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Posts posted by renogaz
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So far i havent found a single one, im using the Race mod but the hands looks ugly, i can barely tell what am i looking at, could anyone make at least a retex of the hands? Thanks!
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Found it, expanded settlements (not the expanded settlement buildings) in case that anyone ha sthe same problem!
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Hey everybody, ive been trying to pinpoint which mod is causing the Power armor glitch that makes some of your parts on the power armor to disappear or appear with random armor modifications. ive been trying to visit every mod page of the mods i have, yet cant seem to fin any indications of this one glitch n the mod i currently use, heres a list of the esps:
Fallout4.esmHomemaker.esmArmorKeywords.esmSafe SSEx.espLongerDeathReloadTime.espIncreasedSettlerPopulation50.espdD-EnhancedBlood.espLongerAreaRespawn.espSimple Intersection.espSettle-SRR.espNoObjectLimit.espLongerPowerLines3x.espBetterItemSorting.espBetterItemSorting-APPAREL.espArmorsmith Extended.espHillsofCorpses.espDeadBodyCollision.espArbitration - Better Combat AI.espCraftableAmmunition_Perks.espCuts and Blunts 3.0.espALD Travel Backpack.espALD Travel Backpack Craftable.espExpandedSettlementBuildings.espShaikujinSettlementAttacked.espSimple Intersection - SSEx Patch.espHomemaker - SSEx Compatibility Patch.espShaikujinSettlementAttacked_NoInfo.espPipBoyShadows.espAlternateSettlements.espdD-Realistic Ragdoll Force.espExpandedSettlementBuildings_Homemaker.espExpandedSettlementBuildings_SimpleIntersection.espOCDecorator - No Experience.espOCDecorator.espSimple Intersection - Homemaker 1.22.espExpandedSettlementAll.espAirportWorkBench.espALTSET-OCD-CompatabilityPatch.espArbitration - Compass Radar Reduction.espArbitration - Fall Damage Overhaul.espArbitration - Farther Grenade Detection.espArbitration - Molotov.espArbitration - No Condition Regeneration.espArbitration - Stealth Overhaul.espBetterSettlers.espBetSetMortalPatch.espBetterArmorModDescriptions.espBetterArmorModDescriptionsAE.espCraftable Armor Size.espBetterArmorModDescriptionsCAS.espBetterItemSorting-AID.espBetterItemSorting-MISC.espReducedJunkWeight.espBetterItemSorting-JUNK.espBetterItemSorting-WEAPONS.espBrotherhood of Steel Kit.espNewFace_Settlers.espChildSettlers.espBS CS Patch.espDV-Durable Vertibirds.espDV-No Levelled Vertibirds.espFieldScribeBackpack.espMoBettaScrap.espNFS CS Patch.espPos_GuardPositions.espPos_ShopPositons.espQuickEnterFromStand.espQuickExitToStand.espRemove Interior Fog.espRobot Home Defence.espSimple Bug Fixes - Lone Wanderer.espSimple Bug Fixes.espX1_BOS.espDDP_Elevators_mark1.espDDP_Bridge_mark1.espDDP_Ramps_mark1.esp
Please, if anyone can help me out, would be REALLY appreciated. -
I really hope there's a mod where Codsworth is not essential anymore, but youre able to fix him using parts as it would be more logic, reasonable and immersive in my opinion.
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Is there a way to customize the enemy waves on any of these mods? since im using Lords of the rings mods that adds urk-hais and lotr armor, which it would be pretty cool if i could set up random uruk-hai waves against my gondor armor outfitted soldiers, any ideas?
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thanks, will give it a go
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Is there a way to customize the enemy waves on any of these mods? since im using Lords of the rings mods that adds urk-hais and lotr armor, which it would be pretty cool if i could set up random uruk-hai waves against my gondor armor outfitted soldiers, any ideas?
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There's one in the works right now, but IIRC it's proving to be a massive pain in the ass because of how clunky and glitch-prone the Gamebryo engine is.
Can you provide a link?
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I remember a mod that increased your NUT/H2O/SLP multipliers while in combat, any idea?
