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RussianRanger

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  1. I have a very similar glowing green texture myself when I enter caves/dark places (like the keep in Markarth). I have a couple mods that are similar to yours, so I'm going to try to deactivate some of those and see what it yields. It should also be noted that these aren't "static", they tend to move as my character moves, so it may be the way a texture interacts with a filter/fog/etc. But thats just my current guess. EDIT/UPDATE: So I figured out what was causing mine, it was the ENB. As soon as I disabled it, everything was normal. I'm going to try to play around with the ENB Settings to see which setting causes this in particular, as I really would like to keep an ENB active for SSE. I was using Skyrim Re-Engaged, Ultimate preset in case any other folks come wandering in here.
  2. Hey All! So here's the scoop, a fellow modder and myself have been trying to implement Tueffel's General Display modder resource into our mod. So far, we have a lot of the displays working, from daedric artifacts, to dawnguard artifacts, black books from dragon born, dragon claws and dragon priest masks... you get the idea. However, there are a couple displays giving us the biggest headache I've ever had and after exhausting a lot of my options in game, I've turned to help here. Let me explain the exact problem and what I've done to troubleshoot thus far: Quick Explanation for those who have never used the resource: All the displays are pre-fabricated by Tueffel and are simply drag-n-drop. All the displays are linked to a single "Treasure Chest" that will hold all displayed items and allow players to access/place items via the treasure chest. Tueffel also created several trigger-box SORT activators that allow a user to activate and will promptly take all items for the designated display and set them up in their respective locations. Problem: Paragon Display and Amethyst Dragon Claw (Left and Right half) not showing/displaying at all. -Using the SORT trigger boxes will take the paragons and amethyst dragon claw halves and place them in the chest, it will not display them. What I've Done: Ensured that the scripts properties all point to the proper items/item codes/form lists Tried several different activators/mesh nodes provided by Tueffel to see if it was just the one in particular (both the LAZY and individual variants) Booted up Tueffel's Collector's Box sample mod, used his paragon display, that worked, tried again on the mod I'm working on, no dice. Compared both from every standpoint and could find nothing different. I suppose in all this, is there something that may be affecting their display? Obviously there is a multitude of factors at work, but if someone has encountered a similar problem, I'm all ears. If you are unsure, but could impart some knowledge on how exactly to make my own custom trophies or point me to a tutorial on how to make a custom trophy, I would be very appreciative. Any knowledge in the matter will give me a better understanding of what to check and how to fix my current predicament. EDIT: So we figured it out. In the Quest that handles it, there were a couple properties in the script with it that did not point to the specific items (in this case the paragons and amethyst claw). After setting those up, everything worked fine.
  3. Thanks jet, I appreciate the swift reply! And so I guess I'll be experiencing first hand the amount of work some of these texture pros go through, Lol! And thanks for the mention of what to look for as far as programs are concerned. I don't have PhotoShop and don't want to fork over gratuitous amounts of cash, so any freeware/ inexpensive programs I'll take.
  4. Hello all! I was looking around to see how exactly I could take a texture that is 512x512 and make it into a 1024x1024 or even larger than that. So far the only lead I have is a topic regarding PhotoShop and GIMP and having to recreate the texture from there. Are there any alternatives to PhotoShop? I assume no matter which program you will end up having to re-create textures regardless? Any answers or clarification would be appreciated!
  5. Here is what would make it hard. You would have to load, if you were talking all 4 seasons, 4 different sets of objects... all over the world. For seasons to change, you would HAVE to be in an interior, because if they changed while you were outside you would see almost everything disappear then reappear, you might fall through the world and your game would most likely freeze and crash. Then, in the construction kit, your entire world would have to be modified, and would have 4 different types of trees, 4 different types of ground textures, you would have to tie all of these things to an xmarker that would have to retrieve the date and enable/disable based on that, and ultimately this would probably be incompatible with almost every single mod out there, as no one could work with it due to the mass amount of objects to go through. This is why no one has made a mod that dynamically changes seasons.
  6. Awesome, thank you so much Ishara, you've been a huge help!
  7. Thank you! Been trying to figure out how to create a local bool, didn't know how to execute it before. So based on that bit of code there, you just set the bool value outside of the function, correct? And when you trigger the command, execute the script and all that and then set the button to true... the option still shows, but it can't be executed (instead it shows the notification). Is there a way to take this a step further and set a condition in the menu that checks the bool value of the option and if its true (in this case), doesn't make the option visible?
