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About gaunti
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As I am not very educated in terms of computers, I can't really answer your questions in a professional way. And better to say "I don't know" than to say something that's probably wrong. I will try to answer your questions but please bear in mind thats all just how I understood it: Here's my strategy when adding mods i have fear may destroy my skyrim "setup", and don't want to trust 150 hours of gameplay to the deinstall function of NMM: I copy the whole data folder, leave the new "copy of data" folder in skyrim.... copy my last savegame thats without the mod I wish to install (in "my games" somewhere... I am german, so I don't know how the folders are named in english). Than I install the mod... try some things and if everything works, play on with quests. Now many bugs (and mostly the savegame-breaking ones) seem to show themselfes only after some time, in crucial parts of quests or other special situations... if that happens I revert to the old data folder (just delete "data" and rename "copy of data" to "data" again) and try again if the bug persists. If the bug is still there, even after all trace of the buggy mod in data is gone, I have to reload the savegame from before the mod loosing all progress since but not my complete char. The data folder-copying may be unnessessary, it should be enough to delete all files the mod added, but I want to be sure I haven't forgotten a file somehwere. A special case are mods that ADD beheavior files like asx, fnis and so on, in which case you have to run the "fnis-generator for users" located in "data/tools" (installed with the FNIS mod itself) after deleting a mod that had added new animations/behaviours. The really important part is to keep track of the savegames from before "huge" mods (I create folders and put them there, named "preufo" or "prefnis" with the date when copying them not to get confused). What mod goes really deep into the game and what doesn't is hard to say... look out for mods that add scripts, as many of these script-settings are saved in the savegame. The way I understood it, skyrim has a loadorder of first skyrim.esm containing all vanilla gamefiles, which get overwritten when starting the game with the files inside the data folder, which in turn get overwritten with the data contained in the savegame (skyrim<datafolder<savegame). So even after deinstalling a mod, there may be something left in the savegame making skyrim look for a file in the data folder that isn't there anymore. That may lead to a crash or simply to the deinstalled mod not working anymore without affecting your gameplay. But these little errors can accumulate over time if the game is looking for great ammounts of files that aren't there anymore. Even updates of mods with changed scripts add to the list of errors in the log files, where the savegame is looking for things in the script that are now changed, deleted or moved to another script. Whan I first used the log-files and opened the first one I scrolled over like 1-dina4 page of errors... but a friend told me it's ok and even if playing skyrim totally vanilla some of these errors may happen, but skyrim can handle most of them. In the special case of UFO it's a long time ago i installed it... but I think the special part is to have no followers active in your savegame when installing it... Iirc you have to dismiss all follower(s), save the game without any active followers (in the UFO description is a command you can use in the console to be sure there are no active followers anymore). Then delete any mods you used previously that changed follower limits (as two mods changing the same thing in different ways are bound to clash). The list of pex files (which you probably don't have if you didn't use said mods) you have to manually search and delete is just there to be totally sure, anything that could conflict is gone now... better have a look to be sure, but I hadn't have one ot these pex files... but really better have a look, there will be good reason this list is in the instructions. If you had to remove mods here, start the game again, load the save without followers, save it again, close game. May not hurt to do this part even if you havn't had to remove a mod.... I did. I think the no-active-follower savegame is important to remove any scripts affecting followers from your savegame-no active follower in the save, no follower related scripts in the save. Install UFO means just copy the files from UFO.rar inside your data folder... NMM can do this of course, too. Start skyrim, use the data files tab in the launcher and position the UFO.esp at the bottom of the list. Again the advise to use the original game launcher or to copy UFO files into "data" manually is just that, an advice. Third party programms add the possibility to have something go wrong... I used NMM to change the load order because its faster and it worked fine, but it's my own risk if I do. Now, after you started the game once with UFO active and the new loadorder via the original