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Pronema

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Everything posted by Pronema

  1. Never mind, this is a bug that has existed for years apparently, when creating a quest if you don't save it the CK first before adding a reference to it the CK will crash...
  2. ((Update: I figured out this was a CK bug that goes as far back as 2012 I just have to save the esp with the empty quest after I name it before I continue editing. I thought I may have been causing the issue myself but apparently not. I wouldn't mind a quick answer to the other questions though.)) I am working on making a compatibility patch between Death Alternative and Undeath and it's "expansions" however every time I attempt to create the quests as outlined in BralorMarr's Thread below I get a crash as soon as I close the quest window. Am I only supposed to have one ESP open at a time in the creation kit? Is that what causes the crashes? Do I need to or should I add Daymoyl and the USLEEP to Skyrim editor init file like I did for the expansions?My load order when I open the CK looks funny is it okay for it to look like that? Does it matter? What I load in the creation kit in order as it appears in the CK: Skyrim Update Daymoyl Dragonborn Hearthfires Dawnguard Unofficial Skyrim Legendary Patch Undeath.esp da_test.esp daymoyl_Dawngaurd.esp Undeath Immersive Lichdom.esp UndeathClassicalLichdom.esp UndeathDAPatch.esp (My active file) BralorMarr's Intructions: https://www.nexusmods.com/skyrim/mods/45894/?tab=forum&topic_id=1557443 Undeath and the Expansions I have open in the creation kit with DA https://www.nexusmods.com/skyrim/mods/40607 https://www.nexusmods.com/skyrim/mods/60783 https://www.nexusmods.com/skyrim/mods/84937 Screenshots of what I did or was trying to do before the crash happens. As soon as I close those Quest windows the creation kit crashes. Am I doing something wrong? Causing the crash to happen myself?
  3. I know that Beasts of Tamriel, see link below, causes this bug through its armor addon records, is there a way for me to fix this issue myself or information I can give to the mod author to fix it? I have read through a number of threads/bug reports on reddit that have encountered this issue, but I haven't really found an answer in how to fix it besides removing the offending mod records. https://www.nexusmods.com/skyrim/mods/76203?tab=description
  4. Of course, that makes sense, not sure why I didn't think of that. Thanks.
  5. Thanks, I was unsure about that but I suspected it might be the case. If I do want to merge these mods and merge the leveled lists and containers how would I go about doing that? Would I have to do it by hand in the CK or is there a more practical option?
  6. ((My apologies for posting in the wrong forum, I had a thread going for something else here and should have this in the technical support area not modding. If a mod could move this thread to a more appropriate section I would much appreciate it unless it should be here, I don't know.)) First, a simple question. Does Skyrim automatically merge the contents of containers, not that that would help in this situation as the other non merged files would be disabled after I confirm everything is the way it should be, but it'd be nice to know for future reference? I've been doing my own little tweaks for years but nothing really big. I know how to use the creation kit and have used it and TesEdit back in the Oblivion days but haven't used merged plugins that much until now. I noticed the MergeTool seems to miss certain things like containers and leveled list additions. I have a merged patch that I am adjusting by hand and compared the merge of Mihail's mods I did with the original Mihail mods and a bunch of containers in my merge from the MergeTool lack the spellbooks that are placed in them in the original mods. Is this a bug and should I be reporting it or did I miss something? See the screenshot below: ((Ignore the fact that MergedJune is missing them, that is stuff I am adjusting by hand, the problem is that there are no giraffe or cheetah spells in the MihailMerge even if they were listed under a different formid the name should still be there, I think, but it isn't)) Also, apparently Mihail missed a 'k' on the 'SpellBooblackpanther' :tongue:
  7. Thanks, it's nice to know I haven't missed anything. I suspect I know which effect it's using but even reopening the creation kit isn't making it display correctly which is annoying from a new modder's perspective but I'll get over it. (There's only three paralysis effects so it has to be one of those besides it's also the one with an area effect. :D
