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Posts posted by acidzebra
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Not really sure what happened there. Make sure the sealevel and landlevel (in the preview just after you've extracted surface/feature maps) are in line with your actual worldspace data. And I think that if you choose odd values in the CK or even alter them (like you decide to change the sealevel later) this may impact LOD generation. I generally recommend to stick with either the values for Tamriel in the CK or the values oscape picks by default (sea at 0, land at -2048). I also think the dimensions matter - odd choices in cells and such may mess up the ability of oscape to generate LOD. There's a lot of info about it on the net - go through some of those tutorials you've found.
For now, since you just want the world map, just delete everything except the "32" level of LODs.
(oh, and the raw data you found can go, it's just used to generate the actual meshes/textures for LOD)
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Use the G key to switch between local and global orientation - that is, if I understand you correctly.
It's also a button on your toolbar right next to snap-to-grid and snap-to-angle.
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Headtracking _would_ be interesting. There is such a mod in skyrim. It's pretty complex though, uses the papyrus scripting language. I wonder how feasible it would be to implement in FO.
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*wait - posted in wrong thread, sorry*
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We've gone over this. You cannot remove complex scripted mods from any Skyrim in-progress game without a good possibility of serious repercussions, i.e. a broken savegame, unless you revert to a save made before you installed the mod. This is not specific to footprints, it's just the way Skyrim is because of how payrus works.
The mod author is actually most accommodating by providing a mechanism for disabling the mod if needed.
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To hell with it. Started a new game. Lesson learned. Always read author's readme and never ever use Footprints mod again.
I just wanted to add that there is nothing wrong with the footprints mod, I run it myself. Just... read the READMEs ;)
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I had that "no data" blah once, but I don't recall what did it. Corrupted worldspace or something else, I don't recall.
I also sometimes have problems running the x64 version even though I'm on a 64bit box. Try the 32bit version if you're on x64.
Anyway, these are the start-up steps for me:
1 Start Oscape, under Game, select Skyrim. This will give you a list of all the masters and plugins. Make sure your mod is ticked (you could try unticking all unneeded once)
2. Press the Fill button, and in the drop down list next to the button select your worldspace.
3. Check the feature-map and surface-map boxes (IMPORTANT)
4. Under Outputs, press Browse and select the output folder, can be any folder. You MUST rename the raw file to the same name as the worldspace name under #2. Press Extract and wait. -
I was just coming back here to say do NOT use the CK to generate terrain LOD, and if you try, do NOT save your file afterwards because there is a good chance things will be hopelessly corrupted.
Use Oscape - it's an LOD tool available from the nexus.
Here are some sane oscape settings
http://forums.nexusmods.com/index.php?/topic/854371-generating-static-lod-textures/?p=6857409
the thread has some other interesting info. It will also tell you where to grab the tga textures needed.
CK will work for object/tree LOD, see
http://www.gameskyrim.com/new-worldspaces-object-lod-and-region-generation-t257186.html
So generate terrain LOD with Oscape, install, then generate object LOD using the CK (and trees, if needed)
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Yes, you need to generate the proper LOD files for your worldspace.
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The highest LOD level (32) IS the world map for a worldspace. You don't piece a map together manually.
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If that's all you see, you may be a little over-focused.
If thine eye offends thee...
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An ever-expanding audience of modders with varying skill levels (and those skill levels also change over time, of course), and the evolution and usability of available toolsets.
Morrowind
2,724 Files
993 Authors
3.02m Downloads
Oblivion
28,077 Files
7,152 Authors
127.04m Downloads
Skyrim
29,315 Files
11,163 Authors
221.98m Downloads
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SKSE's clearinvalidregistrations does the following, and the following only:
- add console command ClearInvalidRegistrations to remove invalid OnUpdate() registrations
Now, there are several ways to register for updates in Papyrus to get your mod scripts to receive the OnUpdate events.
http://www.creationkit.com/RegisterForUpdate_-_Form
http://www.creationkit.com/RegisterForSingleUpdate_-_Form
By now it's common knowledge among mod authors (and there is a huge warning on the CK page) that unless a very specific situation demands it (and offhand I can't think of any) RegisterForSingleUpdate should be used instead of RegisterForUpdate. So most recent mods, and especially the more well-known ones by established authors, will use RegisterForSingleUpdate repeatedly instead of RegisterForUpdate.