launcher (or NMM), the loadorder is saved and you can quit the game and load via scriptextender (skse) if you use this. There is one thing I experience with followerbehaviour, and that's the only bug that may be related to UFO I ever encountered: followers sometimes LOVE to jump on horses and stay mounted, not entering interiours. Solution is to say the "I want you to do something..." to them, making them dismount, looking somewhere and telling them to wait there. The horse will go to its original place and when its a bit further away you tell the follower to follow again and can go on normally. Happens sometimes, in riverwood it was so annoying I killed the horse there^^ but I can't say if that's really coming from UFO and am not even sure if it's a problem caused only by custom followers or if this bug persists at all after skyrim 1.7 as Serena from dawnguard doesn't mount horses... I havn't had another follower since Serena either, so no idea. PS. please correct me if I say something wrong ;) PSPS: The amount of mods used does indeed have an impact, but some guys say they have 200+ mods running while I experienced problems like textures sometimes not loading correctly (only temporary-another time all is loaded correct), with only around 80 mods running. The important thing seems to be the amount of esp files loaded, simple replacers without files that have to be activated in the launcher or NMM seem to have less impact. Than generally of course mods with grafic improvements, textures with higher resolution etc etc can make skyrim really hungry for hardware. Use common sense... if you have low RAM and VRAM stay away from Highres replacers. Some new armors or clothes from mods have 100mb+ big textures and that can be the little bit tipping skyrim to crash... well that's all I "know" :)
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lol But the jarls sitting pose is the coolest of all!!! It screams "I'm the boss here" To keep it all a bit together i repost my own threads opening comment here... more posts in one thread, more people reading it (I hope) " I use these 2 mods: http://skyrim.nexusmods.com/mods/16248 pretty sit idles http://skyrim.nexusm...com/mods/11954# pretty female idles while both are great, you have to choose one idle and that is the new sit/stand idle for npcs (pretty female idles only for female npcs)... while typing this I remember deleting sit idles, but iirc that was for everyone, male and female.... sooooo... wouldn't it be great to have all these idles used by (preferably only female, cause most in these mods are very feminine) npcs? Random or, even better, depending on emotional situation of the npc? Maybe race related, one idle for elves, one for orks. I use mods, but can't write them so I have no idea if that's even possible, but just a little variation... I think it would add much more live to towns and taverns. " different idles for different npcs.... random idles for all npcs.... scripted idles (tavern, outdoors, day/night)... I don't care what system at all, but ANY variation would be great!
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It may exist, but if you have no reason like incompatibility with other mods to avoid UFO, UFO sounds like the thing for you. I use it and it works fine. You will have some new dialogoptions with the "you know..." which opens up new dialogs, including "in combat mistakes happen, forgive and forget" as the one to have the followers not attack you back. I may be wrong, but I am not aware of any real changes to the game with UFO. Just the new dialogs, just use the one you need and ignore the others. That doesn't really answer your question, but if you avoid UFO only because it's a "huge" mod.... don't be afraid... it wont hurt that much :D
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may not be that helpfull, but I do not have this bug while having asx, fnis, multiloversrape, pretty female idles and so on... if someone tells me where I can easily copy and paste my loadorder from (instead of typing it piece by piece) I will do... maybe it helps
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The title says it all :D I use these 2 mods: http://skyrim.nexusmods.com/mods/16248 pretty sit idles http://skyrim.nexusmods.com/mods/11954# pretty female idles while both are great, you have to choose one idle and that is the new sit/stand idle for npcs (pretty female idles only for female npcs)... while typing this I remember deleting sit idles, but iirc that was for everyone, male and female.... sooooo... wouldn't it be great to have all these idles used by (preferably only female, cause most in these mods are very feminine) npcs? Random or, even better, depending on emotional situation of the npc? Maybe race related, one idle for elves, one for orks. I use mods, but can't write them so I have no idea if that's even possible, but just a little variation... I think it would add much more live to towns and taverns. EDIT: personal note for myself... next time use more than one search
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What woulld you like to see in the next DLC?
