the Caesia character and making a scaled down quest for her. The type of questline you're proposing on doing is something that a LOT (and I mean a lot) of mod authors have tried to do before (even ones with large teams) and the vast majority of them have ended up not going anywhere and the modders involved burning out. Many of these large scale modding projects that do end up getting done tend to be of fairly low quality (Summerset Isles being a prime example). Even a mod like the Forgotten City (one of the better quest mods available) took years to make and it's far smaller and had far more people involved then what you're proposing to do. You don't have all the people you need to finish this mod and honestly I think you would be better off just trying to make a good follower mod with a decent questline then trying to make what is essentially a massive expansion pack. Everybody wants to make a massive questline and story. But you need to know what you can swallow and what you can't. I mean for god's sake an Empire vs Thalmor storyline would be it's own massive undertaking by itself, but you're thinking it will be a side plot. A side plot. You don't have the resources to do what you want to do mate.
  10. Also have the same problem, I believe it's related more to the number of mods one uses. I have a theory that the root cause of the saved game corruption could be that the game does the "false corruption" instead of crashing like it would in Oldrim. Maybe that's why part of the reason Special Edition seems far more stable is because Bethesda removed certain safeguards or whatever, and while it does reduce crashing, in certain set-ups it results in this corrupt saved game issue we see. Of course, there's no way for me to confirm this at all. Just a theory I have.
  11. This happens to me after an extended playthrough. I've tried resaving all of my mods in the CK to make sure that they were all Form ID 44, but it still inevitably crops up. Does this have any long term consequences or is this just a mild annoyance?
  12. Frank, using ENBOOST actually solves the 3.1g memory problem. There's been a solution to fix that for a few years now.
  13. All shops being closed at 8pm and open at 8am seems to be done to more convenient for the player to know when they're able to shop or not. Giving each store different hours to be open would just make it confusing and difficult for the player.
  14. In response to post #28777289. I'm going to have to agree on that count. A certain moderator isn't really acting in a professional manner as befitting his job. Consumer based software is about making it simple enough so that regular people can use it without much hassle. If people ARE having a hassle with it, that's on the fault of the designer/coder, not on the consumer.
  15. In response to post #28778624. It took you a year O_o. I've completely reinstalled all of my mods before multiple times and it only took me 3 days at most. I agree that this update could of been done better but if it literally takes you another year to install all your mods then you have to seriously have to re-evaluate the way you do modding. Also I highly doubt there is going to be any exodus whatsoever. First and foremost, not everybody uses NMM. Many people use manual installation or Mod Organizer. Second, there is no other place to have an exodus towards. Nexus mods is where the vast majority of mods are made. Third, it would probably take more effort to do an exodus then it would be to just nuke your game installation and rebuild your load order by hand again.
  16. @KaelVirum I agree with a lot of what you posted however, I do have one qualm. I don't believe the Captain of Guard in Winterhold should be a spellsword because it doesn't really make sense for that town. Now I know you're thinking "That's where the college is located at! So why wouldn't the captain be a mage?". The answer to that question is that the College of Winterhold is magical, but the town of Winterhold itself is very superstitious. They don't even like the college, and many of the guards are afraid of ever going up there. If the Captain of the Guard was a spellsword, why would the guards be afraid of going there? Their captain is a practically a wizard himself, he probably wouldn't tolerate his soldiers being superstitious nor would the soldiers be so afraid of the college if somebody they personally know and trust (their captain) is himself a spell caster. The Captain of the Guard should be a big burly Nord. Somebody who prefer to beat people to death with large weapons. He wouldn't be the type to trust magic at all. - The Captain of the Guard being a dark elf makes sense, seeing as Riften is right next to the border of Morrowind and has the second largest dunmer population (besides Windhelm). - Mjoll the Lioness can't be the Captain of the Guard because to be perfectly honest that would conflict with a lot of vanilla content and doesn't really make much sense thematically. Mjoll is supposed to be the wandering adventurer who decided to stay in the city and protect the citizens from Thieves Guild. She's more like a Batman then a Commissioner Gordon. - I personally think the guard captains should just wear the hold armor. At best they should have an emblem on their tunic or perhaps a cape to signify their status. It doesn't make sense for the captain to look completely different from the rest of the guards. He may be in charge, but he's still a guard. He's not some high ranking military official or some sort of lord.
  17. There should be a captain of the guard in all cities logically speaking, it's just that Bethesda didn't add them. I believe they did the same thing in Oblivion with quite a number of major cities missing captains. By the looks of it, Captain Aquillis is supposed to be guard captain of Markarth, it's just that he only makes an appearance in the Thieves Guild Questline (The same reason Commander Caius exists is probably for the same reason, his relationship to the thieves guild). Also don't trust the Elder Scrolls Wiki, that site is notoriously unreliable. Use the UESP site instead.
  18. Well I suppose you agree that poets, actors, game designers, software designers, YouTubers, reviewers, etc, should not paid for their work right? I mean they don't really add anything PHYSICAL to the world do they? Not everybody has to be doing some traditional 1950's job in order to deserve being paid for their hard work. If you can sell something, you should be able to make money off of it. Whether it's through performance, personality, or software content. That's the way capitalism works mate and it's the reason that you're able to enjoy the video games you play.
  19. In response to post #24732344. I know quite a few modders became disgusted with the way some members of the modding community treated them. I'm mostly concerned if Chesko is coming back or not, he didn't deserve anywhere near the level of hate that he got.
  20. In response to post #24732124. #24732174, #24732224, #24732264, #24732339 are all replies on the same post. Greedy modders? How is it greedy to sell what you work hard to make? Do you have a job? or have you ever sold a product that you made in your entire life?
  21. In response to post #24643354. #24643854, #24643949, #24644484, #24645019, #24645409, #24645524, #24646134, #24646729, #24646959 are all replies on the same post. Comparing preserving retro games is far different then making free modifications. Comparing apples to oranges right there. Also until they state that "free modding is illegal" that's when you can start raising the red flag. Until then your just doing the slippery slope fallacy.
  22. In response to post #24568089. #24568194, #24568259, #24568389, #24568499, #24568534, #24568589, #24568629 are all replies on the same post. @mkess well with that logic everything should be free. Just because greed has caused some problems, doesn't mean charging money for something will always be a bad idea. Paying for mods will have a learning period, and it will be bumpy. But I honestly think that this could be a good idea if it's done correctly.
  23. I'm thinking about this from the perspective of that it could increase the quality of the mods we have now. I don't think you guys have noticed, but there are a ton of modding projects that have failed due to burnout and lack of resources. Capitalism, with all it's faults, is really skilled when it comes to the entertainment business. We might be able to finally get our Rochebere and great quest mods actually being completed instead of being shelved and forgotten.
  24. Okay, thank you for all the tips! I'm right now just trying to figure out how to use some of these oblivion modding tools right now
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