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i just recently added more mods (yeah im a mod junkie u.u) and everythings fine except that for some reason :
- 1.- convicts in Primm seem to respawn and be naked yet they have clothes in their inventories
- 2.- A little chunk of the road of Primm seems to be gone, along with 1 naked NCR guy
- 3.- A wooden cart in Goodsprings dissapeared (i noticed this since i always stuff all the powder gangers corpses after the fight in there (just cuz :tongue:))
I havnt explored further the map since i dont want anything else getting deleted or anything else, i even tried with a new game and i still get these missing objects
And heres the original list of mods:
- [X] Alternative Repairing.esp
- [X] Alternative Repairing - Breakdown Item Icons.esp
- [X] Alternative Repairing - Additional Campfires.esp
- [X] Decrucifixion.esp
- [X] Decrucifixion - More Victims.esp
- [X] Clearhelmets4radsuits.esp
- [X] RobCo Certified Friendly Hit Fixer.esp
- [X] Destruction.esp
- [X] MiscItemIconsNV.esp
- [X] Burning CampFire.esp
- [X] WeaponModsExpanded.esp
- [X] Project Nevada - WMX.esp
- [X] WMX-DLCMerged.esp
- [X] WMX-POPMerged.esp
- [X] EVE FNV - ALL DLC.esp
- [X] WMX-EVE-AllDLCMerged.esp
- [X] Project Nevada - EVE All DLC.esp
- [X] CASM with MCM.esp
- [X] WastelandGourmet.esp
- [X] TheBackpack.esp
- [X] 50sFFFLVJOD-Freeside.esp
- [X] Alternative Repairing - Ultimate Edition.esp
- [X] JIP Companions Command & Control.esp
- [X] RobCo Certified Realistic Prices.esp
- [X] Robco Certified 2x Robot Limit with Clothes and Perk Comp.esp
- [X] Robco Certified Cyberdog Build Fix.esp
- [ ] Robco Certified 2x Robot Limit with Clothes Comp.esp
- [ ] Robco Certified 2x Robot Limit.esp
- [ ] Robco Certified Infinite Robot Limit.esp
- [X] Hidden Weapons Pack.esp
- [X] MormonFortLights.esp
- [X] HeadgearRevamp.esp
- [X] HeadgearRevampHH.esp
- [X] HeadgearRevampLR.esp
- [X] HeadgearRevampOWB.esp
- [X] DragsSeamConcealers.esp
- [X] DriveableMotorCycle.esp
And this is a list of mods that i added later and noticed the problem im having now
- [X] Project Nevada - Cyberware Additions.esp
- [X] Project Nevada - Rebalance Complete.esp
- [X] Project Nevada - All DLC.esp
- [X] Mission Mojave - Ultimate Edition.esp
- [X] MMUE POP.esp
- [X] MMUE-CP-EVE.esp
- [X] MMUE-CP-PNEquipment.esp
- [X] MMUE-CP-PNRebalance.esp
- [X] MMUE-CP-PNCore.esp
- [X] MMUE-CP-PNALLDLC.esp
- [X] MMUE-CP-WMX.esp
- [X] Mission Mojave - Ultimate Edition Plus.esp
- [X] New Vegas Redesigned 3.esp
- [X] Cass alternate version.esp
- [X] MMUE-CP-NVR3.esp
- [X] Centered 3rd Person Camera.esp
- [ ] NCRTrooperOverhaul.esp
- [X] TrooperOverhaul-Dragbody.esp
- [X] MyMergedPatch2.0.esp
Apparently disabling Fallout New vegas redesigned 3, makes the goodspring wooden car reapear, and deactivating, MMUE (Mission Mojave Ultimate Edition) gets the road at Primm back, i dont know if they are incompatible with other mods i have or if its just those files, im not really sure whats going on
Thanks for the help people, love to see how the community actually helps :smile:
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i actually already added one, and so far less crashes, but i still have some fps issues since my pc is old but thats another topic, thanks for the help :)
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going to test it out, by the way, love your mod ;)
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Ive been having crashes lately, right now im at Bison Steve Hotel, but the crashes seem to happen randomly, sometimes 5 mins some other times its after 30 mins, any ideas if i have conflicting mods or something wrong?
