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yudhi108

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Everything posted by yudhi108

  1. My game was fine, over 300 mods with bashed patch but decided to try zmerge because I wanted more mods. After the zmerge everything seemed fine for a couple hours of gameplay until I saw a guard wearing the primitive nord helmet from immersive armors. It has all purple textures as in the screenshot I attached here. In an attempt to fix this, I extracted all the meshes from the mod zip file into my skyrim directory. This did not fix it. I noted that Immersive Armors is a fomad installer. Dunno if that info will be helpful. Any idea how I can fix this? Thanks so much,
  2. The thing is I've gotten so good at NMM. The main thing I wonder about vortex is how hard it is to back up all the game and mod files once all mods are installed etc. With my NMM installs, I've got it wired where NMM (and Skyrim ofc) installs everything. So, I just back up all those files, and once a year or so I put them from my HDD to my SSD and play Skyrim. Even when I got a new PC I was able to restore my complete Skyrim setup and mods and everything just by copying and pasting my hard files. IDK how hard/effective it is to do that on Vortex.
  3. I appreciate your comment. It took me a while to get back to you because I had hit a brick wall lol. All my scripts made sense to me, and I had gotten many to compile, but I couldn't get my effect to work in game. Turns out it's because I was using a aimed self script on a spell that was aimed target. The script thus only fires if a target is hit, rather than it firing when the spell is cast.
  4. I'm just starting to learn to script tbh. The incoming damage script is something I'm trying to get my hands on so I can make custom spells. I'd like to create my own wards that absorb X amount of damage before being destroyed. Blood magic is a style I haven't tried but I could see myself doing a berserker blood mage some day. Playing a heavy armor build with very little MP, lots of HP, destroying my enemies by casting blood magic and battering them with war hammers. Not usually my style, but sounds fun af. I touched creation kit for my first time last week because I was really unhappy with how some spells from mods worked within my game. Some spells were too OP so I toned them down. Others had great concepts but were very unpolished, weak, or imbalanced in some way. Now, I suck at this, but I'm spending soooo much time with CK syntax/coding. I need to figure out the most efficient methods to do things, but first of all just how to do things at all lol. Here's one script I was proud of when I wrote. It's a cool down script with a variable cooldown time depending on the skill level of the skill you want to mod the cool down! There's probably a more effecient way to do it, and I was working on putting other ways to do it, but this was so easy. I did it in increments of 10 so that there's only 10ish stages/variables for the TotalCoolDown. I could have done it 100 times to get all values from lvl 0-100 of a skill, but I'm not sure if putting that many (100+) If EndIf events in my script would be bad. I still have little knowledge of script effects on game except for how effed up my game gets when there's too many scripts. I want to set either an item toggle, a potion, or a spell that can be used once a day, to reset all my YYGlobals to 1, just in case one of my count down ends one day before the script ends before setting the globals back to 1. If the global gets stuck at 0 the spell will not be castable at all, like ever lol. The way I'd prefer to do this is by starting an event on game loadup to reset all the global values to 1 of all spells. I was reading that this is possible but I haven't got there yet. I just hope all the work I'm putting into this old ass game will pay off on the next TES game when ever tf it finally comes out. /end rant this is fun
  5. Dude thanks so much! It does indeed work if I actually hit a target with it. It's too bad I can't get a script to work with a fire and aim spell with out having it hit a target but this is a start. Now I can actually try to make the spell (effect) I want to make! THanks!
  6. [sOLVED, for now] Yeah I worked on several versions of a long complicated script for a spell and couldn't get it to work. Then I decided to make sure I know how to make any kind of script work in game and I guess I don't. I made several spells, and edited some, and all my spells work in game as long as there are no scripts attached to the spells. I'm trying to edit a spell by adding a magical effect script to it. The spell is a fire and forget aimed spell. So, I made the magical effect script also fire and forget + aimed, but it's not working! Even this simple script won't do anything when coded as such and added to my fire and forget aimed spell: Can anyone tell me how to make a script to damage my MP and send a notification like I tried to do in the above spoiler? This is to make sure I can get any script to work when attached to my spell.
  7. I'm interested in this as well... Necro loving this thread lol...
  8. I want to make a very powerful spell, but I want it to cost a lot of mana (I know how to edit spell cost) and also make it so that the players magic will not regenerate for 10-20 seconds after casting the spell. Can anyone tell me how to add the effect of the players magic not regenerating for a specified time to a spell cost?
  9. With the community uncapper my chars generally have a max level of 150+. All the uncapper mods (such as high level enemies) seem to say that they raise enemy levels up to lvl 100. Is there a mod that can do the same but make all enemies scale to lvl 150 if I'm level 150?
  10. Makes sense about the plugins. I did try exiting to main menu. Doesn't work. Still CTD if I dont new game first. However, in the 30+ hours I played this time, not one CTD while playing, despite the startup CTD issue which I have solved for myself by starting new game first.
