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Posts posted by acidzebra
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I'd just get this mod http://skyrim.nexusmods.com/mods/22274
and bind it to a hotkey tbh.
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Wrye Bash also offers save Profiles - different sets of saves for different characters with different mod loadlists.
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Only if the creators/owners of that game have given express permission for you to do so, which also answers your second question: you need to obtain permission to do so.
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Tracy, who has killed Alvor's wife and disabled his little girl (mwa-ha-ha-ha!) http://forums.nexusmods.com/public/style_emoticons/dark/wink.gif
:ohdear: omg black widow in the house
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Another vote for skirt. This armor is shaping up to be one baaaaaaad moth*shut yo mouth!*
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If you're still up for a bit of modeling, I'm busy building the classic wolfenstein 3d maps in Skyrim. I'm also adding in the OCD treasure seeking but while I have found some objects which can stand in for the old-school treasures, I would kill for the jewel-encrusted cross and chalice.
Only ref image I have is
http://www.mobygames.com/images/shots/l/560362-wolfenstein-3d-ipad-screenshot-treasure-stashs.jpg
ps. I've seen a modder's resource which adds sausages and fruit and more but I can't find it offhand. Though more sausage is always fine ha ha. Wow that sounded weird.
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While the game never spells it out, the book Yngol and the Sea Ghosts kind of hints they may be the souls of his clansmen. Or not. Either way, it made for a nice bit of ambience.
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You mean like Dwemer goggles?Or maybe more traditional glasses?
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You probably haven't extracted the proper DDS textures and converted them to TGA
http://www.gameskyrim.com/new-worldspaces-object-lod-and-region-generation-t257186.html
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I think all these armors are fantastic - especially the first one, it's my favorite. I so want a giant floppy hat! I do hope you'll keep working on them.
If you want a guide on how to get them into skyrim:
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Undoing accidental edits is part of learning how to work with the CK - it's pretty easy to accidentally move something and have a cell marked as changed. This is a post showing you how to revert edits from within the CK itself using the file > open and then Details dialogue. This the general article on the CK wiki describing the same process but using tes5edit and going into more detail. It also has Gopher's "cleaning with TES5edit" video embedded in the page. I generally prefer tes5edit because of the ease of use, but the CK details button will allow you to undo small accidents just as well.
Your follower story is a little unclear - any actor in the game is by definition found in the CK when you have your mod loaded - perhaps you're just not using the right search terms or looking in the right place. Use the filter box on top of the object window to enter part of the name (editor ID) and then in the box on the left-hand side scroll all the way down and select "all".
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Awesome guys! Cheers! I just know you've made a lot of mod authors happy right now.
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I'll just leave this here, should sort you out.
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*adds half the effects here intentionally because AWESOME*
Thanks for writing this up Steve - I agree it should be stickied lest it disappears in the maelstrom of the Nexus.
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@omeletter, if you're going to do this, there is already a modder's resource which adds a ton of fruit, veggies, and other assorted food which you may be able to adapt to your needs.
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I've gotta say, a vanilla skyrim (updated to the latest over steam) for me always has been a fairly stable experience. It's only when I started wantonly modding that things went pear-shaped :thumbsup:
The latest skyrim versions are already LAA aware so the 4 GB mod is obsolete anyway, and 3 GB of RAM - OS and other running programs = not a lot of breathing room for skyrim (although I've rarely seen it go over the 2GB mark on my rig, even with lots of mods). What's more crucial is plenty of video ram - especially when you've installed texture packs/mods. On lower-end systems tweaking the game quality settings to more moderate standards also helps.
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My new year's resolution: lolcat mods fer Skyrim.
Happy new year everyone, may all your lolcat wishes come true. The other ones too I suppose.
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Howdy Slains,
hope you survived the holiday excesses relatively intact :)
Maybe this modder's resource will aid your quest to place stuff?
http://skyrim.nexusmods.com/mods/28062
Unless that's the mod you found, but it still seems like it should be adaptable to whatever decorating needs you have. Or you could considering turning the miscobjects (with collision and the famous skyrim bounce-around-the-house) into statics and using scripts to place them; there is a candles and lanterns modders resource somewhere out there with a placing script you could adapt.
Not big on decorating myself, but I know a lot of people seem to enjoy doing it.
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I'm guessing that last part should be "function TryActivate()" and you were hitting the eggnog last night ;) (I know I was)
What is preferable in terms of speed/efficiency, one script using registerforsingleupdate() or three scripts but without updates? Because I would tend to go for the single script option, so I was wondering.
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Well, for starters, you've declared a function which is fine (but rather useless if you're not going to reuse it and it contains only one statement) but you never call on it. So the update loop never gets started, I think.
Instead of
Function StartChain() RegisterForSingleUpdate(1.0) ; Give us a single update in one second EndFunction
try
Event OnCellAttach() RegisterForSingleUpdate(1.0) EndEvent
Also note this extra "a":
Bool bKeepUpadating = False
Generally, if a script doesn't work as expected I add lots of debug.notification("we're in stage X now") statements to see what is happening.
(on that note, you don't need to import debug if you then go on to call debug.somedebugstatement <- the debug. part calls on the debug script)
Finally, I'm not sure if this script will act as you expect even with proper event calls, but get that sorted first :)
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Water Triangles (Blue) allow you to indicate an area of deep water. Some creatures will behave differently while in or around water.
Note that, in areas of deep water, the Navmesh should always be placed on the ground surface (underwater) instead of on top of the water plane.
To mark/unmark a triangle as Water, select the triangle(s) and press the "O" hotkey.
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Believe me, if "generate" bugged out on you, you would know it because you'd have missing/floating/otherwise messed up landscape all over the place. But most likely it failed to run/complete because you ticked some boxes at random and didn't have the source object textures in TGA format and/or landscape source DDS textures in the proper places.
This post should help you get an idea of how to reliably generate object LOD.
Which leads to my second tip: whenever you're going to start working on a mod, make a manual backup. When you're done, make a manual backup. If you find you've been working for 4 hours straight, save and make a backup.
Nested commenting, sticky posts, latest versions, drag n dropping and
in Site Updates
Posted · Edited by acidzebra
Loving the nested comments and stickies, thanks guys!
edit: ooh and the version checkbox!