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Posts posted by acidzebra
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http://static.skyrim.nexusmods.com/mods/images/12525-5-1331326201.jpg[
I am just interested in finding out whic mod is this, regarding armor. I guess it is some moded glass armor variant. Picture is from Dynavision mod by gopher, so I am not looking for that.
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Okay, so for the past two weeks I've been spending way too much time looking at different texture packs available on the nexus, mixing up my own preferred look for things. Overall I'm very happy with the result. A poor model can look amazing with a good texture, but a good model will still look terrible with a poor texture.
There are only a few things I haven't been able to find a satisfactory replacement for, and as a result these things have turned into eyesores. I will list them here, if the community has other annoyances, add them here and I will update the list. If a kindly texture artist takes up the challenge and retextures one of the objects, I will update as well.
- Dwemer ichor barrel
path: textures\clutter\dwemer\ichorbarrel01.dds
512x512 res, and these things are frigging EVERYWHERE
- Serpentine dragon (DLC02)
path: textures\actors\dlc02\dragon\*.*
You'll have seen this on one of the loading screen at least if you have the Dragonborn DLC. Miraak sitting all pretty on some kind of ill-defined dragonish blob. I think it's actually using the low-res LOD texture.
- Dwemer centurion bust
path: \textures\actors\dwarvensteamcenturion\steamcenturion.dds
Another loading screen favorite, look at the horrible "rivets"! Note this dwemer clutter model uses the regular steam centurion (actor) textures. An improvement over the default can be had by using textures from this mod, but I still feel it could look even better.
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About 90% of soul absorption problems I've seen were load order related.
Skyrim.esm
Update.esm
Dawnguard.esm
Hearthfires.esm
Dragonborn.esm
Unofficial Skyrim Patch.esp
Unofficial Dawnguard Patch.esp
Unofficial Hearthfires Patch.esp
Unofficial Dragonborn Patch.esp
Is the load order you want.
The other 9% were other incompatible mods. Like "Dragon Soul Absorb More Glorious" which states on the mod description page "not compatible (yet)". If your load order is correct, other mods which alter dragon behavior are likely suspects.
The last 1% were stupid things like loading dragoncombatoverhaul.esp either without the dragonborn patches or with the patches loaded before the main mod (again, load order).
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Timeline and lore bits for those interested.
Also - consider that in blackreach, there (game content spoiler follows):
is a dragon captured (?) trapped (?) who only appears if you use a shout directed at the artificial sun
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I always have those two options checked, yes (and the relevant meshes/textures/sounds tickboxes)
And I never try to update\repack - it always messes up for me. I just delete and build a new one.
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How big is that BSA?
Mine break if I go over the 2GB limit. I rolled my own texture pack and ended up having to split it into three files.
Also, the names have to match exactly -> modname.esp >>> modname.bsa
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I don't know if the CTD happened immediately after the save or not - keep an eye on exact CTD time and last line in log. It may be worth it to disable the autosave feature in game settings.
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The last line is actually your game trying to save - is this a log from a CTD, and if so, how big are your savegame files?
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Belongs to quest MS05KingOlafsFestival - or "Tending the Flames" as it's called ingame. It's a vanilla quest.
And last line in papyrus log is not the same as cause of CTD.
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If only we had a massive community producing amazing content for free...
Oh, wait.
(aside from the fact that no news =/= no more dlc)
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1.06.13 does this automatically? Also I seem to have thousands of files in my data/scripts/source folder, with most of them named "TIF__00060974.psc" (with varying numbers) could this have something to do with it?
No, those are source scripts. Of vanilla quests and other stuff.
Honestly, loosely reading through this tread, people have been installing and removing scripted mods. Pulling scripted mods from in-progress game will lead to orphaned scripts, weirdness, and general bloat. Do not do this. Install a mod - especially with scripts - and leave it in place for the duration of the game. If you want to remove it, go back to the save you made before you installed it.
TLDR your save is borked, start over, and this time, decide on a mod loadout and keep it stable.
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Try going to the kid's house in windhelm and telling him Grelod is dead. Then fast travel one or more times, preferably to a city like whiterun or markarth. For me the courier only appeared after I told the kid - and I know the courier is ativated on travel/cell change.
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Whenever I bump into something or disturb a set piece and some oaf says "hey, watch it!" or something along those lines, I load up Kyne's Peace (an otherwise eminently useless shout) and make EVERYTHING fly. But only if the line is said.
That'll teach 'em.
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http://www.uesp.net/wiki/Skyrim:Alteration_Ritual_Spell
MGritual05dragonscript is a vanilla script attached to every dragon and used for that ^^^ quest.
Don't bother staring at your papyrus logs for hours, when the game CTDs it rarely gets a chance to write out the crash reason anyway. And even a vanilla skyrim will throw a lot of errors. You may as well turn logging off and save yourself a few cpu/disk cycles, because the issue with your dragons is... with your dragon mods. Load order, mod conflict, one of these - as it happens on your old save and a new game.
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Okay... so if the save isn't the problem, it's likely a mod which affects dragons/dragon soul collection - or a conflict between one or more of those. You have a number of them.
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You mean a clean install with your old savegame, or a clean install with a new game?
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You... cleaned skyrim.esm?
I'd do a verify game through steam if you did.
Also
Cloaks.esp Active
Cloaks - No Imperial.esp
Note: Use only one cloaks*esp
Cloaks - Player Only.esp
Note: Use only one cloaks*esp
1nivWICCloaks.esp Active
Bash Tag suggestion(s): {{BASH: Relev}}
1nivWICCloaksCRAFT.esp
Warning: Use only one WICCloaks esp.
1nivWICCloaksNoGuards.esp
Warning: Use only one WICCloaks esp.
Incompatible with: Cloaks of skyrim (even with compatibility patch). To fix this use another WICCloaks esp or uninstall cloaks of skyrim.
1nivWICSkyCloaksPatch.esp Active
Contains dirty edits: 4 ITM, 0 UDR records. Needs TES5Edit cleaning. A cleaning guide is available here.
1nivWICSkyCloaksPatch-No Imp.esp
Incompatible with: 1nivWICSkyCloaksPatch espIs a bloody mess.
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There's a mod somewhere on the nexus which adds an NPC who can "suggest" quests to do (small ones)/places to go by giving you a map marker to an undiscovered location. I can't for the life of me find it anywhere or recall the name. If anyone remembers, I would be much obliged.
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Works fine for me, both the thief and the mage version. Are you sure you were in sneak mode? People can still hear you when you blunder about in walk/run.
Oh wait, you realise that, you just don't like it. Well, tough. I think there is a perk high up the sneak tree which allows running/walking to not affect detection.
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I think I copied the Windhelm bookshelf for my mage tower mod
http://skyrim.nexusmods.com/mods/25886
Since the layout is a lot simpler, you should be able to see what bits are needed easier (download, delete the ivy and imperial tower bits, and pick away). It's been ages since I did player homes but there's a bunch of objects you need to copy for it all to work.
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Copying from a vanilla player home - for all items - works fine provided you copy ALL the needed bits. The shelf, the activators, the works.
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This is america
The internet is America?
Esp has Unwanted Master Esps
in Skyrim LE
Posted
http://forums.nexusmods.com/index.php?/topic/904953-how-to-merge-multiple-mods-with-multiple-master-files/ >>> the bit about removing masters in tes5edit... it's in the file header.