Mod List:
* FalloutNV.esm
* DeadMoney.esm
* HonestHearts.esm
* OldWorldBlues.esm
* LonesomeRoad.esm
* GunRunnersArsenal.esm
* ClassicPack.esm
* MercenaryPack.esm
* TribalPack.esm
* CaravanPack.esm
* YUP - Base Game + All DLC.esm
* Companion Core.esm
* Active Wasteland.esm
* Decrucifixion.esm
* Primary Needs HUD.esm
* Project Nevada - Core.esm
* Project Nevada - Equipment.esm
* RobCo Certified.esm
* WARZONES - Misanthropy Pure.esm
* Project Nevada - Rebalance.esp
* Project Nevada - Cyberware.esp
* Factions Reloaded - Merge.esm
* YUP - NPC Fixes (Base Game + All DLC).esp
* HUD Extended.esp
* The Mod Configuration Menu.esp
* The Weapon Mod Menu.esp
* Merchants Sell Displayed Items.esp
* Realistic Portable Tent.esp
* XFO - 9a - Enemies - AI revamp.esp
* Project Nevada - Dead Money.esp
* Project Nevada - Honest Hearts.esp
* Project Nevada - Old World Blues (No Cyberware).esp
* Project Nevada - Lonesome Road.esp
* Project Nevada - Gun Runners' Arsenal.esp
* Active Wasteland - Vanilla Replacements.esp
* Active Wasteland - Dead Money Replacements.esp
* Alternative Repairing.esp
* Alternative Repairing - Breakdown Item Icons.esp
* Alternative Repairing - Additional Campfires.esp
* Decrucifixion.esp
* Decrucifixion - More Victims.esp
* Clearhelmets4radsuits.esp
* RobCo Certified Friendly Hit Fixer.esp
* Destruction.esp
* MiscItemIconsNV.esp
* Burning CampFire.esp
* WeaponModsExpanded.esp
* Project Nevada - WMX.esp
* WMX-DLCMerged.esp
* WMX-POPMerged.esp
* EVE FNV - ALL DLC.esp
* WMX-EVE-AllDLCMerged.esp
* Project Nevada - EVE All DLC.esp
* CASM with MCM.esp
* WastelandGourmet.esp
* TheBackpack.esp
* 50sFFFLVJOD-Freeside.esp
* Alternative Repairing - Ultimate Edition.esp
* JIP Companions Command & Control.esp
* RobCo Certified Realistic Prices.esp
* Robco Certified 2x Robot Limit with Clothes and Perk Comp.esp
* Robco Certified Cyberdog Build Fix.esp
* Hidden Weapons Pack.esp
* MormonFortLights.esp
* HeadgearRevamp.esp
* HeadgearRevampHH.esp
* HeadgearRevampLR.esp
* HeadgearRevampOWB.esp
* DragsSeamConcealers.esp
* DriveableMotorCycle.esp
Please lend a hand to a fellow wastelander :/, And thanks for all the input!
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Okay so did the following:
imported mesh along with skeleton to 3ds max
posed the mesh in a way that i like it
Deleted the skeleton just leaving the modified mesh in scene
exported the mesh
Opened the new mesh in nifskope along with the original one and copy paste the BSLightingShaderProperty and saved
but when i try to open it in CK, it tells me something like MODEL: Could not find model meshes -PATH-, what am i doing wrong? :S -
Probably going to need to do a search for max tutorials on posing an object with a skeleton, then after you get it posed and froze in place you could detach it from the bones, delete the bones and convert to editable mesh so it loses the skin info. after that you would have a static object that needs collision boxes added. Theres millions of tutorials on the subject, so google for the version of max you have.
Thanks a lot for the answer, another question btw, i fi change the mesh pose, do i have to change anything at all to the textures? or i can just use the original ones?
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What basically want to do is the take the underskin.nif (Dragon skeleton) import it to 3ds max pose it and export it to skyrim, i know how to import and export, but what i do not know is how to pose it or if i need to import skeleton as well and collision meshes, cana nyone help me out with this?
