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acidzebra

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Everything posted by acidzebra

  1. Hey, I like all new quests. MOAR QUESTS! ;) I just wonder how the bandits get to their hideout if only the underwater tunnel connects it. Unless they're all argonians or have waterbreathing potions. Which could be interesting in its own right. Maybe somewhere in the swampy marshes near Morthal?
  2. My 2 cents still stands, and is a well-known problem, the reason you won't find these on the nexus any more, and generally a bad idea to run. Can't tell if you are. . Not sure if you should run both - check the mod page for details. I think you're meant to run Dr_BandolierDG.esp and BandolierForNPCMasterFile.esp Are you running the latest? As a side note I've never had much luck with the Phenderix mods myself but I brutally cut all suspect mods and that was one of them. I've not done extensive testing, and a lot of people seem happy with it. But I know for a fact Crimson Tide and Sounds of Skyrim will cause s***.
  3. Here's my two cents - go to a small interior cell such as breezehome or some other player home, do a clean save (wait for 30+ days, sleep a night, save, exit), remove Crimson Tide - Blood.esp, load, make a clean save again just for kicks (and safety), exit, load, play game. And post your actual boss log - the one you get when you run it.
  4. That's good, right? Still have things to find! Wandering the world in Skyrim often pays off in unexpected ways. I heard that too but the foxes just have a defaultcreaturesandboxcurrentlocation4000 on them, meaning they will wander around in a radius of 4000 (and may be attracted to idle markers although they can't use them - not entirely sure how that flag works if you set it to true which it is but I suppose an idle marker within radius would get a higher "wander this way" priority), so I think any new place discovered by fox-following is just coincidental and less efficient than just wandering yourself. Although it's kind of fun to follow the little buggers around.
  5. It would depend on your budget I suppose :) I would definitely go for a desktop myself, and slam in a Nvidia GTX670/680/690. Which would require a pretty hefty power supply. And put in an i5 or i7 processor, probably one of the i7 series. And a smallish SSD to install windows and Skyrim on. And a separate hard disk for data/other stuff. And at least 8 GB of RAM. For the record, I'm still on the computer I bought several years ago, I invested in a radeonHD 5770, i7, and 12 GB of RAM which was expensive at the time but has lasted me for several years of high-end gaming. I added a 2nd card in crossfire and SSD later on (Skyrim on SSD = fast texture loads and very short load screen time), and may change over to one of the newer nvidia cards come Christmas as the cards just can't hack the latest generation of games on highest settings with ENBs added. Which is what I like about desktops, if you pick your gear wisely you can do incremental upgrades over time and get more bang for your buck.With a laptop all you can really upgrade is the RAM, and maybe install a SSD. Of course, laptops get you portability, so I suppose it's all about what you want from a PC.
  6. ...a better graphics card? Preferably with 2GB VRAM? I'm not a big expert on cards but the mobility series is for laptops right? Those are usually tuned for lower power consumption/heat generation, and therefore less powerful. You didn't mention the CPU but most i5 and above should be able to run skyrim and spend a lot of time idling. The i3 series may not always cope with the more CPU-intensive tasks - and then there is your drive speed to consider, especially when the game has to load a lot of textures at once (when loading a new cell outdoors, for instance). So your laptop is not going to cut it on the highest res/settings and there isn't much you can do about that. You can, however, do a lot to make skyrim look nice by judicious use of mods. Like lush trees/grass, imaginator, godrays-only ENB (a very low-end ENB on the nexus which only makes the light play through the trees and the shadows look prettier), and playing around with the ini files until you find a compromise that you can enjoy. (or use skyrim configurator because it's easier http://skyrim.nexusmods.com/mods/814/ )
  7. That's a rough deal. But I don't think a Czech-language skyrim with an English-language DLC would work very well (or at all). So you may have to wait until they translate the DLC too, or Beth/Zeni publishes a game-of-the-year edition with DLC included (which may or may not happen).
  8. Well, you can set the player as an enemy to a faction with SOMEFACTION.SetPlayerEnemy() (and the reverse SOMEFACTION.SetPlayerEnemy(false) http://www.creationkit.com/SetPlayerEnemy_-_Faction You could combine this with a script on the equipment using the onequipped() and onunequipped() events http://www.creationkit.com/OnEquipped_-_ObjectReference You could just make all the major hold factions (TownXXXFaction) player enemies when DB armor is equipped this way. But this does mean that anyone in that faction who spots you will attack on sight - which I think is why Beth didn't do that. It would make for some interesting roleplaying - and a lot of running :tongue:
  9. Did you install a metric ton of mods and add/remove lots of them over time? Because that would explain it. Try and see if you get the same lag with a new game.
  10. http://skyrim.nexusmods.com/mods/18436 has a link to the readme which is https://dl.dropbox.c...me.html#install It does assume you have a working Java install on your box. Modding 101: Always read the mod description page.