  11. Well, I have 255 plugins, after my wyre bash etc. Also lots of textures etc and RealVisionENB (plus all it's recomended mods and textures). If I try to load my save game, it CTD every single time. Unless I do this one thing... Start a new game first! If I start a new game (with live another life mod installed), I can choose the default name "prisoner" to start new char very quickly. From there, the underground prison or what ever it is, I can load my game and it doesn't crash. I'm worried that this might stop working at some point, but I've got about 30 hours of playtime into this build and this trick still works for me to avoid CTD. Anyone heard of this before, or can give me more info on why it's happening? If not, maybe this post will help someone else from CTD and thinking their SETUP is broken.
  12. I just started having the problem of not being able to download anything either. Yesterday I downloaded some mods, but today its fubar. First off, the mod pages are all messed up, this is just one example: [was unable to post pic] https://imgur.com/a/Fjd8t8f Also, I can't open any spoilers, or download any files. This is only happening on Nexus, and it's happening on 3 different browsers I tried. All other websites are functioning normally for me.
  13. pls say you've run L00T, tes5edit, wryebash etc
  14. Xbone means Xbox one I think. I use xbox one/x1/xbone controller for skyrim as well.
  15. If I'm using the uncapper.ini to customize how much HP etc I get per level, does that effect the HP enemies will have? I'm trying to figure out how to balance my game. Was very weak in the beginning but a bit too strong now at about lvl 100. As far as combat mods I'm using: High Level enemies, Archery gameplay overhaul, Combat behavior improved, combat evolved, dragon combat overhaul, ultimate dragons, and wildcat, and a customized uncapper.ini.
  16. yeah but i've put more than a year into this (3 years) and still strugle. so what point are you trying to prove? if i could have all the time i spent on this back and never play skyrim again i would take my time back and ditch skyrim and every TES game ever made forever. thousands of hours of my life for nothing is just obviously not worth it. since i cannot have my time back (such is the material world) i'm roughing it out. 3 years of modding later i have a game that doesn't crash though it's not quite what i want it to be. i've had to leave out mods i want and include ones i don't want and most of all i've spent OVER 1000 hours modding skyrim and never had a successful complete playthough. but to the OP, project 579 makes a good and vital point. don't think it's nothing to get a stable fully modded game going. this dude spent way too much time getting that game going for a normal player to want to spend. if you're a mod maker or youtuber trying to get followers or something maybe it's worth it, but if you're a gamer just trying to play a game it's not. Skyrim can still be worth it, but manage your expectations.
  17. ya u prolly haven't learned all 3 words of the shout lol
  18. google "get a customized, jiggly female player-char from scratch" and you should find a guide that i personally have used for years. i just recommend using XPMSE instead of the on linked in that guide and also do NOT delete the 'skeleton_female.hkx" that it tells you to delete. That guide is one I've had bookmarked for years and always come back to for new installs just to kind of refresh my memory of what order to install things in. also, for the seksi idle, there's a mod that more easily allows you to choose an idle and you can see it HERE. The only benefit to placing the idle in your install folder manually as is very nicely described in said guide (vs using the mod I linked) is that it won't take one of your 255 active mod spots if you do it manually. i'm close to the 255 mod limit in my current build and i might uninstall the mod and manually add the idle if i run out of space for more mods. all my hair mods and male mods were installed after using said guide.
  19. who cares about load screens? maybe rethink your priorities and start anew. I usually start with graphics mods then test the game very thoroughly and back up my game if it's working well. next I do gameplay mods to make the game more difficult and again thoroughly test (for an hour at least, including stress tests and DLC tests) and back it up again if it's still working. 3rd I do body mods (CBBE, HDT, XPMSE etc.) and weapons/armor. If it's working with said mods I back it up again. by that time i usually have 230-245 mods installed and just leave the rest for addons later like cartographers map or something. if I want seksi SL mods, those also come last. Gameplay, Graphics, and physics/animation mods are first. my current playthrough doesn't have any seks mods but if I wanted to add some I would simply remove about 10-20% of my weapon mods and add them. I have like 50 active weapon mods.
  20. You really shouldn't be posting this topic without posting your computer specs and what operating system you're running. I clicked on this thread with the intent to give advice but you did not give enough information.
  21. I've found Treebalance whish seems to redo the whole skill tree and Immersive speech which has some cool options as well. Has anyone used both and have a recommendation or info about them? I was just looking for a mod to help me level up speech by reading books when I found those two. Still got room for maybe 8 more mods in my game. 245+ mods and stable. First time and I'm McLovin it.
  22. i7-4790k. it's the CPU i have and it works great. i have an 15-5930 on my secondary computer (or is it a 5390?) and it works great as well. the i7-4790k is hyperthreaded and bad ass though. highly recommend it. EDIT: Ooops I misread CPU for GPU... I use a GTX titan black. it's a 6gb GPU and i'm having a good time with it. If your GPU is over 4k make sure you use win7. I use win 8.1 for most things but dual boot win7 just for Skyrim.
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