Jump to content

lylesloudmouth

Premium Member
  • Posts

    40
  • Joined

  • Last visited

Everything posted by lylesloudmouth

  1. alright, ive been in between places to live and my machines been in a friends closet for pushing a month so im not as up to date as id like to be, so forgive my question if the answer is common knowledge and the mod request i suppose would be ignore status as well... with survival modes overhaul forthcoming, ive been pretty damned excited at the thoroughness that has seemingly been implemented. the focal point of this post is fast travel and how settlement raids are going to be handled with it disabled. i (before the techinal homelesness and absence of my pc and game) refused to fast travel unless via immersive gameplay mechanic (carrage/silt strider whathave you). in fallout 4 since nothing along these lines exist minus the vertabird, if you side with the brotherhood, which i didnt, my only option when a settlement is attacked is to ignore or rush all the way across the map. which is stupid. so the actual question is has bethesda adressed the absence of a means for your average player that does fast travel, to get to their settlements to defend them? theres a good chance they have and i missed it. if however they have not, ive been day dreaming of a possible solution. ready? no? good. who remembers the skyrim mod that allowed you to take control of a follower and play as them. i did a quick search on the TESV nexus and couldnt find it but i know its there... anyway with that mechanic in mind, imagine a radio being given to an appointed npc who could be, say the "head of security" or something along those lines, for whatever settlements you have developed,. you in turn would carry a radio of your own in your inventory, and when attacked you recieve the standard message stating as much. then you respond or ignore. upon acknowledging the attack, you would enter a load screen, and when finished, you would be in control of the head of security npc you assigned for the duration of the fight. when done... call back your protagonist vault dweller and resume going about your business. who knows. could be some other interesting applications for general settlement management, or fixing that thing you meant to move over two modpos x-1s before you f*#@ing forget again or whathaveyou. theres my idea. i know a thing or two about the ck and would love trying to go about this myself, but honestly am not prepared to figure scripting out/ im sure someone else would execute way better than i could. sound fun? k please and thanx
  2. fixed. changed settings via "edit launcher settings" in the Tweaker, launched game via "play game" and changes applied. which is pretty basic usage of the tool, so i suppose it shouldnt come as a surprise. Bilagos page states that beta updates are not supported, so i assumed it wouldnt work. should probably try harder to figure my s#*! out instead of asking for help upon initial setback like a dummy :/ but i guess its good knowledge to have out there if anyones having a similar issue. still interested in anyones opinion regarding potential application of the debris affect for a destructible enviornments mod, but that ones probably better placed in the mod talk/ideas forums.
  3. am i missing something obvious? ive never attampted to run a beta patch for a bethesda game before so im a bit unfamiliar with what i may be doing wrong procedure wise... wondering if it may have to do with the Tweaker by Bilago being installed and the .exe being updated for the patch. or maybe hopefully something as simple as an ini adjustment to allow settings to be adjusted/applied/actually stick. i can adjust all the options that were previously present... side point, really psyched at the thought/daydream of destructable environment mods utilizing this feature. am i getting ahead of myself? i understand some of the obvious limitations if this were to take place, but does this addition make that a possibility? thoughts on either please/thanx
  4. friends at the nexus, co-author of the JKs/Open Cities replacer files, and now 100% responsible for the remake as a patch instead of replacer files, looking for someone that specializes in, or has a lot of know how with lighting to help out a bit. as is with most things i try to get a grasp on, its turned out to be an endevor getting the lighting scenario in check. it started not knowing how arthmoor got the light sources and the fx fire and smoke objects to work on a timer. figured that one out no problem. the problem now is the fact that Jk added quite a few light sources around existing ones, and the old flickering bug has reared its ugly head in a lot of places. i know that it can be combated by removing some of the sources and adjusting the radius and emission data on the ones left to make them appear to be large enough to be coming from different soucres, but im realizing that its more of an art that i had imagined. so i can do one of two things. i can tough it out, which i will if need be, and itll take me longer than id like to publish, or someone can help and expedite the process a little. ideally, id like to learn, and do it myself. but frankly, ive gone from having all the time in the world to spend on this project because i was injured and could not work, but am now back at work, and working more hours to boot. so needless to say, my time is committed elsewhere. and being a worst case scenarist, this will NEVER get done at this rate. so who wants to help?
