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About Noxman

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Travelling back to Skyrim hands on loading screen.
Noxman replied to thefinn's topic in Skyrim's Skyrim LE
Hey dude, A load of us have had this problem, it's something to do with the way Skyrim re-loads your character when jumping back into regular Skyrim from Solstheim. Someone has mentioned that Skyrim seems to 'de-install' you from the mainland when going to Solstheim then some things can cause problems when it attempts to 're-install' you back again. Not sure what the implications are for any of that which is why I made a cheap work-around. http://skyrim.nexusmods.com/mods/32245 At this stage I probably wouldn't recommend using it as commentors have provided some excellent ideas which has helped me and others. I've compiled some on the main mod page and theres some more in the comments, it seems several mods are offendors. The problem seems to vary from an altered map related file causing problems to having large resolution textures; seems largely individual to each person but I hope it is of help. If no ones ideas work you can always try the workaround, it's crude but it worked for me before I tried some of the other solutions. Cheers and good luck! -
Hi guys, Been having the exact same problem, searching through my mods, changing load order, cleaning and wyre bashing didn't do the trick. Made a crude workaround, works for me, not sure how successful others will be but it's worth a shot: http://skyrim.nexusmods.com/mods/32245 Cheers
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Dragonborn DLC annoying bug or what? Fast Travel/Travel by boat to Sky
Noxman replied to Sirxon's topic in Skyrim's Skyrim LE
Hi guys, Been having the exact same problem, searching through my mods, changing load order, cleaning and wyre bashing didn't do the trick. Made a crude workaround, works for me, not sure how successful others will be but it's worth a shot: http://skyrim.nexusmods.com/mods/32245 Cheers -
How To Make An In Game Item A Static Item
Noxman replied to TheLoveDrug's topic in Skyrim's Skyrim LE
A good way to do this is to choose a random static like a small rock and duplicate it. Name the duplicate however you want (eg: TESTstaticpotion) then go into the properties of the item you want it to look like. Copy the file pathway of the model (in the base of the item) and go to your duplicated rock. Go into the rocks base properties and paste the desired items model file path in place of the rocks and voila, one static rock that looks like a potion or whatever. This is also useful for making containers that don't look like chests and whatnot. I hope my explanation wasn't too confusing, i'm not very good at tutorialling ^^ -
After updating to 1.6 I noticed the alterations I had made to the mounted camera had reset (I had it higher up and a little more zoomed in, the camera in vanilla is seriously low down, can hardly see around you for all the road and horse arse). These changes were made in the skyrim.ini and had always previously worked. The changes I made to my unmounted camera were still applied. Does the new update in 1.6 cause the mounted cameras to be drawn from another source? Any alterations I have made subsequently to the mounted camera positions have not applied. It is a little frustrating, I have now taken to riding around with my weapon drawn just to get a higher up view although I would prefer to be able to sheath my weapon and have the camera be about the same height but zoomed out a bit more. Any ideas on solutions? Thanks, Nox
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Yeah im afraid im talking about the verticle ladder ^^, Making a hideout which is good and cramped but on a few different levels going upwards in a thin cave, for the time being the ladders are not high enough to incur falling damage when simply dropping down so it still works.