OR
Is there a way to make a ragdoll completly static or frozen inside the CK? because i cant find a way to make it so. Thanks ffor help :) -
all of sudden my character got invisible in third person and looks like this : http://imgur.com/SURuqyf in first person
already tried to become ethereal but it dosnt works, any help? thanks for everything :smile:
Mods:Skyrim.esmUpdate.esmDawnguard.esmHearthFires.esmDragonborn.esmClimatesOfTamriel.esmSPIKE.esmSkyrim Project Optimization.esmUnofficial Skyrim Patch.espUnofficial Dawnguard Patch.espUnofficial Hearthfire Patch.espUnofficial Dragonborn Patch.espSkyrim HD Full - Windhelm.espSkyrim HD Full - Whiterun.espSkyrim HD Full - Dungeons.espSkyrim HD Full - Sky.espSkyrim HD Full - Reflections.espSkyrim HD Full - Farmhouses.espSkyrim HD Full - Solitude.espSkyrim HD Full - Water.espSkyrim HD Full - Clutter and Clothes.espSkyrim HD Full - Landscape.espSkyrim HD Full - Markarth.espChesko_Frostfall.espBetter Dynamic Snow.espImproved Combat Sounds v2.2.espLIAT - Sounds.espRooster At Dawn v1.0.espStaticMeshImprovementMod.espAK- Placeable Statics.espChesko_WearableLantern.espDead Body Collision.espImmersive Battles.espImmersive Brigands.espImmersive Mercenaries.espImmersive Patrols.espImmersive Travelers.espLIAT - NPCs.esplt_better_horses.espRealShelter.espScenicCarriages.espDestructible_bottles.espFootprints.espWetandCold.espWetandCold - Ashes.espSkyUI.espDragonbornArmorFix.esphothtrooper44_ArmorCompilation.espDr_Bandolier.espHarvestOverhaul.espHarvestOverhaulDawnguard.espHarvestOverhaulCreaturesDawnguardHearthfire.espDeadlyDragons.espDeadlyMonsters.espJobsofSkyrim.espWSBP - OcciFemale.espWSBP - OcciMale.espBurntCorpse.espGuard Dialogue Overhaul.espImmersive Weapons.espRiften Bigger Trees.espSkyrim bigger trees.espSkyTEST-RealisticAnimals&Predators.espdD - Enhanced Blood Main.espEnhancedLightsandFX.espRealistic Lighting Overhaul - Illuminated Spells.espRealistic Lighting Overhaul - Dungeons.espRealistic Lighting Overhaul - Minor Cities & Town Interiors.espRealistic Lighting Overhaul - Major City Interiors.espClimatesOfTamriel-Dawnguard-Patch.espdD - Realistic Ragdoll Force - Realistic.espRealisticNeedsandDiseases.espRND_Dawnguard-Patch.espRND_DestructibleBottles-Patch.espRND_HearthFires-Patch.espRND_USKP-Patch.espBFSEffects.espDeadlySpellImpacts.espDeadlySpellImpacts - Two Fire.espThe Dance of Death - Ultimate Edition.espSkyRe_Main.espSkyRe_Combat.espSkyRe_CraftingFix.espSkyRe_EncounterZones.espSkyRe_EnemyScaling.espSkyRe_StandingStones.espSkyRe_Survivalism.espGDO_Plugin_SkyRe.espHarvestOverhaulSkyReCompatibility.espAmazingFollowerTweaks.espAlternate Start - Live Another Life.espSkyRe_Races.espBloodyFacials.espWATER.espWATER Plants.espRND_Water-Patch.espRaceMenu.espRaceMenuPlugin.espAutomatic Variants.espASIS-Dependency.espASIS.espSkyRe_EnemyAI.espMVABasic.espSkyTEST-RealisticAnimals&Predators-Dawnguard.espdD-Dragonborn-Dawnguard-EBT Patch.espSkyTEST-RealisticAnimals&Predators-Dragonborn.espAK- Placeable Statics - Hearthfire.espReProccer.espReProccerDragonborn.espReProccerNONPLAYERfix.espRND_Dragonborn-Patch.espICHEEWarmInteriorBlueEmittance.esp -
Got a random CTD here it is the ending lines
