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fireundubh

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Everything posted by fireundubh

  1. In response to post #54779548. I've read a good number of the comments here. The people who like the new layout are the majority. The people who don't are just very loud. And it's not like Nexus will throw away all that time and money invested in the new site just because some people don't like aspects of the new layout.
  2. In response to post #54704588. #54705398, #54706478, #54716798 are all replies on the same post. "Trending" is not "instagram-language" or "trendy." #mygod
  3. In response to post #54704588. #54705398 is also a reply to the same post. I prefer Tasty Files, Delicious Files, or... Send Money Now Please God I'm Hungry Files.
  4. Sooo much better than the "classic" Web 1.0 version, especially now that URLs have been cleaned up.
  5. By being more selective when you generate the array. You'll note that I use entirely separate scripts for auto looting bodies, containers, and everything else.
  6. I released Auto Loot in January. I don't know what you're trying to do, but you can look at my scripts here.
  7. In response to post #24882324. #24883664, #24905379, #24907119 are all replies on the same post. We've been told that the donation message will be moved from download to endorsement. Fewer people will see the message, of course, but that's okay, as long as the message is reaching the people who most like a mod.
  8. In response to post #24862529. Greed is about excess. Wanting financial rewards for a job well done, for creativity, for talent, for technical skill, and for entertaining you isn't greed. That's self-respect.
  9. I am completely in favor of paid mods, and I have no issue with the very fair 25% revenue share. However, none of the mods I have released on the Nexus will become paid mods, exclusively or otherwise. Master of Disguise, Better Favor Jobs, and so on will remain free, and I will continue to provide updates and support when I have time. If I develop any paid mods, they will be new mods.
  10. Your log is long because you have stack trace enabled. You'll also notice that Master of Disguise isn't producing any errors. What's happening is related to memory, usually when players try to tweak Skyrim.ini and fail horribly. (I've done that.) In Skyrim.ini, under [Papyrus], these should be the only settings: [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=0 bEnableTrace=0 bLoadDebugInformation=0You should also read this.
  11. If you post a few of the unique Master of Disguise log entries, I can try to point you in the right direction. Also, how you install mods would be useful (e.g., NMM, MO, Wrye Bash, the hard way.)
  12. I'd love to make money from my mods. If I could make a living from modding, I'd make more mods more regularly, and keep my mods constantly updated. I hate that EnaiSiaion updates Apocalypse - Magic of Skyrim every five minutes, but I am incredibly impressed by his/her dedication! Personally, I have real-world career and professional obligations that put food in my belly, and those obligations will always have priority over modding for that reason. Food is important! —fireundubh Creator, Master of Disguise - Immersive Disguises for Skyrim
  13. Why not enable the feature that lets thread authors edit the thread titles? /sigh
  14. While working on an update for Interactive Torch Sconces, I found that sometimes torches in sconces don't cast light. Looking through RemovableTorchSconce01SCRIPT.psc, I discovered that while Torch01 (a usable torch) is removed from your inventory when you use a torch sconce, the script actually places RemovableTorch01 (an activator) in the sconce. Unfortunately, RemovableTorch01 has no way to cast light itself. I tried changing RemovableTorch01 to Torch01, which works to a degree. The torch in the sconce casts light (!) because it is an actual torch. (Without BlockActivation(), you could even pick up the torch directly out fo the sconce without activating the sconce, and you can see the weight and value of the torch by looking at it.) Unfortunately again, Torch01 isn't placed IN the sconce but rather at an angle. Because of the way PlaceAtMe() works, carefully positioning Torch01 into the sconce with SetAngle() and SetPosition() is not a solution because while I could get the torch positioned correctly in one sconce, the torch would not be positioned correctly in other sconces. I considered attaching an effect to RemovableTorch01 that simulates torch light, but then there'd be awful compatibility issues with lighting mods because those mods would change Torch01 and not the effect attached to RemovableTorch01. I also considered changing the object bounds of Torch01 to match RemovableTorch01, but I'm not sure if that would a) have any effect or b) screw up Torch01 placements everywhere. So, I'm out of ideas. Can anyone help solve this problem? Screenshots! An empty torch sconce in Solitude http://i298.photobucket.com/albums/mm277/kolgaeth/empty-sconce.jpg A torch sconce in Solitude with RemovableTorch01 and no light emission (default) http://i298.photobucket.com/albums/mm277/kolgaeth/no-light.jpg A torch sconce in Solitude with Torch01 and light emission (modified) http://i298.photobucket.com/albums/mm277/kolgaeth/torch01-in-sconce.jpg RemovableTorch01 in NifSkope (looks like the anchors for sconces are built into the mesh) http://i298.photobucket.com/albums/mm277/kolgaeth/removabletorch01-in-nifskope.jpg
  15. I was looking for an updated version of Radiance and found Erkeil's website (as well as this thread): http://erkeilmods.altervista.org/skyrim/
  16. Nevermind. My shader flags weren't set correctly. Now there are just texture problems and the mesh probably has too many triangles for such a tiny object. http://i.imgur.com/qQFi4WL.png
  17. SKYRIM After finally getting the mesh to appear in the preview window, I encountered a few problems: TEXTURES: BASE meshes\clutter\mortarpestle.nif : MortarPestle01:5 is missing a diffuse mapTEXTURES: BASE meshes\clutter\mortarpestle.nif : MortarPestle01:5 is missing a normal mapTEXTURES: BASE meshes\clutter\mortarpestle.nif : MortarPestle01:5 is missing an environment mapTEXTURES: BASE meshes\clutter\mortarpestle.nif : MortarPestle01:5 is marked for eye reflection, but is not skinnedI also have no idea about how to even articulate what's going on in the preview window. You're not supposed to see the lower half of the pestle from this angle. http://i.imgur.com/C9MaN1B.png How do I fix these problems?
  18. I've encountered a few highway roads where my companion(s) and I will clip partway through the road and bounce. This affects some NPCs as well. The only way for me to quickly end bouncy mode is to toggle clipping and fly to somewhere with more stable ground. Any idea what causes this issue?
  19. While that would be ideal, it's not possible until after the Creation Kit is released. What would work now, however, is simply switching out the player's weapons for pre-buffed temporary weapons. The trick then is balance, but isn't that always the case...
  20. Oh, I get it. Hrm... What if you could make Elemental Fury work like a Bound Weapon spell and the bound weapon was pre-enchanted with Elemental Fury?
  21. You can have two enchantments on any equippable item, and you can increase the number of enchants available to enchanting with the Extra Effect perk...
  22. Skyrim Viewer has an option to load strings. TESsnip does not, however.
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