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acidzebra

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Everything posted by acidzebra

  1. I'd seriously consider having a look with tes5edit to see if you or the CK did something odd. As an aside, I ran nconvert in batch mode to just generate the whole lot of it - saves a lot of headaches.
  2. Why not just extract the whole whiterun architecture folder and run nconvert to turn them into tga files? Looks like you added a whiterun building - or the CK thinks you did (check with tes5edit) and those do have multiple textures.
  3. Well, subset of, most likely. I see p tags, img tags, font tags, and so on. Very simple stuff.
  4. Books are essentially pointers to html, text or images. But you could prepare a few books containing various stages, give them all the title (for example) "[playercharacter's name]'s exploits in the Thieves Guild" and swap them out as quest stages complete to make it appear as if the book is being updated.
  5. I'm sorry, I don't have an answer nor am I going to build a mod but I do have a question for you: since I'm building a different mod right now which uses A LOT of grass and it renders fine on my aging 5770 without noticable slowdown (I just tested with fraps 60 fps before, 60 fps after, then turned on a resource-hungry ENB to get it below 60 and the difference was 1 or 2 FPS on average - in a scene with at least 5 different land textures visible each with 3 different grass textures) I was wondering what graphical card you use? Also: Skyrim without grass looks sad :ermm:
  6. tfc 1 to pause the game and get the free camera (move around with movement keys, left mouse = go up, right mouse = go down), open console and type it again to turn off sucsm 4 (or other value) to control the speed at which the free camera moves - it's set for rather quick movement by default and you may find it hard to position it right. tm to remove all onscreen HUD crap You'll have to "blindly" open the console and type tm again to get it back. fov 80 (or other value) to extend the field of vision set gamehour to 8 (or other value between 0 and 23.9) to control in-game time so you can get a nice sunrise or sunset in the background fw [weathercode] to set the weather - a full list of codes is here http://www.skyrimsea...com/weather.php
  7. COast Fall Forest MArsh REach SNow (winterhold, windhelm, etc - I think it stands for "snow", but it's used in those regions anyway) TUndra Volcanic Tundra A is an alternate option. You'll see them listed in the region stated with a low chance of occurring (5% or thereabouts) Look at menu World > Region. Change the region for Tamriel. Scroll down to the list beginning with "Weather", click one, then select the tab called weather. Make changes, go back to the first tab (General), click apply. Not sure if that last step is strictly necessary but I had some instances where CK "forgot" my changes. Note that cities with their own worldspace will also have their own weather which applies to that worldspace - if you open windhelmworld in the region editor you will see at the bottom of the list a weatherwindhelm which dictates the in-city weather.
  8. It's Role Playing Game, not Baseball Statistics Manager. My first RPG was Bard's Tale on the C64 and I've been playing tabletop D&D since forever. In computer games, the stats are the measure of your character - but they are not the core of RPG. People obsessed with stats were often the least fun people to have at your D&D table. (I'd group KQ, SQ, and HHGTTG in the adventure games group, but that's just me - if others see them as forerunners to RPG, I can live with that - problem solving, exploration, there are a lot of commonalities) Also, to stay mildly on topic, what I miss most about Oblivion is all the people complaining how much better Morrowind was. :rolleyes:
  9. Wrye bash can help you with that but it has a bit of a learning curve. But it does allow for multiple profiles with different active mods. Disabling your other mods isn't strictly necessary, but if your mod is going to mess with the weather system and others do too, it'll be hard to tell what is actually happening. You could just disable CoT for starters.
  10. No idea. All skyrim weather systems are essentially alike in that there is a definition for it, it has an imagespace (sets up colors and other things), and possibly a shader particle system. They are defined for Dawn-Dawn-Dusk-Night and arranged by regions (those are the two-letter abbeviations added, MA for Marsh, TU for Tundra, FF for fall forest and so on) Then a region is set to have a X% chance for that type of weather. How CoT goes about defining those, I've never looked into it. Here's a list of weather codes http://www.skyrimsea...com/weather.php You can call them from the console with fw 0010E1F2 (which is SkyrimClear_A) And with set gamehour to X where X is a numerical value from 0-23 you can set the time - fractions allowed, 23.5 would get you 23.30. Final tip, if you're testing a mod disable all other mods first and don't load your active savegames, from the start screen (skyrim/beth logo and menu) open the console and type coc riverwood to go straight to the gameworld so you can mess around.
  11. If you run that many mods, you'd better learn how to because your load order is probably a nightmare. If you can figure out how to install mods, installing and running boss should be easy enough. Mostly it's a matter of grabbing the software, installing the standalone version, running it, letting it update, reading the resulting log and acting on it.
  12. How about just posting your BOSS log instead of a bunch of screenshot?
  13. Triggerboxes are invisible objects which you place in a scene to make stuff happens when something (the player, another actor) enters them. The cameraeffect ones apply different kinds of visual effects to the screen. If you set the blowingfog effect to "none", all places which use that effect will now go without it. Can't recall any such place aside from winterhold right now, but I'm sure there must be more. They seem to use it a lot in mountains/snowy/coastal areas. Personally, I won't miss it.
  14. Not aware of such a mod exactly but we always welcome another modder to the crowd ;) The snow itself is defined in skyrim's particle shader system which is pretty straightforward: http://i45.tinypic.com/10fe2wg.jpg Then that shader definition gets called upon from certain weather types (there are a lot of weather types). The weather types then get activated for certain regions but that's not really relevant for what you want right now. Obviously, you'll want to edit the weather systems with "snow" in the name. http://i46.tinypic.com/2dir87p.jpg The blowing fog (which is annoying as F*) like you get around winterhold is actually a triggerbox with a fxcameraattach effect - you'll either have to go through each triggerbox or just destroy the particular effect by setting the effect art to NONE (this will also effect other areas but hey) http://i46.tinypic.com/5lzymd.jpg Should be pretty easy to start off with. Bonne chance!
  15. Well there is already the seadog armor set... http://skyrim.nexusmods.com/mods/20911 It's a start.
  16. The expanded version of my potion combiner offers a polymorph poison (chicken and rabbit - I have a dremora and mudcrab version too but it causes immense havoc, so I left out those recipes. It's still in the esp so you can get it by console). You need to have a pretty high alchemy perk level AND the poisoner perk AND figure out what additional ingredients you need though. It's also kind of beta - it works fine for me but who knows what havoc it'll wreak on your game ;) http://skyrim.nexusmods.com/mods/27220 The whole thing is still kind of new and bare-bones (the original intent was just for cleaning inventory by combining low-level potions into better ones), but I'm adding new potions/potions and am always open to suggestions.
  17. ...since I started fiddling around with the creation kit, I haven't actually touched any of my saves except to test something :/
  18. Just out of curiosity, did you make an actual clean save or just yank the mod? http://wiki.step-project.com/Guide:Troubleshooting#tab=Mods_and_Savegames
  19. This guy has already done so http://skyrim.nexusmods.com/mods/25501 (and there are several map replacers on the nexus) You could ask him or take a look at his mod in the CK to see what makes it tick. However, there are a number of problems with custom maps introduced by the 1.8 patch, judging from the "bugs" section on the mod description page.
  20. Oh, wait, it's a static, not actual land. Never mind :whistling: Really should have slept more today.
  21. No, you're trying to change the static. You should change the texture. Under misc\landtextures.
  22. Without going through your entire modlist, if you have crashes in external areas you should probably disable mods which add NPCs/encounters/whatever to external areas.
  23. Shouldn't you just set the material type under misc\landtextures?
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