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acidzebra

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Everything posted by acidzebra

  1. Try it without the space, so spf Berykgra-Noruz http://www.creationkit.com/SavePCFace
  2. Not really a fix but maybe a useful suggestion - I have no problems recording video running skyrim + any number of mods + ENB with fraps.
  3. Read both Amber and the later books, also don't remember it, neither does tvtropes http://tvtropes.org/...SwordThatSpeaks Also, sword that won't shut up is a sword which will probably end up at the bottom of the Abecean sea or the nearest large body of water but that's just me :thumbsup:
  4. "I uninstalled every mod, made a new save file, then installed the exact same mods" Why? That makes zero sense. If any of those mods had any active scripts, it could even cause a lot of problems. Then there is order of install and the potential of files overwritten in a different order... it's just... why? Anyway, bizarre actions aside, have you tried removing the 5 new mods, then loading any of your saves? Are you running BOSS? Do you get any warnings or errors?
  5. Even with a "clean save" there may still be references to missing mods or scripts or whatever. Which may cause hangs. Which is why I generally would not recommending pulling, installing, upgrading or just messing with mods during your in-progress game. Of course, the latest steam-powered upgrades made that one kind of hard. "Did it twice, i uninstalled every single mod, saved, installed" Installed WHAT? The exact same mods? Updated versions? It may be that you'll have to go back to an earlier save.
  6. You need to read up on roombounds http://www.creationkit.com/Bethesda_Tutorial_Optimization#Room_Markers_and_Portals http://www.creationk...d_Portal_Basics The quickest way to fix it is to simply delete the room markers, menu view > show/hide window, check "portals and rooms", and then delete the big blue boxes which appear in your scene, but the proper way would be to add a roombound and portal for your new room. Try the proper way first, it isn't that hard and will help performance for those playing on slower PCs.
  7. Try pressing F5 when it's loaded to refresh and show all hidden objects, and make sure that in view > show/hide window terrain is checked.
  8. Okay, so I was happily building my custom worldspace but I noticed the world map extended far beyond my needs. Since the island I was building was really only 6x6 cells, I went into menu world > world spaces which has this section. http://i49.tinypic.com/2iqjqwz.jpg Wasn't entirely sure what to touch, so I set "Cell coordinates" to -3,3 and 3,-3 respectively, taking my cues from the Tamriel worldspace which has it set to -30,15 and 40,40. Basic XY coordinate system. Saved, loaded up Skyrim, opened the map, all looked well. Exited and continued working for the next 8 hours, saving regularly. So far so good. End of the day I wanted to have a proper look at my worldspace, so I exited CK, fired up Oscape, and generated the world LOD like I did so many times before. Opened it in Skyrim. And behold - my world LOD cut off abruptly at the edge, presumably where the 3-cell border is. Not only that, but I get all kinds of weird flickering when moving around. Well sh*t. Okay, back to CK, reset the cell coordinates by erasing the numbers, OK, save. Oscape again. Loaded Skyrim. No joy. Experiencing a slightly sinking feeling here. Had a look at my automated backups, but since I save a lot, they were all recent ones with the damage already done. Went back into CK, changed the settings to Tamriel settings. Ran Oscape again. No change. Ran (out of sheer desperation) the CK world LOD generator. No change. Tried any number of permutations and settings changes. No change. Had a look at the CK wiki. http://www.creationk...om/World_Spaces Hey, they're undocumented settings. How nice. So I went back and opened my manual backup I made at the start of the day. Generated world LOD. Looks fine. Except there's 8 hours of detail work missing. I've looked at my esp file with tesvgecko and tes5edit but I don't know which record contains this data. I don't see it. For some reason, it appears that once you set this, you can't unset it and it will screw with your LOD. Is there anyone with a suggestion on how to fix this, or should I bite the bullet, give up and re-do 8 hours of work? :psyduck: (I really feel this should be a reversible thing - so annoying!)
  9. AdvancedKillMoves.esp Active Requires: "http//skyrim.nexusmods.com/mods/21226 AdvancedKillMoves_English_2-0b_Dawnguard" Height Adjusted Races v5.esp Note: Use only one Height Adjusted Races*.esp Height Adjusted Races with True Giants v5.esp Active Note: Use only one Height Adjusted Races*.esp I swear, its like nobody reads these logs. Here's my free extra tip, make a clean savegame as outlined here and then remove Crimson Tide. http://wiki.step-project.com/Guide:Troubleshooting#tab=Mods_and_Savegames
  10. ENB customizer? http://skyrim.nexusmods.com/mods/17400
  11. Not really, you get a summon spell and a nice config menu. Install the mod. Load skyrim. Run Skyrim. Load game. Make a new save, and load that (because sometimes it doesn't work right off the bat). Summon imaginator. Change settings. Really quite simple. @gankster: what question?
