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Posts posted by acidzebra
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Have you been messing around with sealevel/default ground level settings after setting up the initial worldspace in CK?
Either way, that looks f'd, doubt you'll be able to sort it, revert to an earlier save/backup (automatic backups in the \backup folder, recommend you make manual backups too)
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Press "m" for monkey. I mean markers.
Also see http://www.creationkit.com/Category:Keyboard_Mappings
for other helpful keyboard shortcuts.
edit: Too slow again! :dance:
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"extract archive to Skyrim data folder".
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It's not an extremely large amount of work
You're joking.
In additions, those images are useless for anything except painstaking hand-work. Which is an extremely large amount of work.
Here's a somewhat cleaned-up version, but you'll still have a lot of work to do.
http://www.4shared.c...pbq/uktopo.html
I've done some gimp magic to make it look like this
http://i49.tinypic.com/2v10zur.jpg
4-shared link contains a large-size TGA version.
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http://skyrim.nexusmods.com/mods/16139
http://forums.nexusmods.com/public/style_emoticons/dark/whistling.gif
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Perhaps
http://skyrim.nexusmods.com/mods/33
?
Reading the comments on that mod, may have some issues, use with caution. As always.
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Whats the project?
I'm going to guess... Tytanis.
http://skyrim.nexusmods.com/mods/1601
edit: first! :dance:
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*deleted post, never mind, ghosu already answered it*
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As far as I know each item in the game has its own base value, you'll have to edit an awful lot of items.This value is modified by speech skill and barter perks.
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Perhaps it could work well for a dungeon crawler where each participant takes a cell and ends with the teleportmarker to the next empty cell for the next guy. For larger scale mods, a lot of the issues already pointed out would crop up really quickly.
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First, the above fix will not work. Steam will still update anything you have, as soon as you try to use/play Skyrim or the CK. It thinks "Don't update automatically" just means "Wait till I'm online." But you can check here, for SkyrimUnplugged, which generally does stop updates.
Ah - it cut off my line where it said "and go into offline mode" (curse you, late night typing) but this is an interesting find, thanks.
Anyway, moot point, my skyrim was updated even with offline mode. Or it didn't stick. Guess I'll just have to play the game for a bit.
Second, there is one very good reason for making a mod dependant on Update.esm -- It generally ensures that the person using your mod doesn't have a pirated copy of Skyrim.
That's just nonsense. I'm as much against piracy against anyone here - actually, that may not be true, I'm fairly indifferent to it - but the latest update is all over torrent sites everywhere and has been since the day it has been released. I'm not condoning piracy, I'm stating a fact.
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That's the point, if you change the timescale, you also change the fast traveling time too
Interesting notion, but unfortunately it doesn't bear out. I wrote the below code to test and placed a Triggerbox in Tamriel/Whiterun pointing to the fast travel exit point in SolitudeLighthouseExterior. GameHour and GameDaysPassed ended up being exactly the same, whether I fast traveled by selecting the map and going to the lighthouse, or entering the triggerbox and going to the lighthouse.
If you think you've noticed a time difference, that was probably time passing between (you setting timescale and closing the console) + (you opening the map and traveling) and (cell being loaded) + (you reacting).
Scriptname SuperDuperFastTravel extends ObjectReference ObjectReference Property PlayerRef Auto ObjectReference Property TravelMarker Auto GlobalVariable Property TimeScale Auto Event OnTriggerEnter(ObjectReference akActionRef) If akActionRef == PlayerREF float oldtimescale = TimeScale.GetValue() TimeScale.SetValue(5000) Game.EnableFastTravel() Game.FastTravel(TravelMarker) TimeScale.SetValue(oldtimescale) EndIf EndEvent
Too bad though, it would have been nice if this worked.
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Not the biggest fan of steampunk ever but that "schematic" on the table with the rifles is a fantastic little detail. Looking forward to this!
I did a quick google for sound effects, I never realised there were so many dubious "for pay" sites selling them :(
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(pseudocode)
On triggerboxenter()
set timescale to 100
moveto.newcell
set timescale to 20
...not a lot of time will have passed, and certainly not the ~two weeks I require. Even with timescale set to higher levels, the load will kick in almost immediately.