[02/26/2013 - 06:01:26PM] VM is freezing...[02/26/2013 - 06:01:26PM] VM is frozen[02/26/2013 - 06:01:29PM] Saving game...[02/26/2013 - 06:01:29PM] VM is thawing...[02/26/2013 - 06:01:30PM] Error: Unable to call RegisterForSleep - no native object bound to the script object, or object is of incorrect typestack:[None].xxxResetGlobalOnSleep.RegisterForSleep() - "<native>" Line ?[None].xxxResetGlobalOnSleep.OnEffectStart() - "xxxResetGlobalOnSleep.psc" Line 3[02/26/2013 - 06:01:30PM] Error: Unable to call RegisterForSleep - no native object bound to the script object, or object is of incorrect typestack:[None].xxxResetGlobalOnSleep.RegisterForSleep() - "<native>" Line ?[None].xxxResetGlobalOnSleep.OnEffectStart() - "xxxResetGlobalOnSleep.psc" Line 3[02/26/2013 - 06:01:30PM] Error: Unable to call RegisterForSleep - no native object bound to the script object, or object is of incorrect typestack:[None].xxxResetGlobalOnSleep.RegisterForSleep() - "<native>" Line ?[None].xxxResetGlobalOnSleep.OnEffectStart() - "xxxResetGlobalOnSleep.psc" Line 3[02/26/2013 - 06:01:30PM] Error: Unable to call RegisterForSleep - no native object bound to the script object, or object is of incorrect typestack:[None].xxxResetGlobalOnSleep.RegisterForSleep() - "<native>" Line ?[None].xxxResetGlobalOnSleep.OnEffectStart() - "xxxResetGlobalOnSleep.psc" Line 3[02/26/2013 - 06:01:30PM] Error: Unable to call RegisterForSleep - no native object bound to the script object, or object is of incorrect typestack:[None].xxxResetGlobalOnSleep.RegisterForSleep() - "<native>" Line ?[None].xxxResetGlobalOnSleep.OnEffectStart() - "xxxResetGlobalOnSleep.psc" Line 3[02/26/2013 - 06:01:30PM] Error: Unable to call RegisterForSleep - no native object bound to the script object, or object is of incorrect typestack:[None].xxxResetGlobalOnSleep.RegisterForSleep() - "<native>" Line ?[None].xxxResetGlobalOnSleep.OnEffectStart() - "xxxResetGlobalOnSleep.psc" Line 3[02/26/2013 - 06:01:55PM] Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect typestack:[None]._WetColdBreathActor.RegisterForSingleUpdate() - "<native>" Line ?[None]._WetColdBreathActor.OnUpdate() - "_WetColdBreathActor.psc" Line ?[02/26/2013 - 06:02:51PM] [DLC2RieklingRescuePlayerScript <alias Player on quest DLC2RieklingRescue (04038C07)>]OnUpdate() called GotoState(None) so we can register for OnHit events[02/26/2013 - 06:02:57PM] warning: Property ActorTypeDwarven on script nAddonStatsScript attached to Active effect 2 on (FF000D1F) cannot be initialized because the script no longer contains that property[02/26/2013 - 06:02:57PM] warning: Property ActorTypeDwarven on script nAddonStatsScript attached to Active effect 2 on (FF0017F5) cannot be initialized because the script no longer contains that property[02/26/2013 - 06:02:57PM] warning: Property ActorTypeDwarven on script nAddonStatsScript attached to Active effect 1 on (FF0017F6) cannot be initialized because the script no longer contains that property[02/26/2013 - 06:02:57PM] warning: Property ActorTypeDwarven on script nAddonStatsScript attached to Active effect 3 on (FF0017F9) cannot be initialized because the script no longer contains that property[02/26/2013 - 06:02:57PM] warning: Property ActorTypeDwarven on script nAddonStatsScript attached to Active effect 2 on (FF0017FC) cannot be initialized because the script no longer contains that property
Thanks :) -
I keep getting constant CTDs especially near the are modified by Hearthfire
Log attached, any clue?
http://pastebin.com/Vym3Qnc8 -
Umm, not enough details for an issue thats already hard enough to pin point with all the details.
+ Im not downloading a txt file from a sketchy website and neither should anyone else. Use http://pastebin.com/ or http://codepad.org/ or any other text hosting site. You dont even have to make an account.
