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Posts posted by acidzebra
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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.
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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Someone with a lot of experience in that sort of thing (this is somewhat outdated but the general principles still apply)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.
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You mean like some sort of... mod manager?
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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.
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- non-Steam game, installed directly on computer
:ermm:
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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.
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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.
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I kind of doubt that the assets of Fable are in the public domain. I also wouldn't link to ripped content.
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Just because they are new does not make them a Moron.
you're right, it was the angry tone and insults, poor English, and nonsense claims which did it.
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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.
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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.
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Never search for "most endorsed". This'll pull up garbage from early 2012 that's had 1.5 years worth of endorsements from other fools who search for "most endorsed".
http://www.skyrim.nexusmods.com/mods/topalltime/?adult=2
Tell me again how that's "garbage"?
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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.
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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
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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.
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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.
The fall forest is okay, just add some colour touches.
http://i.imgur.com/nWeUIXo.jpg
Loads of overgrown stuff in the swamps to make for a dense and claustrophobic experience
http://i.imgur.com/Z9HJCnl.jpg
A greener reach
http://i.imgur.com/uBlY9rI.jpg
A major overhaul of the tundra which previously borrowed pines and those godawful driftwood trees. Fun fact, nearly all the pines are facing the same way, which becomes painfully obvious when replacing them with more asymmetrical trees. They also tend to be clustered in groups (like a bunch of pine05s together). Tons of rotating and scaling fun for all.
http://i.imgur.com/5IVFK10.jpg
While the scope of this mod is strict (TREES), I'm also working on a complementary mod for grass diversity
http://i.imgur.com/FB0u0k8.jpg
http://i.imgur.com/RGm65rv.jpg
But it's still in the early stages and needs heavy tweaking.
http://i.imgur.com/5IVFK10.jpg
http://i.imgur.com/9CbFvkM.jpg
(with massive thanks to Ga-knomboe Boy and Elinen, without whose resources this would be a non-starter)
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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.
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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/
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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).
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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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"I'm wearing your dad for a hat"
dang, beaten by seconds.
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Make savegame > install mod > test > remove mod > revert to save.
Easy enough.
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So many ways to skin a cat ;D
I temporarily rename the data folder to data.old, create empty data folder, extract archive using whatever (bsaopt, bsabrowser, whatever you have handy), make changes (if you change source scripts you'll need to compile them!), boot up archive.exe, dump the modified archive folder into it and check the appropriate content boxes (meshes, textures, misc for scripts) and "retain file names"+"retain dir names", and zip it up. Delete the data folder, change the original one back, and off I go. Never had a problem.
I never tick the "compress" option because disk space is cheaper than extra CPU overhead IMO.
Christmas (Saturalia) trees
in Mod Ideas
Posted
Nice work!