  5. i couldnt tell you how to do it in the CK, but i can do this ... http://www.nexusmods.com/skyrim/mods/45047/?. if youve already got a decent handle on how the creation kit works as a whole, you can open that sucker up and take a peek. everything ive learned has come from deconstructing other peoples stuff
  6. happy to help out. hope all goes well!
  7. wow. are you my personal Nifscope santa? thank you again!!! and no, thank you the collision doesnt need to be removed or adjusted
  8. what im looking for is advice. i just started goofing around with Nifscope and am interested is making a static out of the CivilWarCatapult01.nif. through trial and error i figured out how to delete blocks off of entire meshes and have had some success using the new models ive created in my mod. but those have been with normal statics. so with the catapult ive managed to get rid of the projectile no problem, and in saving my.nif as a new static, get it to appear in game w/o the activator. cool. but i cannot figure out how to get rid of the flame effect. ive also read how to get rid of the collision geometry and know how to make primitives in the ck (for my catapult, this wont apply, but just to be clear where im at skill set wise). i plan on learning how to make the actual geometry in Nifscope...or will that be in blender??...eventually. but so far all my knowledge revolves around simply deleting things in Nifscope. and not around manipulating the nodes to create new things or modify existing ones, which id really like to learn. eventually. catch someone a fish, feed them for a day. if one of you talented forum goers wants to make this. go ahead. id appreciate it. if on the other hand someone is interested in kinda laymans terming an explanation on how to get started with this (the fire effect mainly cause thats where im at in my silly project, annnd the basic manipulation of the program overall if youre feeling frisky)... you know the end of the analogy. ill just add that im well aware of the existence of the wikis and im sure there are plenty of tutorials available that i just have to google. ill also say that the way that my brain works with stuff like this proves difficult for initial learning. i dont start well with introductory tasks. i NEED a bite of the main course before i even can think about the appetizer dishes, or else i have serious trouble staying interested and henceforth relating and learning. i just feel bad asking things like this on the forums knowing that the information is out there. its just that history has proved that sifting through tedium to get where i want is not the way that i wind up applying myself.... as always thanx in advance for any help
  9. :laugh: :laugh: :laugh: i just popped it in the ck and its fantastic!! i really like the multi color addition. the area im trying to build is a bit more impoverished than alot of pieces really have the look for. this is seriously perfect! youre awesome!!
  10. um, yes!. that is exactly how it should look! this is awesome!! thank you.
  11. i've been looking for a reason to learn Nifscope and Blender and such for a while now, so if no ones interested maybe that'll be the catalyst i need, but i figure i'll ask first. anyone proficient in making new meshes and collisions, willing to make a mesh for DockStr4way01 that would essentially make it similar to the farmhouse walkway family by removing the posts (except on the four corners) and the support beams beneath? i've dug through all the modders resources i can find on the nexus and tesalliance and planet elderscrolls, and no one seems to have touched this or made anything similar. i'm making a mod, that will probably never see the light of day cause it sucks anyway, that's using a lot of these and it's tough the get them to not look like a clusterf*ck when put together, to essentially make streets over the water with buildings and entryways being difficult to situate around the existing meshes if i could just get rid of the damn middle posts.... or even better anyone know of an already existing set they could point me to? any help is appreciated! thanx
  12. @FMod, Tidus44, jim_uk and Vagrant0, thank you guys very much. sorry i never replied to your offering help. very soon after the OP, some personal s#*! got messy and i wound up having to move that afternoon. fortunately, i only managed to get one trip done (which was just my computer, since i dont have a car) and wound up moving back later that night, (cause you know living with your gf of 5 years can be wacky like that), and completely forgot that i even posted this! im pretty silly, sorry. anyway heres the update, i wound up cleaning all the dust and gunk and whatnot out again, and upon initial restart of the computer, the noise persisted. restarted again and the noise was gone :laugh: been running for around a week with no issues! all of your input is appreciated especially Tidus44 for going out of your way to ask an IT guy, and FMod for the apparent certainty. im sure my fight with this f*#@er isnt over, and since cleaning has helped both times, im going to continue to do that when it resurfaces and im going to look more into learning about BIOS temps and whatnot probably this afternoon!! thank you guys again!!