And what about your mods? Post your load order. If you have NMM you can export your load order to a text file with that.
Dont bother with PC specs, they're useless.
And now the big questions. When did Skyrim start acting up? Did you recently add mods? Did you recently remove mods? Have you recently updated any mods? Figure out what you changed before Skyrim started crashing.
thanks for advice on that, heres the log
And my mod load order
This:
[02/19/2013 - 03:15:10AM] Memory page: 100000 (min) 5000000 (max) 1800000000 (max total)
followed by this:
[02/19/2013 - 03:18:57AM] Suspended stack count is over our warning threshold, dumping stacks:
You have used ridiculous values in the [Papyrus] section of your Skyrim.ini file and broken your script stack. I see this mistake quite frequently in user logs.
The default "max total" is 76Kb btw. Obviously it is not meant to approximate your total system RAM (1,800,000,000). Memory page min of 100,000 and max of 5,000,000 are equally ridiculous
:excl: Please revert back to default values. You will probably need to start a new game , as the damage to your savegame is likely to be irreversible.
Isnt possible to save my save? maybe with the mod that is in hot files to delete scripts from saves?
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Im getting constant and random CTDs and i dont know the reaosn why, can someone PLEASE take a look at my papyrus log? i have seriously no clue :(
heres the link to papyrus log, its a bit big thats why i didnt used spoiler
http://www.filedropper.com/papyrus0 -
so basically this is the load order with BOSS
My problem is that when i start the game Imp more complex needs its not working like ts not activated, and frostfall, will tell me my exposure and wet, but cant use the action shout spell, any ideas?- Skyrim.esm Active
- ClimatesOfTamriel.esm Active
- HBE.esm Active
- SPIKE.esm Active
- Unofficial Skyrim Patch.esp Active
- Bash Tag suggestion(s): {{BASH: Delev, Relev}}
- Unofficial Dawnguard Patch.esp Active
- Bash Tag suggestion(s): {{BASH: Delev, Relev}}
- Skyrim HD Full - Windhelm.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Whiterun.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Water.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Sky.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Reflections.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Landscape.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Farmhouses.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Dungeons.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Clutter and Clothes.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Markarth.esp Active
- Requires: 4gb or more RAM, for full version.
- Skyrim HD Full - Solitude.esp Active
- Requires: 4gb or more RAM, for full version.
- Chesko_Frostfall.esp Active
- Rooster At Dawn v1.0.esp Active
- Chesko_WearableLantern.esp
- morevillageanimals.esp Active
- ScenicCarriages.esp Active
- Skyrim Flora Overhaul.esp Active
- Destructible_bottles.esp Active
- WetandCold.esp Active
- SkyUI.esp Active
- hothtrooper44_ArmorCompilation.esp Active
- Bash Tag suggestion(s): {{BASH: Delev, Relev}}
- HarvestOverhaul.esp Active
- HarvestOverhaulDawnguard.esp Active
- HarvestOverhaulCreaturesDawnguardHearthfire.esp Active
- DeadlyDragons.esp Active
- Bash Tag suggestion(s): {{BASH: Delev, Relev}}
- DeadlyMonsters.esp Active
- BurntCorpse.esp Active
- HBE_Smithing.esp Active
- HBE_Smithing_Schematics_NoRare.esp Active
- HBE_DelayedPotions.esp Active
- HBE_Vendors_Components_Rarer.esp Active
- HBE_BarterRatio96.esp Active
- HBE_FastTravel_Limited.esp Active
- HBE_Vendors_SoulGems_Rarer.esp Active
- HBE_Vendors_WeaponsArmors_Rarer.esp Active
- HBE_Loot.esp Active
- SFO - Expanded Diversity.esp Active
- Note: Uninstall old version of Skyrim Flora Overhaul if using SFO - Expanded Diversity.esp
- SkyTEST-RealisticAnimals&Predators.esp Active
- dD - Enhanced Blood Main.esp Active
- dD-Dawnguard-EBT Patch.esp Active
- dD-SkyrimMonsterMod EBT Patch.esp
- Requires: Skyrim Monster Mod
- Incompatible with: dD-Dawnguard-EBT Patch.esp
- ClimatesOfTamriel-Dawnguard-Patch.esp Active
- ClimatesOfTamriel-Dungeons-Hardcore.esp Active
- Imp's More Complex Needs.esp Active
- HarvestOverhaulCreatures_IMCN_Compatibility_Patch.esp Active
- SkyRe_Main.esp Active
- Bash Tag suggestion(s): {{BASH: Relev, Delev}}
- Warning: The SkyRe has many conflicts with other mods. Please read the readme before playing with mod. This will prevent many problems. Read ithere.