gaunti replied to sinnerman69's topic in Skyrim's Skyrim LE
what if i did, who cares, its not the point, we studios plan games they have a schedule to follow, if they think of adding random things in along the way then the game would constantly be delayed and you would be pissed they are taking to long, dlc is an expansion, an add on, something extra they thought of either after release or during creation and they couldnt put it in because it was never planned for. if you dont like having to pay for things then dont play them, no one is saying you have to, the only thing your losing is the experience of playing it. me on the otherhand I dont have a problem with paying for extra content and dont see a reason that i should While the skyrim dlc does indeed feel like something "new" added, and not like something that should or must have been in the game from the start on, I must say that many dlc from other games do very much feel like moneymaking. I for myself don't buy games from companys anymore that gave me a game that was only halfdone with dlc that is a must have to "really" play said game. So theres dlc that adds and dlc that should be free because it incorparates things that should have been in a game from the start... I remember a game a friend had, it had a very dull ending and you had to buy dlc with alternative endings to make your roleplay during gameplay have any effect at all. Thats a prime example for dlc that should be free, even if the developers hadn't had the time for alternative endings, fine. But don't demand money for something I feel I have allready paid for. that said.... new dlc for skyrim? make it possible to travel to the old games areas like cyrodil -
i thought my comp was good but it cant run warzones
gaunti replied to Brinemobee's topic in Skyrim's Skyrim LE
must be something other than your hardware, because yours is way better than mine :) have warzones running and sometimes it crashes skyrim, but most of the time its just fps drop. maybe loadorder or some of the gameplay mods you have that add something to the npcs (guards, bandits,... the ones warzones spawn mostly), some new script or new weapons which spawn with those npcs.... I had crashes in the luxury suit because I gave all women there cool new mod-armors. If worn just by my companion these armors worked fine, but 10 together in an interior crashed the game. Maybe its some small bug that accumulates when 20+ npcs spawn with this bug and crashes skyrim, while in a towns or fighting bandits it can be overlooked. my loadorder: skyrim.esm update.esm apachihair.esm Warzones.esm . . . all others -
There is a mod called "world of bitches" that turns all bandits (and probably more npcs) to females japanese site: http://skup.dip.jp/ downloadlink: http://skup.dip.jp/up/up03182.zip
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Hi and thanks a lot for the fixes! Bluepalacefix worked fine! but here I can't fasttravel there with consolecommands.... nothing happens... tried nearly every way to spell the command coc kilkreathruins2 different to see if its just a typo. Nothing. any idea? ps: If I type coc kilkreathruins2 nothing happens and no error message or anything, with cow kilkreathruins2 it says worldparameter not found. PSPS: it's coc kilkreathruins02 :) mhhhh... how much do I have to explore of the catacombes? there are still 18 fxDustDropRandomSCRIPT in my log and I still got a ctd... don't know if that's still related to those scripts... is 18 times fxDustDropRandomSCRIPT in the log normal? it was all at the end of the log and the last thing in the log (before ctd)
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Same here. Had a bug that they didn't use them at all... now they use them but the torches carried by npcs throw no light. Sometimes, out of bigger towns, npc torches give light. I stumbled over many topics concerning static lightsources in towns that give no light, and the answer is most of the times that the game engine can handle only a limited amount of lightsources at a time, so I think it has its reasons in the game engine itself.
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found it.... was a mod that changed weather and lighting conditions.... I hadn't touched that one before because i thought the darker night was something only I, the player, can see, while npcs orientate their behaviour around some lightlevel index like the spawns in minecraft. Well I accidently deactivated this mod (climates of tamriel) and all of a sudden the npcs use their torches again. maybe that helps someone else with the same problem
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Like the title says my npcs don't use their torches. The behaviour to use torches should be scripted in vanilla skyrim but I have FNIS and many other mods like followers, climats of tamriel, ultimate follower overhaul etc etc so the problem will probaply be there. To get all those mods to run was a real pain and took many days so a reinstallation is out of question. I could of course deinstall climats of tamriel to have brighter nights again, but the dark nights add so much atmosphere! Has anyone an idea what I can do to make the npcs use the torches they have again? Maybe all I need is an original behaviour file to put in my data folder to make npcs use them again... any help is very welcome and sorry for bad english :) Edit: forgot to tell: when I equip an noc with a torch via console command they put the torch away after a second, even at night.