  8. I don't know if that will work or not, but I may end up using it anyway. It looks useful for testing hot-loaded mods.
  9. I have recently begun working on a mod that is a little more ambitious than minor world edits, nav mesh cleaning, and person bug fixes I have made since Oblivion and I have been going through other mods to see how they do things in Skyrim to help me learn. During my exploration of another mod, I wanted to know how this mod author implemented something so I could do something similar, I found that I actually can't explain how he did it. I thought maybe he was using scripts but I can't seem to find any associated with his ESP and looking at the entries for his items seems to show that they don't actually do anything, which isn't true because they work, I've used them myself. What am I missing here? Is it a basic silly thing I am overlooking? Is it a script I missed? How is the magic effect Paralyze listed on the ring with no effects when I can't find it in the drop-down box and why does it still work? How would I go about doing something similar? Did I do something only an amateur would do like not load the right plugins and that is why I can't figure out what is going on? The mod in question is Rings of Power here: https://www.nexusmods.com/skyrim/mods/2026?tab=description I have a screenshot below showing the Ring of Mass Paralysis, when it is worn it casts the mass paralysis spell area of effect, I want to do something similar but cast an offensive spell on the player such as being hit by a firebolt or a paralysis spell. But if you take a look at the screenshot below I can't actually see where the effects are implemented.
  10. Try fast operation system. That's not quite what I need. I need one that makes NPC's wear armor they find. If the player drops armor on the ground, I want an NPC to be able to pick it up and use it on their own that or have them pick up and wear nearby items via a spell.
  11. Was there a mod that added a pickup and equip script to NPC's at some point? I know there is one for food; https://www.nexusmods.com/skyrim/mods/74889 and one for forcing NPC's to sleep https://www.nexusmods.com/skyrim/mods/82441 but I can't remember if there was one that forced NPC's to pick up and wear nearby armor or opened their inventory and allowed you to equip them with something.
  12. Honestly, you need to write an article detailing how content creation is protected under Creative Commons and other licences so some people can get it through their thick skulls that free to download doesn't equal free to redistribute. And those who do are breaking the law and can face legal issues for doing so.
  13. In response to post #39691045. Same can be said about you, with me and your mum. Seriously though. Unless somebody knocked up your mum you wouldn't exist. If your mum was a terrible person that abandoned you after you were born do you really owe her that much for getting knocked up? Do you belong to me if I was your dad? Are you supposed to hide in the woods for your entire life so that I guy claiming to be your dad doesn't kidnap you and claim you belong to him? (In case you didn't notice, I made out mod pirates and other content pirates to be pedophiles. Are you stealing and redistributing underage software? :O You pedo you!) As rude as this post may be I hope I impress upon those who read it that stealing someone's work is not okay. Software or otherwise. And for god's sake, the mods being stolen are already free! You can't even argue about how it's too expensive and you steal them because you can't afford to pay for them, I mean really your argument is complete garbage. As for trademark/copyright everything on the nexus as well as beth.net already falls under a creative commons licence, ala they are at the point of distribution already filed and legally documented, so you don't seem to understand much about copyright and trademark law and probably shouldn't be making the assumption that legal recourse can't be taken by someone who has uploaded mods here or for that matter any other site.
  14. I am also getting the same problem. I think it is the new AMD drivers, I am also using an old card, a 5850. It only started occurring after I reinstalled windows and updated all my drivers, I might try rolling back update by update for the video driver from amd to see if that solves the problem. I am heading out of town for Christmas so I won't be here for the next week or so, which means I won't be able to see if that fixes it until I get back. I will keep an eye on the forums though.
  15. Apparrently it is Delphine, after the 1.8 patch anytime she goes near Karthspire the game will CTD. See here: http://www.gamefaqs.com/boards/615805-the-elder-scrolls-v-skyrim/64647634
  16. Same here the only mod I had in common with the OP was Berenziah Quest Markers, it is not mods causing the issue from what I have tried as well.
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