- Requires: Skyrim -Community- Uncapper for full perk functional
- Note: If lockpicikng is not work then try to delete 'interface\lockpickingmenu.swf'
- Note: If you have a problem with aiming try to install this mod.
- Note: To make aiming easier, recommend to add the following lines to Skyrim.ini:
- Note: [Actor]
- Note: fVisibleNavmeshMoveDist=12288.0000
- Note: [Combat]
- Note: f1PArrowTiltUpAngle=0.64
- Note: f3PArrowTiltUpAngle=0.64
- Note: fMagnetismStrafeHeadingMult=0.0
- Note: fMagnetismLookingMult=0.0
- SkyRe_Combat.esp Active
- SkyRe_EncounterZones.esp Active
- SkyRe_EnemyScaling.esp Active
- Bash Tag suggestion(s): {{BASH: Relev}}
- SkyRe_StandingStones.esp Active
- SkyRe_Survivalism.esp Active
- HarvestOverhaulSkyReCompatibility.esp Active
- UFO - Ultimate Follower Overhaul.esp Active
- Warning: UFO - Dawnguard AddOn.esp required to work properly with Dawnguard (Official Bethesda DLC)
- Warning: UFO - Heartfire AddOn.esp required to work properly with Hearthfires (Official Bethesda DLC)
- Note: For safe install need dismiss all your followers, save, delete all included mods, load again, save and install UFO. For safe uninstall or update see special instructions on mod page.
- Pets.esp
- Alternate Start - Live Another Life.esp Active
- SkyRe_Races.esp Active
- rcrnShaders.esp
- Note: Make sure you have bEnableFileSelection=1 in SkyrimPrefs.ini under [Launcher].
- ASIS-Dependency.esp Active
- ASIS.esp Active
- Warning: Unmark Automatic Perks and Automatic Spells flags in ASIS patch options. Or you will have bugs and CTDs in game when using SkyRe and ASIS.
- SkyRe_EnemyAI.esp Active
- Note: Deactivate 'SkyRe_EnemyAI.esp' before creation of ASIS patch and activate only after creation of ASIS patch.
- ReProccer.esp Active
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Yes, but that is not the script that you were originally asking for help with.
Actually, I'm somewhat confused about the statement on the CK wiki that says you can't call functions on an object in a container. Why then do we have "OnContainerChanged()" and how come "OnUpdate()" worked in your original script? Obviously events DO continue to work on objects in a container. In the scope that the wiki uses the term "functions" it also means events. So then, why wasn't "OnUpdateGameTime()" firing if "OnUpdate()" clearly works. Seems very odd because the whole point of having a function like "RegisterForSingleUpdateGameTime()" is specifically to avoid having to use a long "wait()" or "waitgametime()" call, which is not the ideal thing to do :wallbash:
nott pretty sure but it worked so far so im happy with that :) but i just messed something else up....again....trying to make a quest wheere i need to get a chicken egg(ingridient vanilla one) to exchange it for a hatchable one, and then a quest to tell me to wait for 3 days to let it hatch and when i talk to the chicken i finish the quest, and i got it almost working, but cant remember how many changes i did that i just broke it :/ anyone wanna hel-p me out with the mod? not just script help and such, but be my partner in the proyect?
Recruit wandring settlers
in Mod Ideas
Posted
I dont think theres a mod that adds this already, but i want to be able to recruit wandering settlers, i mean i often find some settlers, like the one asking for purified water,why not just invite him/her to my settlement to get free water for life? is that really hard to do?, just simply add an option to tell the settler to go to certain settlement.