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Hi there, In a mod I am making, one location will use several ladders to ascend in an area. I would also like it so you can descend as well but have found that the only method is to simply drop down. I could simply use a second ladder but this uses up space and there is difficulty in marking out the down ladder from the up ladder. So far I changed the model for a downwards ladder from a ladder to a rope but the rope model is unusable (very frustrating that, in the context of the mod it would've looked great). I was wondering if there is a way to have a two-way ladder or if anyone has any ideas for alternative model changes? Is there a rope model that is solid? Thanks, Noxman
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Hey guys, I recently updated my The Twilight Forest mod to v0.4 and it came with a heap of problems. I have added a large interior which has an entrance in the twilight forest (which is itself a new worldspace) and now upon exiting the new interior, the game crashes to desktop instantly. I have attempted to debug by simply deleting things that may be problematic until it stops crashing but i've had no luck at all. Any setting changes have also yielded no results (eg: water, lod water, parent space, acoustic space, music, etc). Some people have experienced crashes, when my mod is installed, when fast travelling to areas unrelated to the twilight forest or its exterior cave entrance (which conflicts with nothing and is not placed on any markers or anything). If anyone at all can take a look and give me an idea as to any problems I would greatly appreciate it. It can be found here http://skyrim.nexusmods.com/downloads/file.php?id=11007, its the DEBUG version down the bottom of the file list, that is the latest build. Thanks, Nox
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Hi there, I experienced exactly the same problem. It seems to occur at random (I tested it on height altered terrain and flat unaltered and both exhibited symptoms), sometimes a cell just choses to texture black instead of the chosen texture. Sometimes choosing another texture and trying gets rid of the black texture and sometimes it doesn't do anything at all, occaisionally making it worse. I've also had it where the texture is black in CK and the actual chosen texture ingame and sometimes it has still been the black texture ingame. I can't think of a single thing that would cause this except some kind of bug related to having the official high res texture pack causing CK to throw a wobbly (it is already bugged all to hell as is). In my own mod I ended up spending ages scrolling through the textures trying each and every one until one worked, in places I just had to cover up the ground with various statics. Sorry to not be of any help, just thought I could help show that this is a wider problem and not isolated.
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Hi there, I'm trying to add a custom sound file, after trying various things I looked at the readme for Cliffworms excellent Sounds of Skyrim mod. I used the settings he recommends there (convert mp3 to wav uncompressed 16bit stereo, 44100hz) but I get an error when pressing 'play' after adding my file as a new sound descriptor: Assertion Assert File: C:\_Skyrim\Code\TESV\BSResource\BSResourceLooseFiles.cpp Line: 767 Bad buffer passed to Read I have absolutely no idea what this means, I get the options to abort, retry and cancel. Upon aborting the CK crashes. Any help anyone can provide will be greatly appreciated. Thanks, Nox
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Took me a bit to work out, its unclear but all you have to do is archive and upload to steam the same way you did the first time but keep the main file name the same.
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Thanks for the help guys! All good ideas, yeah I think making in non-hostile is pretty easy. I shouldn't really say non-interactive, I don't need it to act like a static and theres a number of methods to stop the player attacking it. What I really meant is that there is a dragon you can find (the one underneath that huge overhang, lots of burnt corpses about the place) and this dragon isnt perched on the word wall or standing but actually curled up sitting. I'll spend some more time with the packages and see what I can find. Thanks guys!
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Hey guys, I'm currently starting out with a quest mod idea, most of the stuff i've done is proof of concept stuff for myself (reasonably new to modding on anything larger than player homes in tes games). Its going to involve centers of power and whatnot and as with all fantasy lore ever created ever, the centers are going to be dragons. For the time being I just want a placeholder dragon in a lovely cave i've made, is there a way to place a dragon so it is simply in its sitting animation permanently and non-interactive. In terms of stopping the player just killing it I can solve that with collision walls (as I think making it too powerful to kill but still active would behave unpredictably in an interior cell). But nevertheless, how would I go about keeping it forced in the sitting position and non-hostile. Oh also, how does interior water work? Can never seem to get it to show up. Any help anyone can provide would be greatly appreciated (if not my centers of power can always be large trees :D, overused lore ftw!). Thanks, Nox
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Making Misc items static in-game (non-moving)
Noxman replied to KaraTES's topic in Skyrim's Skyrim LE
Interesting, thanks for sharing. I think i'll avoid this method for the time being, it would take me about three weeks to do that to all the items in my shop ^^. I am testing to see if there is some kind of limit of scripts in a single cell. Previously the stuff in my shop would stay static when only a few things had the script (tentatively) but when I added it to all the items it never ever works. -
CBBE slim has decent khajiit and argonian normal maps, UNP doesn't. Decision made for me :)