  8. I don't mean to necro a topic, but I would be quite interested in seeing your multi-level menu. What I'm trying to achieve right now is a hiring system via a board. I have the root menu which has a "cancel" option and then 3 other options, so it looks like this (0=cancel, 1=Merchants, 2= Guards, 3= Services) Then obviously 3 submenus that contain a list of guards, merchants and services to hire. If you can help me with that, I'd be grateful. But what I would REALLY like help with is this: So with this menu system, I have each option with the NPCs under 2 conditions that will keep the choice hidden until they are met, the choice will show after: 1) The bed for the NPC has been purchased (via Xmarker) and 2) The NPC is still disabled (so you haven't purchased them yet, also tied to an xmarker). Well, the way I have the script set up is that the NPC will arrive after a period of time in game, so the player will have to wait 6 in game hours prior to the NPC being enabled. I have a utility.WaitGameTime(6) command for this. So this leads to the issue: The player can still "hire" the NPC during this 6 hour window, and pay gold/resources for them, even though they already hired them. What I want is for that option to disappear. Now I know a workaround to this solution to this, and that is to create an Xmarker that is enabled by default, and then set an extra condition to make the option disappear when that Xmarker is disabled. Which would be fine for 1 or 2 NPCs. But when you have 25, I would rather not go into 25 different scripts and add all that and update 25 menus with 25 conditions. At the very least, I would like to set a boolean operator or something that makes it so after selecting the option, it would set it to false or something and not show it. But I don't know how to do that. So if someone could help, I would mighty appreciate that. Here is the script I'm working on, this is just a single, sub menu. The other two submenus are very similar, just with different NPCs selected. The root menu I want will incorporate all these things, and then have the option to remove the sign when all the NPCs have been hired. I apologize in advance for the indenting, I tried to redo it after the copy/paste.
  9. Hey all! I'm looking for home/estate mods that give you a hearthfire-like option to build them/repair. So far I've only found three mods like this: 1) Millwater Rertreat by Darkfox 2) Riverside Shack by Darkfox 3) Build Your Own Home by Supernastypants I love being able to build up your place, it is more satisfying to me than just having a home poof into existence. I also have the Home Construction and Decoration mod and thoroughly enjoy that as well. I've looked at Pocket Empire Builder and it doesn't quite fit my criteria due to the fact it can infinitely spawn anything after for a one time price. If anyone can point out some others, that would be great. And on a semi related note: One mod I dream of coming out at some point is one that replicates the strongholds of the Great Houses in Morrowind. More to the point, Uvirith's Grave of the Tel'Vanni. I LOVED that stronghold dearly (especially with the mods that expanded it).
  10. uGrid is a value in skyrimprefs.ini file. Essentially, its purpose is to load more of the surrounding terrain, so normally where LOD occurs (the distance which objects "pop" in) is determined by uGrid. Its default value is 5. Some people increase it to 7 or 9, but by doing so, they sacrifice performance. While I doubt its the case, its just another thing to check before taking it off of the checklist of things that could be wrong. As I stated before, I don't know why you are crashing after changing your RAM to a lower value. I ask this in almost every post, but are you using BOSS?
  11. I'm not sure if you are doing everything by hand in regards to load order, but I recommend using BOSS to do the initial sorting, and then if there are mods you still need to sort out (which generally speaking, there isn't) you can do so. It'll at least save you a bit of headache. I run BOSS almost to the extent of OCD, any changes to files or anything, I run it. Isn't too hard, just a double click, two button clicks and done. That said, you do have an awful lot of mods on there. If you're not heavily invested into a save, I'd say start with mods that have a 1k+ endorsement rating, or ones that you deem so imperative, it would lessen your overall experience so much that you couldn't exist playing without them, then after that set of mods, play for a bit, then start adding a bit more. At the very least, that'll get you off the ground. And if you start adding mods one by one, you can tell which ones are the troublemakers.
  12. Glad I could help! Yeah, you have to be careful about mods that do the same things, because even if it overwrites the other, sometimes some value somewhere in the mods will slip through the cracks and cause havoc. Unfortunately, authors can't test their mods against everything on the Nexus, just because its so time consuming! A practice I constantly use, when I'm in doubt about a new mod, go straight to the posts. Generally speaking, someone somewhere has tried the exact same thing with relatively the same mod combos. I wish you luck on your future modding endeavors!
  13. Hmm, thats really weird. What is your uGrid value at? I want to say there is something in your skyrimprefs.ini causing it, but I could be very wrong. Are there any tasks running in the background?
  14. Did you run BOSS to sort load order? Are the files cleaned via TES5Edit?
  15. Fireutsie, I have the same graphics card as you, but 16GB RAM. Going off recommendations from the Project ENB Forums, if your total RAM (VRAM+RAM) is 8GB or greater, the default formula (VRAM+RAM-2048) is best ignored and rather you should follow this formula ((VRAM+RAM)/2). So my personal setting is at 9724, but remember, I have twice the amount of regular RAM as you. It would probably be better for you to set it to 5,362 The reason being, and what it sounds like, is that you don't have enough RAM to run your background tasks, so it decides that it'll just crash Skyrim. Also, I did use Real Vision ENB, but something about the skyrimprefs.ini files were doing a similar thing to my game (high FPS, but highly unstable). After deleting my Skyrimprefs.ini and skyrim.ini files, getting new ones and not touching them save the absolutely necessary tweaks for mods and the tweaks suggested by Project ENB, I have had no issues whatsoever. I know Real Vision supplies two sets of .ini files (Ultra Graphics, Performance). But the values are tweaked in favor of his system and video card. I recommend steering clear of the presets and sticking with the vanilla values (with exception to the aforementioned necessary tweaks). What I recommend for you is making the changes to your videomemorysizemb again, see how that works, and if its still unstable, then go ahead and start changing the .ini files for skyrimprefs.ini and skyrim.ini (making backups of course).
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