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sa547

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Everything posted by sa547

  1. Sorry for reanimating up this thread, but I'd like to say much thanks for that little tip on how to do just that. :)
  2. While quests are worked on, as a temporary stopgap you could place some spawn markers (i.e. bandits, beasts) for playtesting.
  3. Again, thank you. I used this on an all-DLC-finished gamesave that didn't have the USKP fix and thus spamming the bug warning, and after applying the script, coc'd to BrokentowerRedoubt02 and stayed for a couple of minutes, then saved the game, and disabling it on MO, before running Skyrim again without the script, the dustdrop error was gone. :)
  4. Loose files -- whether they be textures, meshes, or scripts -- will generally be given a higher priority to be loaded than files stored in packed .BSAs.
  5. ^ Trust me, the mod will blow your mind. After installing this mod, well, for the first time I experienced more fun playing the game completely modded to my liking, as if it functioned and played normally like vanilla... for 6 SOLID HOURS of uninterrupted gameplay, like going in and out of cells without interruption, no ILS or CTDs. I also saw my FPS skyrocket, like 5-20FPS in both interior and exterior, with ENB running at full tilt with the eye candy on. This on a PC with a dual-core processor, 4gb of memory and 1gb of VRAM. I think we'll be experiencing an unprecedented renaissance in modding.
  6. No one has suggested that yet, I'll add it to the list. Would you like to run this on an interior cell, or in general in any defined x-y-z cube of space? Just the interior cell, as I work mostly on player homes, but planning to remake the Hearthfire interiors to my liking.
  7. Has anyone else who suggested about a script that would strip out anything (moveable statics, activators, NPCs, etc.) and leave only the structure of, say, a house or building, intact? It would save time and tedium of removing every piece.
  8. Open up skyrim.ini, and find this: [Grass]bAllowCreateGrass=1bAllowLoadGrass=0iMinGrassSize=128 Setting bAllowCreateGrass and/or bAllowLoadGrass to 0 disables grass production.iMinGrassSize determines grass density; the higher the value the less dense the grass concentration, and 128 is the maximum value. Yes, there should be only one grass mod.
  9. Why not PM any of the staff instead of a public thread?
  10. Sorry for the necro, but I think this thread really helped me understand how to create additional modules for an existing mod (in this case, a player home). If major changes were made to the master .esp (say, deleting an important activator, furniture or container, it means that those changes should be reflected by the add-ons and have to be edited as well. However, if the master .esp is not altered and the reference to this master is not removed, it's no problem to edit the add-ons because they'll override the parent/master .esp (and the add-ons should follow after the master .esp), but if needed to remove those statics and moveables in the master .esp, I think it's more preferable that in the add-on, set them as disabled so as not to see them in-game.
  11. Regarding that site, I hope they can understand English, although IP law is spotty in Russia: Personally, the problem with digital content is that once it's out into the public Internet, it's near impossible to take it back as copies of it will proliferate.
  12. Went for manual download of an update to the game imagespace but instead got "Nexus.exe" from here: xttp://fs9.nexusmods.com/Libs/Common/Managers/Downloads?Download&nid=110&fid=22197 (don't click) I checked the file, which had been inerted and I never clicked on it. Ran the file through Avira and told me it's clean, but looking at the properties the text was in Russian, claiming itself to be part of Windows, but I knew better: I deleted it and tried another server.
  13. This... is mindblowing. As someone living in a tropical country, it feels more at home to me. I shall await for this, and then will reinstall Skyrim. BTW, could have the mod divided into several parts for easier downloading, in addition to file mirrors, as not all of us have large bandwidth. And lower-resolution/high-performance variants with reduced number of trees and other objects, as some players don't have the budget yet to buy a high-end gaming rig or components. Now, I'm thinking about making a mod that'll be a jungle hut. And jungle warfare, knee-deep in the murk with a bow in hand.
  14. Probably a new version of SKSE is needed. skse.silverlock.org
  15. Let's try disabling the object (the disable command); perhaps that'll work.
  16. It seems that ever since I installed Dragonborn I had my share of errors, including CTDs. Yes, I did updated to the latest drivers and Visual C++ 2010 SP1, cleaned the masters with TES5edit, compressed the textures, and used the unofficial patches, but still the following fragment from my Papyrus log always had this error message: [02/28/2013 - 05:39:45PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetReference() - "<native>" Line ? [<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37 [<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47 [<NULL alias> (1) on <NULL quest> (00000000)].SwapJobAliasScript.OnUpdate() - "SwapJobAliasScript.psc" Line 20 [02/28/2013 - 05:39:50PM] Error: Unable to call GetReference - no native object bound to the script object, or object is of incorrect type stack: [<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetReference() - "<native>" Line ? [<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorReference() - "ReferenceAlias.psc" Line 37 [<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.GetActorRef() - "ReferenceAlias.psc" Line 47 [<NULL alias> (0) on <NULL quest> (00000000)].SwapJobAliasScript.OnUpdate() - "SwapJobAliasScript.psc" Line 20Here's the loadlist after I physically removed Player Headtracking (attempts at uninstalling this mod as instructed resulted in a corrupted gamesave):
  17. Load order? I had dragonborn.esm on after heathfires.esm.
  18. I dunno if it'll work for you, but first make a backup copy of dragonborn.esm, then run TES5edit to clean it.
  19. ^ I have the UDBP, and installed. Gonna try again.
  20. The DLC is working nicely except for Neloth's levitation elevators -- can't go up or down, just stuck there. I actually cleaned the .esm first, as it was chock-full of UDRs/ITMs. No effect, however, even with the new unofficial patch. Being stuck forced me to use TCL.
  21. There have been many nice mods for Breezehome, especially those that have installed baths or pools or any water objects, including mine. But of late, some users came up to me and said that (1) the pool lost its ripple and (2) upon leaving the pool the character experiences a persistent underwater sound that doesn't go away until he/she dives into another body of water outside Breezehome. I also have a Thieves' Guild player home mod, but isn't affected by this problem. What's going on? Yes, I have updated the unofficial patches and cleaned up the masters, but upon checking them up against my mod, it turns out that the "has water" keyword is not present in other .ESMs except for mine. The only recourse, it seems, is to create a new cell and move half the objects out of the original Whiterun cell.
  22. There's a mod called No Growing Children (nogrowingchildren.esp)
  23. Could be some dirty mod that messed up with the location.
  24. I'll have to disable W&C in the meantime until it's resolved; I experienced a sudden sluggishness accompanied with that invisible NPC before the whole game froze up and had to kill it off. I still like the mod, though.
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