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acidzebra

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Everything posted by acidzebra

  1. With your gameplaysettings mod active, could you try coc'ing somewhere directly from the title screen? I wonder if this would apply to new games only and not in-progress games. For modding these values in-game, most people use the SKSE extensions to the game script, I think. http://www.creationk...lobal_Functions (note the text explaining you need to build in a maintenance function to have these changes persist)
  2. There is lots you can do to make skyrim run better - ini file tweaks, not running heavy ENBs, sane texture sizes, not running resource-intensive mods, maybe even things like that hialgo boost mod (although for me that makes the game stutterville). I had a quick look at your laptop's specs, if you bought the 1GB videocard version you're always going to be hobbled by that, the 2GB card is obviously better but still would maybe not be able to run super-duper HD textures (depends on just how high-res they are I guess). I'm not sure how the "mobile" variant (since it is a laptop) would impact performance, since I don't know what they did to get it into such a small space. Usually mobile graphic cards are tweaked for lower heat output, meaning they run slower than their desktop counterparts. But perhaps you could overclock it - again, I have no personal experience with that.
  3. Mods like smart souls will address that - I hate having a grand soul gem filled with a petty soul. http://skyrim.nexusmods.com/mods/14559
  4. Because it is. Also, the latest patches are large address aware meaning it can potentially access up to 4 GB minus overhead, that doesn't mean it will do so unless it has a reason to.The game code with mods will probably not take up 4 GB unless you load insane amounts of mods/ugrids (and really, you'd be experiencing endless CTDs before hitting the 4 GB limit) and the textures and meshes go into your video card's ram.
  5. By "they don't have a ref name" you mean the editor ID field is empty? If that is the case the easiest would be to go into actors\actor, sort by editor ID, this will cause them all to end up on top, and delete the bunch. Then save, exit, go into tes5edit, and do an 'undelete and disable references'. Not sure if I'm understanding you correctly though. You could also find them with the formID, if your plugin is the only one loaded in CK the should all start with 01000 I think, so sorting by formID in actors\actor would also cause them to come up on top.
  6. It's a cool idea but the CW series of quests are awfully complex so there is a lot of potential for breakage. In addition, you'd have to futz with a lot of dialogue or accept silent subtitles. This is true for any quest, but I think you're slightly underestimating just how much work would be involved. There are something like 70-80 CW quests (while many have nothing to do with the oath thing, you'd have to go over them all) and many have multiple dialogue trees and incredible numbers of stages. http://i50.tinypic.com/30tmhz7.jpg Just looking at it makes me :psyduck:
  7. Aside from that unfortunate choice of music, how much time did people spend staring at the launcher anyway? :blink:
  8. Yes, that's what I meant. Second random thought - are you coming into this scene "fresh" or are you loading a save where you're already there? Because that may also explain the lack of updated behavior. Try COC'ing to your cell directly from the title screen or going there from some other place.
  9. No guild love? A town of that size would surely have at least a local TG chapter, especially if you've cleared the quest. And maybe a DB startup. And a couple of mages disgruntled with the college.
  10. Just guessing, but have you cleared generated cover / generated cover / finalized navmesh? ( all under the navmesh menu)
  11. Is this in your custom home? IIRC correctly, weapon plaques don't like to be at exactly right angles - so if you put them at exactly 0, 90, 180,270 degrees they cause glitching. For that axis, try moving it a fraction (or even a degree) off. I'm hopeless with X,Y,Z axis, but I mean one of the pointy edges of the sides of the plaque should move a little towards the camera while the other pointy edge moves a little farther away. Rotate around that axis.
  12. Here's a brutally gutted version, I'm sure other members can do better. You should probably tweak the emissive color under the bseffectshaderproperty of all three nitrishapethingies to your liking, I've moved it from the red/yellow/white into the greys. I've only looked at it in the CK, not in the actual game. Lazy and all. It doesn't seem to crash my CK so that's a plus :psyduck: I think I would personally like a scaled version of the fxfirewithembers out better, perhaps with a log half sticking out textured with fxwoodburning.dds. Come to think of it, maybe it should have no emission. I always get confused with that 3d stuff about specular and emissive and whatnot.
