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acidzebra

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Everything posted by acidzebra

  1. Because come hell or high water, bob has some kind of intrinsic right to the work of another? Interesting idea. Is this a public store? A private site created to allow modders to share files with others? A private site created to allow people to download stuff? A matter of perspective, I guess. Perhaps both. Who are the drivers of content? This topic has been discussed to death in the mod author's private forum, by the way, so I wouldn't know about "borne of insufficient consideration". Don't act like an asshat, don't get blocked. Seems simple. A modder, moody and crazy as they may be, has no reason to start to bully users, and if they randomly start to do that, administrators are perfectly capable of detecting abuse. And on a practical note, since pretty much all popular mods seem to get ripped off anyway and reposted with or without permission elsewhere, you get to be an asshat in a lot of places if that's what you're inclined to do. Just not here. Which is why this is such a nice place.
  2. Maybe you just need to remix things to your own taste, using the mods you mentioned and perhaps these ones as base: http://skyrim.nexusmods.com/mods/46628//? http://skyrim.nexusmods.com/mods/27636/? Nothing like rolling your own. Deleting unwanted content in tes5edit is pretty easy.
  3. I think that's a pretty good-looking volcano/mountain thing. Why not a volcano? Go with it ;) Beth's workflow sort-of-described (external software for heightmap gen, then hand-editing) http://www.creationkit.com/Heightmap_Editing Someone with a lot of experience in that sort of thing (this is somewhat outdated but the general principles still apply) http://hoddminir.blogspot.nl/2012/02/from-heightmap-to-worldspace-in-skyrim.html just one of many terrain-generators (I know this one because it actually produces workable and very nice heightmaps) http://www.geocontrol2.com/e_index.htm I guess what I am saying is at that scale, automation is probably going to save you a lot of work/headache. I'm not sure if I've ever come across a freeware terrain generator or I would link it. And speaking of automation, if you're looking to fill all that terrain (it's a LOT!) by hand you may want to look into the region generator http://www.truancyfactory.com/tutorials/fallout3/fallout_regions.html (fallout post but the same mechanism applies to skyrim) it will take you longer to set up but at that scale it will save you time.
  4. That's why I said forget your current game, start a new save. Here's what I consider a basic rule of the skyrim engine: for any mod more complex than a texture overhaul, you're essentially stuck with that mod for that particular playthrough. It's not 100% true, but it's close enough. And it's especially true when there is scripting involved. Nothing wrong with papyrus or using scripts in mods, just the way the engine is set up.
  5. As a final tip and to add to the others' advice, when you go and test, do not load a previous save. At the main skyrim screen, just open the console and "coc whiterun" or wherever, then do your testing. God knows what kinds of variables and other bits gets baked into your savegames, but there's a lot of it and it's always best to test from a clean slate situation.
  6. The short answer is your mod load is so heavy it makes the skyrim engine explode. What your machine specs are is less relevant than what the skyrim engine is: 32 bit and aging a bit. Warzones, by itself (aside from not really being maintained anymore - I think, I haven't checked) is a stupendously heavy mod. I love playing with it but when I do it's without any other mods running, or a very light sprinkle, in an isolated game. Open Cities brings all previously separate worldspaces for cities into the big main worldspace. It's a great mod, but there's both system load and potential incompatibility to consider. I haven't played skyrim recently but I think the civil war overhaul, by its very nature, is going to touch on a LOT of skyrim assets and bend them in interesting ways. My advice: remove warzones and open cities, forget your current save, start a new game. Check for stability.
  7. I kind of doubt that the assets of Fable are in the public domain. I also wouldn't link to ripped content.
  8. you're right, it was the angry tone and insults, poor English, and nonsense claims which did it.
  9. You need to get rid of the skyrim.ini after messing around with saveini. It regenerates when you use the game launcher and fixes the red tint issue AFAIK.
  10. It's interesting that you managed to google the first issue (multiple masters) but not the second. https://www.google.com/search?q=C:\Skyrim\Code\TESV\TES+Shared\Misc\BGSLocalizedString.cpp leads to http://forums.steampowered.com/forums/showthread.php?t=2855741 - among other helpful posts.
  11. http://www.skyrim.nexusmods.com/mods/topalltime/?adult=2 Tell me again how that's "garbage"?
  12. Not really interested in publishing this as a mod. The attachment containing the three files in a .rar is on my previous post. If someone is willing to test and confirm it works I may throw it up there.
  13. Three requests, three esp files (CHOOSE ONE), relevant changes highlighted in blue box. Won't work on in-progress game where the cultists have already been triggered (i.e. you've already done the Way of the Voice). Not meticulously tested either, but it's two records change. Use at your own risk, no fitness for purpose implied, no warranty etc. etc. http://i.imgur.com/tkk337A.jpg
  14. In response to post #8000616. #8000816 is also a reply to the same post. I am sorry that not every news item on the nexus caters to your special interests. Thank you for gracing us all by taking some of your precious time and letting us know about this outrage.In other news, feature works great, thanks guys.
  15. I figure Skyrim could use some more tree diversity. The pine forests, fall forest and reach are okay (even if the reach trees seem a little skinny) but the tundra and marsh are reduced to re-using pines and reach trees. While the scope of this mod is strict (TREES), I'm also working on a complementary mod for grass diversity (with massive thanks to Ga-knomboe Boy and Elinen, without whose resources this would be a non-starter)
  16. Now that everyone is playing nice again, what helped me a lot when having to place a lot of items quickly were CK's OPALs. http://www.creationkit.com/Object_Palettes Make a custom palette of objects, set basic rotation/translation/scale options and optional random variance for each object, observe the amazing "conform to slope" option, and quickly clutter a worldspace. Well, quick-er anyway.
  17. Also relevant http://www.creationkit.com/Bug_Exterior_Models_Not_Showing
  18. Victoriam per obscuritas
    1. MotoSxorpio

      MotoSxorpio

      I just wanna know who that is in the background in the bbq grille.
  19. If you copied a vanilla cell and started changing/adding stuff, perhaps my answer to another gent would help http://forums.nexusmods.com/index.php?/topic/974984-blue-areas-in-house/
  20. Yeah wouldn't recommend checking the "is full LOD" flag. But yeah, you can generate object/terrain LOD for Tamriel. ALL of Tamriel. I don't know of a way to do this for just a section - haven't tried isolating the mesh/textures at the various LOD levels for just the cells I'm touching (by doing a full gen, then deleting the stuff I don't need). So other mods doing the same means last mod in wins. How I long for a tes5lodgen so we can leave this in the hands of the users, where it belongs (each user generating LOD for his particular modded version of Tamriel).
  21. Oh nice! The right-hand bar within the category listing is super convenient, and the random features are a nice touch - I love stumbling upon a nice mod I wouldn't have found otherwise. I hope it'll hold up under the weekend onslaught. Thanks, guys! :biggrin:
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