  11. Agreed. There is a lavawater water type in the CK but it's not tied to any water activators and with a little creative use of watertypes, imagespace, lighting, and fx objects (smoke, cameraFX) you can create a passable illusion. And with an adjusted DB10FireDamageTriggerBox underneath you can set any player/NPC unlucky enough to fall in on fire - because the "causes X damage per second" checkbox in the water type dialogue doesn't seem to do anything in this iteration of the game engine. Blowing enemies into the lava with a well-placed FUS and watching them burn up trying to get out is pretty satisfying. Some examples from my upcoming mod, a Dwemer geothermal station (screenshots using vanilla skyrim, no ENB or anything) http://i49.tinypic.com/2lu4bcz.jpg Other experiments" http://i48.tinypic.com/34dhcts.jpg http://i45.tinypic.com/5ahmd3.jpg
  12. I'll respectfully disagree - when we face a public running tens or hundreds of mods with any number of scripts, we should optimize our code as much as possible to reduce load on people's games. This helps both users and fellow modders. I do agree that with this whole "self-taught" thing (and who isn't when it comes to Papyrus?) it's easy to fall back to the "this works so okay" mode - but if you have the capacity to learn a new and better way, that same self-taught skill should update itself and learn a new and better trick :) I'm always a little intimidated when someone asks how to do something in papyrus and I have a suggestion which I'd like to share (helping people is cool) but I suspect it'll be an awkward way of doing things and I just know someone like Steve or Ez0n3 will come along sooner or later and bust out an awesome way of doing it and make me feel like a total hack - but at the same time that's how both I and the asker learn something new. So I just suck it up and post anyway. I'm still fuzzy on the whole states thing (gotostate does not mean leave the current state immediately? WTF) and the CK wiki isn't the most helpful on the subject of states (which is why I initially avoided them), but these examples have helped a lot.
  13. Nah, they're floor tiles/meshes. Still really easy to replace though - maybe even easier than doing a texture replacement - open location in CK, select all the "floor*mid" pieces, CTRL-F, select something you like better, like RifRmBgKeepFloorWood02. Just... an awful lot of work to do it in every building in skyrim for what seems to me like a minor issue. As good a time to start with modding as any :) Quick replace with Riften floor tiles. I think I like the original better. And I accidentally moved the rug on the right, so that looks odd. http://i49.tinypic.com/do9usl.jpg 2nd floor with different boards, didn't bother to readjust the rugs. http://i49.tinypic.com/1rvtop.jpg
  14. If you can navmesh then setting up patrolling would be a breeze. http://www.creationkit.com/Bethesda_Tutorial_Encounters#Linked-Refs_and_Patrols Once you have the basics then going from there to setting up alternating day/night patrols is fairly simple - you can see in the CK how they work use "dayshift" and "nightshift" as a filter in the CK (in all or under Character\Package) I'd just use the regular city guards for each hold for now - if you're going to make it a city vault. Hell yes I'd be interested, I had half a mind to give it a go myself after reading your post but I realised I should really focus on completing in-progress work rather than starting up yet another project. :laugh:
  15. Everyone is wrong, the secret is... Also did you make sure to count the steps?
  16. First press the M key to show markers (with the render window active), then the "markers" checkbox should become available and all the boxes below it.
  17. If you have copied and pasted THIS script exactly as written and it still doesn't work, I don't know what to tell you. This compiles for me, that's all I can say. Scriptname CHANGEFORYOURSCRIPTNAME extends ObjectReference quest property CWE02 auto ObjectReference property CWFortSoldierImperialCWE auto Event OnLoad() Debug.Trace("Every object in this cell has loaded its 3d") if CWE02.IsRunning() CWFortSoldierImperialCWE.enable() endIf EndEvent
  18. Like I said, the script as I put it compiles just fine, zero errors. I tested it. I'm assuming you have a legal version of skyrim. In your 2nd example, without quest property CWE02 auto the compiler will have no idea what you are talking about.
  19. Scriptname testquestscript extends ObjectReference quest property CWE02 auto ObjectReference property CWFortSoldierImperialCWE auto Event OnLoad() Debug.Trace("Every object in this cell has loaded its 3d") if CWE02.IsRunning() CWFortSoldierImperialCWE.enable() endIf EndEvent compiles just fine for me (if it'll do what you want is another matter). Like I said, you don't appear to need a function.
  20. You can call functions from inside of event blocks, but you don't need a function block here. Events and functions are separate building blocks. So event someevent() somefunction() endevent function somefunction [some stuff] endfunction Now the event will call on the function.
  21. I'm glad I'm not the only one having issues with Arcwind point; I found it because I tend to ask Arngeir if he heard about any words of power and it was probably the mods I'm running but there were tons of dreadlords FUSing all over the place, a bloody dragon (severely upgraded due to deadly dragons), an army of skeletons, and I think even some hapless bandits and/or adventurer NPCs who stumbled onto the scene (and were massacred). It was I could do to grab the wordwall (which was (a) useless and (b) glitched and the Greybeard kept trying to send me back argh) and the skillbook and run off with my tail between my legs, cost me a lot of invisibility potions.
  22. Yes. Multiple of each and any combination. Think of properties as a way of tying your script to world objects, events, and quests (and even sharing data between scripts). Functions are like in any scripting language, a block of code you can call on from somewhere else within the same script for more efficient coding. Events are what the script uses to check for certain conditions in the game world to act on.
  23. Yes, that would be a good idea. "Detect Life shout it showed my horse right under the stable floor/inside the building model" Gods-damned horse stealing gnomes! Make them rue the day! Rue I say! But seriously, navmesh. It's good for your horse.
  24. Just like with skyrim.ini you can set ugridstoload in your skyrimeditor.ini (except it lives in the same directory your tesv.exe is in). I've got it set to 9 (set it to odd numbers btw) but if your computer can't hack it of the scene is very complex... crash goes the CK. Aaaand you will still have to press F5 a lot.Just one of those things. But are you editing in more cells at the same time? Just focus on the one you're working in, then move on to the next. My general finding with the CK is when you try to force it to your way of working (whatever that is), you're going to have a frustrating time. If you, on the other hand, adjust your work flow to the CK, everything goes fairly smoothly.
  25. ...I've been playing skyrim for ages but only just now found Kagrenzel? Good ride, though. Did it twice just for laughs. (also, I went though my entire first playthough without discovering you could hotkey favorites but that was just did not RTFM)
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