For those mods, the SKSE addition will do absolutely nothing as far as I know. That still doesn't mean you can just pull those mods and expect everything to work out fine.
I know it's galling, but you may be better off starting a new game with lessons learned (you cannot just remove scripted and complex mods with impunity like you could in early TES games) than struggling with a broken savegame. The CTDs you have/had are just the most visible problem, who knows what lurks beneath the surface?
General advice: Before you install a complex mod, make a save. Try the mod. REVERT to the earlier save if you decide to remove it. Otherwise, consider yourself to be stuck with the mod for the duration of this playthrough. Since I learned this lesson, my skyrim has been extremely stable.
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I haven't looked into it too deeply but I thought most shopkeeps do generally close shop at 20:00, start warning you to leave after that, lock the door, sandbox or do other wander around stuff, and sleep.
I made one Markarth bookstore, that guy has a decent schedule. It's really easy to set up.
Traveling to other towns and complex interactions, I'm not entirely sure but I think this would require a quest, which in turn would force the game to keep the NPC in memory indefinitely, which in turn would strain the game engine. Which for one NPC is okay, but if you pile them on AND add other mods...
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The roombounds are copied from the original. You'll need to remove them.
- On the main toolbar, click: View > Show/Hide Window
- Check "Portals and Rooms". NOTE: "Markers" must be checked as well
And you'll see them (the big blue boxes). Also remove any portals.
http://www.creationkit.com/Room_Bounds_and_Portal_Basics
http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals
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Papyrus logs are only seldom useful in finding out what is going wrong with your game, and the last line in a log is usually not the same as reason for crash.
However, your last entries before CTD are
[04/17/2013 - 09:12:29PM] VM is freezing...
[04/17/2013 - 09:12:29PM] VM is frozen
[04/17/2013 - 09:12:30PM] Saving game...
Note the VM messages are just a game pause so no cause for worry. I would inspect the savegame mechanism as that appears to be be final entry (if this is a log from a CTDd game). How big are your saves? Did you install any mods doing stuff with/to saves? (autosave mods, whatever). You could also try turning off the autosave in settings.
If there is nothing odd with that, it was something else entirely.
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Well are you sure it's the new addition that is causing it? Or does "changing between interiors" CTD anyway?
Are you modding while your skyrim is pure vanilla? I'd recommend that.
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Try a spoiler tag next time. And you cannot remove complex scripted mods (like all blood mods) without consequences - unpredictable ones. You'll have to revert to an earlier save from before it was installed. If you've been adding and removing mods like this for this entire playthrough, well, that will have a lot to do with why your game is unstable.
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It's not malware, but it has been useless since the 1.4 patch or thereabouts as Skyrim is already LAA capable.
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Yeah - sorry, my bad. I was answering skyrim forum questions and this popped up in the recent questions bar and since it's such a common skyrim question, I thought it was another one.
I kinda hate that it mixes all recent questions from all the nexus sites.
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This 10-part howto taught me all I needed to know about npc dialogue, including idle chatter.
http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1
Note that even if you did everything correctly, if your quest containing the chatter is start game enabled you should test by loading up skyrim, go to wherever your npc is (or anywhere in the worldspace/cells) then do a quicksave and quickload, then talk to them/wait for them to idle chatter. For whatever reason NPCs don't seem to want to talk otherwise, it's kinda buggy.
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Just grabbed if off of the San Jose by manual download, works fine. Must be your connection not the file.
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It's less "the one mod causing this" and more "that last straw that broke the camel's/engine's back".
Stupid Question: How Does One Create/Add Custom Head Parts?
in Skyrim LE
Posted · Edited by acidzebra
http://students.autodesk.com/
I'm not suggesting you should lie about being a student. I'm just pointing out the student license is free.
As for learning how to... well there is the internet. It's full of tutorials. With that and determination, people have learned just about anything about anything. The only people who can't are those who sit around and say "Well, I can't".