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Noxman

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Everything posted by Noxman

  1. 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!
  2. 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
  3. 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
  4. 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 ^^
  5. 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
  6. 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.
  7. 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
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. 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!
  13. 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
  14. 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.
  15. CBBE slim has decent khajiit and argonian normal maps, UNP doesn't. Decision made for me :)
  16. I think he means that he wants his ingame characters head to track the mouse direction. So if hes standing still he turns the mouse to the left (looking left with the camera) and the player models head looks in that direction aswell.
  17. There is a script you can use (when double clicking on the item, scroll the tabs across until you get to 'scripts'). Add a new script and find defaultDisablehavokonload. This 'should' stop the item being havok enabled at all, I say should because I have been experimenting with it (an extremely cluttered npc shop) and it either doesn't work for all items or npc's can still 'bump' the items causing them to fall. I'm pretty sure its the latter (so for me its basically unsolvable without a new script) but if an npc won't be going near your things it should work just fine!
  18. I have made a vendor with her own shop space, its rather cramped as its in a small cave. Anyway after placing all the clutter I flagged everything as 'don't havok settle'. This worked for the majority of items but some were bumped and went flying. So I added the disablehavokonload script to every single item there and tried again. This worked for the majority of items again but for some reason some items are still bumping. There is a rack that is upside down with various ingredients hanging off it (hawk feathers, wheat, frost mirriam and elves ears) and this is one of the main problems. The havok disable works because I can't pick them up but no matter what, when entering the area they fall initially. This goes for a torchbug in a jar and a potion placed in a pot, aswell as a mushroom. I do not understand why they still settle when all havok has been disabled for them. I thought there might be an offending item that I hadn't flagged with script and checkbox yet but I checked every single damn item in the place and they are all correctly set. I am at a loss as to why the havok disable won't work for these items as it does for the rest. Any help would be greatly appreciated, Thanks, Nox http://static.skyrim.nexusmods.com/downloads/images/11007-2-1330217529.jpg The offending ingredients can be seen on the left side, when entering the area with the npc at the desk already they fall, if I enter when she is sleeping and watch her walk up they don't fall. There should be no reason with all havok disabled that the npc bumping the area would cause them to fall and not send everything else (especially things much closer) flying.
  19. Hello there! I have created a new worldspace which has the encounter zone set to the non-resetting one so that it can be used as a player home. I have been making it look lovely and pretty with some flowers and whatnot but im wondering, how will these plants react to being picked in a non-reset worldspace? Will they never reset at all? If they will not reset I suppose I can make all of them non-interactive but nevertheless it would be nice if they didn't. Also I placed a cave entrance in the Tamriel worldspace as the entrance to my new worldspace but it is invisible ingame. The autoloaddoor and map markers are there and full functional, just the actual physical cave entrance doesn't show up ingame. Any help is greatly appreciated! Thanks, Nox
  20. Not using nifskope or anything, this is the landscape editor in the creation kit itself. No custom textures or anything. With some experimentation the problem seems to be largely random (I can't recreate it) but when it occurs I just keep blanketting the area with a different texture and one of them eventually works again. So no ideas as to what the problem is but at least I can keep on modding. Yeah I think im pretty sure its related to the transitions from flat ground to edited ground although I have now seen it occuring on very slight inclines. Seems a bit trial and error really, occaisionally it just decides to form a seam where the land is at an incline and starts going black, the above technique gets rid of it eventually.
  21. Hey there, Got a problem with a new worldspace im making. On normal flat unedited ground it seems to texture normally but on slightly raised ground it has started painting horrible black blotches and some kind of seam has appeared. I can't paint over the blackness and the seam won't go away. http://skyrim.nexusmods.com/imageshare/images/50263-1329843154.jpg Absolutely no idea whats wrong or how to resolve it, any help anyone can provide would be greatly appreciated! Thanks, Nox
  22. I suppose that would be the solution (although by knowledge of scripting is absolutely horrible). Currently trying to find a way to have some kind of hotkey (trying external hotkey programs) so that when I press 'r' it presses both 'r' and 'f' so my weapon is drawn and camera changed. This would be possible already with the hotkey mods but there is no console command for perspective or weapon draw that I can find. I tried downloading the original autohotkey but it has no UI, it is designed entirely for making your own hotkey scripts. The search continues!
  23. Hi there! I've started playing in third person a lot simply to walk about and I was wondering if it would be possible to have the camera switch the first person when you do certain things like drawing a weapon or entering into dialogue. Personally I hate fighting in third person and its a tiny bit immersion breaking (although not too much of a problem tbh) manually switching perspective when entering combat. Thanks, Noxman
  24. Uh-oh. I really hope your situation is a rare one, and that I don't get this too. I'm firing up the game now, kinda nervous... Probably my comeupance for everything working normally in vanilla, that seemed to be the rare situation! At least I managed to hit 200 hours just before the patch today so I can feel good and sad about that and maybe get some actual work done! ..... Man I wanna play skyrim
  25. I had periodic instant crashes with 1.1 although only after 2-8 hours of gameplay, fixed with 4gb. Had no backwards flying dragons or anything. Update 1.2 caused the crashes to be more frequent although still playable (maybe 1-5ish hours), fixed again with 4gb. Got backwards flying dragons and static dragons in the distance. Update 1.3 causes crashes after 5-10mins, 4gb doesn't help, disabling mods/background shizzle does nothing. So basically where I had absolutely no problems the patches are making my game progressively more broken..... Also I still can't get the house in windhelm :P
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