  13. I think it wouldn't be odd that "clone armor" would not have all the properties and tempering of the original. A photocopy is never as good as the original. That said, there is all kinds of keywords tomfoolery you can get up to with SKSE, perhaps you should take a look. http://www.creationkit.com/Category:SKSE
  14. If you're going to retex buildings which should be visible from a distance (as your mentioning building LOD implies), you should do a high-res texture on the normal building and a low-res texture on the LOD building. Otherwise your textures will suddenly pop in as the building shifts from distant LOD to detailed mesh. The NOLOD versions... have no distant LOD. The LOD versions should be reduced quality of the same building (there should be a second mesh without any mention of LOD)
  15. I kind of like this request, it would be trivial to edit the leveled lists for predators and prey to add some dead ones, but there aren't any "decaying animal corpse" meshes and I suck at modeling.
  16. What do you mean, " tesEdit cannot repair it"? You can just select and delete the offending records, right? If that's not working for whatever reason, note the formids of the navmesh records and use this guide to set the records to "ignore" in the CK, then save your mod and look at it in tes5edit again. http://forums.nexusmods.com/index.php?/topic/754151-tutorials-without-youtoob/page__view__findpost__p__6543164
  17. Actually, this bugged me so much that your post prompted me to write a little mod which adds a book which will tell you what cell you're currently in. http://skyrim.nexusmods.com/mods/27855/
  18. I think you'll find the CK wiki's options menu page more easy to understand and implement http://www.creationk...om/Options_Menu This is the basic version, there are several other examples on the page. The main clue is storing the message.show() results (the player choice of option 0,1,2,whatever) into an int - then you can act on that. ScriptName OptionsMenuScript Extends ObjectReference Actor Property PlayerREF Auto Armor Property MenuARMO Auto Message Property OptionsMESG Auto Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) If akNewContainer == PlayerREF ; Only the player Int iButton = OptionsMESG.Show() ; Shows your menu. PlayerREF.RemoveItem(MenuARMO, 1, True) ; Silently remove token. 'Self' does not work in this context, thus the property If iButton == 0 ; Mage Debug.Notification("Mage selected") ElseIf iButton == 1 ; Thief Debug.Notification("Thief selected") ElseIf iButton == 2 ; Warrior Debug.Notification("Warrior selected") EndIf EndIf EndEvent Int iButton = OptionsMESG.Show() This will store the results for you.
  19. Can't think of a way the game provides the option outright but you could possibly attach a script to detect when it's removed from the container, then remove it from the player's inventory, place it back in the container and show the "you cannot take this" message.
  20. Not really. Beth was pretty conservative with light sources, given that they play havoc with the speed at which older PCs can run a scene. Many times they used fxglowfills and fxfire glows to handle the look. I bet that if you look at that same scene without ENB (and amazingly Beth didn't program for ENB users) it looks just fine. I see 1217 instances of FXfireWithEmbersHeavy, 1106 instances of FXfireWithEmbersLight, and another ~700 of other assorted fxfires plus 745 permanent torches. Good luck finding someone to check them all and add a light source.
  21. Tricky - your best bet may be to look at the Dark Brotherhood initiation quests (DB01 & DB02) as that is the one instance I think where your sleep is interrupted (and you're moved to the abandoned shack).
  22. Actually, no, that is where it tells the scene to start: MS05KingOlafsFestival_scene.Start() (the scene defined in MS05KingOlafsFestival) I think the whole thing about the clothing item (general Tullius' coat) was cut from the quest, since I haven't seen that on any playthrough. For now, ignore the parts which you don't get. Use regular xmarker named for your PCs and start adding the proper aliases, then telling your NPCs to move there at a certain stage. Keep the main structure - your main quest calls your festivalquest at the appropriate time. Debug your quest through the console - setstage, startquest, stopquest, and sqv. http://www.creationkit.com/SetStage Removing items from the player can be accomplished through script http://www.creationk...ObjectReference
  23. Your inside location (and outside too I suppose), does it have many lights placed? Does the inside use roombounds?
  24. That's a fairly complex thing you want there, and not really suitable for starting quest/scriptbuilders. Quest MS05 (main "Tending the Flames" quest) starts up another quest (MS05KingOlafsFestival) at stage 255. This is the quest you should be looking at. Stage 0 of that quest moves all the aliases into place. Stage 10 starts the scene (defined in scenes - and this is a whopper of a scene with 8 phases and actions for a ton of actors ). Stage 15 sets the effigy on fire. Stage 20 prepares to shut everything down and advances the parent quest, and stage 200 ends it.
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