  12. Also, it has to be a resolution your display actually supports.
  13. I like imaginator http://skyrim.nexusmods.com/mods/13049 Pixar settings FTW! ;)
  14. I'm going to go with "probably the torrented version".
  15. Locate the mods you installed, open the archives, see what files they installed.
  16. Steam says it's better which probably means it won't work again ever :ohdear: I kid, I kid (well, mostly). Probably a new archive format or something.
  17. http://i50.tinypic.com/1zzrhhx.jpg We demand pictures! Yes we do!
  18. Needs moar barrels http://skyrim.nexusmods.com/mods/26035 book piles http://skyrim.nexusmods.com/mods/21283 morrowwind stuff http://skyrim.nexusmods.com/mods/24883 couple of display cases http://skyrim.nexusmods.com/mods/15997 some more objects http://skyrim.nexusmods.com/mods/26132 I'm actually a little disappointed in how little clutter has been added to skyrim. Perhaps if the import process wasn't such a total pain...
  19. They're huge files, be patient :) From the program > File > Open > point to BSA > make some coffee.
  20. I didn't link to the vids this time - these links are explanations of what finalizing a navmesh is, why you need it, and how to do it. You can finalize multiple times, no problem. You can also alter your navmeshes, but this typically is more work (removing triangles, moving them) so generally you only really want to add the navmesh to your final layout. Automatic navmeshing typically has issues with stairs/bridges/elevation. You can fiddle with the parameters in the generation dialog, but this typically leads to other weirdness elsewhere in the level. You'll have to go in manually. Say you have this bridge, as you can see the top floor has some navmesh and the bottom has some, I want to connect them, Make sure the navmesh bar has triangles, vertices, and edges set to active: http://i47.tinypic.com/s309oo.png And off we go. Here's the bridge: http://i47.tinypic.com/a5cf89.jpg What you do is left-doubleclick the edge of the triangle which will lead up the bridge, the two points at the edge will turn green if you do it right. http://i50.tinypic.com/j94zfo.png Now holding CTRL, you right-click somewhere on the bridge itself and a new triangle will appear http://i49.tinypic.com/1fak4i.jpg At this point I usually cycle through the views with the W key (press it a few times, it's like magic) to make sure it's at the right elevation and place and that the right next edge is selected - the system will automatically select another edge for you to continue your navmesh but it often picks the wrong edge. Here you see it has selected the edge with the two points on the side of the bridge but I want the other edge. You press TAB and the correct edge will be selected. http://i45.tinypic.com/2istvlg.png Hold the CTRL key again and right-click, making a new triangle: http://i45.tinypic.com/2ihmj2w.jpg Now normally I would work my way upwards first but for this example we will connect the other half - I left-doubleclick the edge marked with the red arrow first to select it, then hold CTRL and left double-click the edge marked with the blue arrow. (the other way around works just as well) http://i50.tinypic.com/64dl68.png And voila, the system will connect the two edges with a nice triangle. This technique (CTRL+doubleclick one edge, CTRL + doubleclick second edge is also how you join two disparate meshes). http://i46.tinypic.com/99qhdk.jpg This way you work yourself up the bridge, and then use the ctrl+left-doubleclick to connect the bridge and upper level navmesh when you get there. If you make a mistake, CTRL+Z will undo your last move (you may have to delete a stray point), but after you do, you will have to reselect your edge or whatever you were working on. Pay attention to left- and right clicks and when to do which, and this may look like a chore but once you get the hang of it you can mesh levels pretty quickly.
  21. MOAR STUFF! http://tesalliance.org/forums/index.php?/topic/4962-list-skyrim-modders-resources/ http://tesalliance.org/forums/index.php?/files/category/134-resources/
  22. You need to finalize your navmesh on both ends (exterior and interior) http://www.creationk...al_World_Hookup http://www.creationkit.com/Category:Navmesh#Finalizing_Navmesh
  23. http://skyrim.nexusmods.com/mods/8429 http://skyrim.nexusmods.com/mods/9201 http://skyrim.nexusmods.com/mods/10527 http://skyrim.nexusmods.com/mods/15501 http://skyrim.nexusmods.com/mods/9759 http://skyrim.nexusmods.com/mods/8955 ...among others :) Ah. Then maybe just http://skyrim.nexusmods.com/mods/8955 http://skyrim.nexusmods.com/mods/8429
  24. Even though you've resurrected a thread 10 months old, that's kind of fitting for a necromancer. Can you test out the attached file please? Changes: - changed encounterzone to noresetzone - changed location so it won't be picked for radiant quests, added playerhouse data - changed double bed to playerownedbed (also double) - replaced two single beds with bookshelfs - added satchel near enchanting table and alchemy table - added one player-owned chest - added one mannequin - added weapons rack - added couple of idle markers left and right - ensured non of the other chests/drawers/whatevers has the respawn flag - cleaned up navmesh I won't be doing any extra work on it unless there is some kind of showstopping bug, nor will I expand the caves.You'll still have to clean out the cave by removing the previous occupants, but after that it's all yours. http://i47.tinypic.com/2eold2s.jpg
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