  13. thanx for the suggestion Thor., ive opened the case already and poked around. its difficult for me to pinpoint what area the sound is coming from. everything appears to be running smoothly. ive googled motherboard and ethernet cards warning sounds and havent found anything that matches the sound ive got. the only thing that i DO know isnt looking to hot is the fans and the dust build up again. not nearly the level it was at the first time around when i cleaned it, but its there and its sizeable. cleaning is my next step, and hopefully someone on the board will have a little more of an idea.
  14. hey guys, im inching towards the end of my rope. heres a nutshell version of the story: this noise started last summer, when i left my webcam and recording software running all day to find out how my cat was getting into some stuff around my room. i come home and its making this awful noise. i figured, ok, the computer doesnt like that running all day long. so i didnt do it again. fast forward to a few months ago. i was playing M&B warband a lot, and all the sudden, the same noise starts, except only in the menu screens (where the FPS shot to like 120 - 130..somewhere around there) but not during actual game play. so i google the unholy s*** out of this noise, describing it as anything from a whine or a beep, squeal etc etc to no avail. i finally resort to gutting my tower (which was ballsy cause im essentially useless at any and all things computer, except breaking them) and noticing that the fans, all the hardware guts, everything is covered in dust (i smoked like it was my job in the room i was in at the time). so i clean it. all the fans, lightly w/ qtips around everything, got tweezers and pinched all the stuck smoke grime buildup stuff around the fan blades, until it was pretty much spotless. cross my fingers, put it all back together and bam, computer actually turns on (to my astonishment) and on top of that the sound is gone. celebration ensues in the form of M&B fun for next few months so i got sick of M&B, and reinstalled skyrim, running close to the 215 mark for .esps, a few textures SMIMM, amidianborn, 2K light, you know the drill, standard stuff. and all the sudden the bastard is back, with a vengence. this time its making the sound in game as opposed to just the menu screens, and in the menu screens and sometimes after i shut down the game it sticks around for a few seconds. it also happens sometimes briefly when im converting videos taken on my android with windows live movie maker. and i have NO f***ing CLUE what it is. like i said ive googled the crap out of this noise trying to follow every lead i could, i thought it was maybe a BIOS beep code, a coil whine, my harddrive failing, my graphics card failing... i just dont know. all im really doing is regurgitating things google turned up when i searched computer warning beep/whine/whatever. so i made a video of the my computer making the sound. https://www.youtube.com/watch?v=BwaaNNTJvjk&feature=youtu.be noise starts at 0:23. i am positive it is not coming from the speakers, but from the guts of the tower somewhere, and i unfortunately do not know too many specs about my computer. heres what i do know windows7 x64 intel i3-2120 CPU@ 3.30GHZ x4 8 gigs ddr3 amd radeon 6570 like i said im pretty awful with computer stuff, so if any kind souls out there feel like helping and wanna remind me how to pull up my specs to be more specific, if needed to help me troubleshoot, feel free. and besides that, ANY input AT ALL would be appreciated. thanx in advance for anyone willing to read/help **edit** btw this results in no CTDs, framerate drops or infinite loading screens or anything im used to, as far as problems running skyrim are concearned. which i guess is a good thing, but all the more infuriating cause its not actually affecting the game or computer (that im aware of), but is just annoying as all hell. and of course, i know that its happening for a reason, which makes me worry that some part of my machine is on its way down the toilet, which obv id like to avoid
  15. thank you. like i said, any advice is welcome. ill start doing some research and tinkering.
  16. hi, i took a long break from skyrim, modding and video games as a whole, right when i was starting to really get a grasp of a lot of the tools like TES5Edit and the CK and all of that. so i have what could be a silly question but imma ask it anyway. in TES5Edit, if i were to take an older, and finished mod that affected numerous settlements, and decided to remove a couple of places from the mod entirely, in favor of another mod that affects the same place/places, what would i need to do in order to be thorough? i remember how to delete the landscape edits and buildings and whatnot, but what about the factions and the NPCs and anything else i may be forgetting. ive got a backup copy or could just re D/L obviously, so im not worrying about messing the mod up, im just worried about things down the line that may cause CTDs because of deleted references or what have you. any advice? and i hope it goes w/o saying, this is not for upload. personal use. thanx in advance, anyone with input
  17. @ArtMurder; thanx again. ill look into the populated series website. and word up on DM. i left that alone before i even took my break from skyrim as a whole, hoping that all that invisible glitchy stuff would get worked out. sadly, not so much. and just in case you were interested in trying morrowloot, there is a patch on the skyre page.
  18. @ArtMurder thank you!! you were indeed correct. i appreciate it! so ive taken a big long break from skyrim, and have returned to find alot of my favorites gone from the nexus. and new versions of some other ones... new morrowloot; any opinions vs n'wah edition? nernies individual city mods are gone (although i believe they may have been published w/o his consent so i guess that was bound to happen); anyone know why exactly theyre down/ where they are up? the populated cities, roads and dungeons that got popular right before i stopped paying attention are hidden or gone; wtf?...lorecraft never got its successor. deadly mutilation never got finished, Real Body System the same. argh. any insight on any of these?
  19. anyone remember the mod that gave really simple interactive qualities to alot of static objects? ie let you hide loot in hay stacks, practice dummies and archery targets gave exp (and no, not the training dummies mod, i remember that one). it had several other features but those are the two i remember. thanx
  20. i made a very small, almost insignificant wild edit earlier today and was having trouble getting the thing i moved back to its vanilla placement manually, so i poped open tesvedit and went to restore it to its initial placement values. that went fine but upon trying to save i get an error message that im having trouble interpreting. if someone could translate to lamens i would appreciate it "[00:00] Error saving CURRWhirerun - 0.1.1.esp.save.2013_05_29_14_50_21: Record [REFR:00089F87] (places WRWallTower01 [sTAT:00089F33] in GRUP World Children of WhiterunWorld "Whiterun" [WRLD:0001A26F]) can not be contained in GRUP World Children of WhiterunWorld "Whiterun" [WRLD:0001A26F] [00:00] Errors have occured. At least one file was not saved. i searched all the ref#s shown and tried matching their values to vanilla to see if that would fix it. no dice. good thing i made a back up
  21. ive left modding and skyrim as a whole alone for a while due to real life things, so forgive me if im not describing my problem as specifically as i could. but the gist is that custom buildings added by a mod (nernies city and village) arent rendering in game. i opened up the CK and found that the markers for them are still there. the interior cells attached to them still work and all the npcs function as they should. just no buildings. hmph. any insight as to why theyre not showing up and how to get them to would be appreciated. thanks in advance to anyone with anything to say
  22. hey everyone, long winded so if you dont wanna read babble skip to ** ive been tinkering (waay more like obsessing) with the ck for quite some time now, but its been mostly surface value stuff like landscape editing and buildings and structures so far. im about to start tackling navmesh which im sure im going to be begging for help on here for soon enough... but i need a break with all that and should/ want to learn something a little out of my comfort zone im a big fan of a few awesome mods that utilize the magic menu for accessing the settings. problem is i am very obsessive about my player menus. i hate clutter. i hate disorganization. i hate stuff that i use once in a while being stuck there. and i dont f with game settings like difficulty once its set. i love the challenge and i tough it out. the only reason id ever access the settings is to maybe change button layouts or graphic settings and whatnot. . so naturally i cant stand when mods i adore leave me stuck with a lesser power to control the settings. i really appreciate when authors use items like books or jewelry instead **to the point. anyone know whether or not its possible (im sure it is but nothings shocking) to maybe open the guts of mod x,y or z and maybe swap out my lesser power/ spell activated settings menu and assign the effect to an item? its kinda like in-game enchanting in an abstract way, so its gotta be fairly simple. i just havent worked with much besides the stuff i mentioned. thanx ahead of time edit: i retract my "its gotta be fairly simple" statement. seems fairly daunting to someone of my skill set at this point, now that i really think about. but i still wanna know.
  23. by the way, 'nother question... if i accidentially deleted a vanilla navamesh, would the verify integrity of game cache option work for restoring them?
  24. thanx both of you. @ david brasher, ive been careful so far, i do believe. so far to the best of my knowledge the only things ive deleted have been mod added. and i do not intend on uploading. i guess i could potentially try to make compatibility patches for people trying to use both the mods im working with, but do not at all trust myself to be responsible for other peoples games running smoothly. this is just personal usage were talking. and @diazzasterjuice, i was under the same impression, and am sure that overall yes, the last loaded will "win", but i was having a weird case of the houses from both mods were loading and i got a freak house that looked like that link i posted. it was oddball s***
×
×
  • Create New...