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Because in this mod I am building the travel is done via a triggerbox + script and takes you to a different worldspace not parented to Tamriel.
See also the first post :)
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For future reference:
1. Go to Steam
2. Go to your Game Library.
3. Right click the game and go to properties.
4. Go to Updates
5. Select "Do Not Update Automatically"
Second, unless you have a very good reason for it, don't make your mod dependent on update.esm
all of the sales they get for their games specifically because of mods being availableGiven all of the attention Beth is paying to console users at this time, I think you may be overestimating that number, whatever it is.
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...thankfully precomputing occlusion for complex files takes a long time so I had some time to fiddle with this. The following code will set the date for X days of travel (will break if you set it for longer than a month but I didn't need that), unfortunately I can't seem to do anything about the gamedayspassed variable, but at least the calendar will be properly updated. I leave it here in case someone else finds some use for it.
I have no idea how this will affect people running "needs" mods, depending on what variables they look at, you may starve to death :whistling:
May also break any number of other game thingies dependent on these global variables, so use with caution, I'm not responsible for any breakage, yada yada yada.
GlobalVariable Property GameYear Auto GlobalVariable Property GameDay Auto GlobalVariable Property GameHour Auto GlobalVariable Property GameMonth Auto ;amount of travel time, with fixed component and random element added, change as you see fit ;this will break for really big values, you should add checks if you're traveling longer than a month int traveldays = 14 + Utility.RandomInt(-3, 3) int currentday = gameday.GetValue() as int int currentmonth = gamemonth.GetValue() as int int currentyear = gameyear.GetValue() as int ;define array with number of days in each month int[] montharray = new int[12] montharray[0] = 31 montharray[1] = 28 montharray[2] = 31 montharray[3] = 30 montharray[4] = 31 montharray[5] = 30 montharray[6] = 31 montharray[7] = 31 montharray[8] = 30 montharray[9] = 31 montharray[10] = 30 montharray[11] = 31 ;how many days in current month int currentmonthdays = montharray[currentmonth] ; add travel days to current date int dayaftertravel = (currentday + traveldays) ;check if we've passed over into the next month if dayaftertravel > currentmonthdays dayaftertravel = (dayaftertravel - currentmonthdays) currentmonth = (currentmonth + 1) ;check if we've passed over into the next year if currentmonth > 11 currentmonth = 0 gameyear.setvalue(currentyear+1) endif endif ; set the month gamemonth.setvalue(currentmonth) ; and set the new date gameday.setvalue(dayaftertravel) ; set the game hour to a random number because why not gamehour.setvalue(Utility.RandomInt(0, 23)) Debug.Notification("You have been at sea for " + traveldays + " days")
ACHIEVEMENT UNLOCKED: Acid Zebra learns "array"! :dance:
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In general I would say you have to learn to walk before you can run. What you want is certainly feasible, but would require experience with creation kit, 3d modeling programs, conversion tools, and any number of other tools. It's going to take you months to just learn all that stuff, and then months again to make what you want. I don't mean to discourage you, just trying to be realistic.
Start small. I mean really small. Make a house mod. Run through the CK wiki tutorials. For modelling, Ghosu up there has some excellent ones (and he does the best Arnie impression ever too - the conscious one I mean).
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It's a valid player choice, isn't it? Screw talking, kill this guy. I would not appreciate being forced to read through dialogue I'm not interested in. I know since you're the one putting a lot of effort in it, that may seem thankless, nevertheless, you have to look at it from a player's perspective. It's hard looking at your carefully-crafted content with a dispassionate eye, but forcing the player is - I think - not a good solution.
The player may also break off conversation halfway through.
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Since Beth in their infinite wisdom do not give us any information other than
- General memory and stability improvements
- Fixed rare crash when using vampiric grip
- Fixed issue where Arnleif and Sons Trading Company could become permanently locked
- Fixed issue related to duplicate NPCs
- Fixed rare issue where exterior door would not open properly
I don't think there is a way. Unless they start some kind of dialogue with the modding community and say "look guys, we're changing this and that and that", there's really only trial and error and a ton of complaints on the mod comment page as indicators.
That said, if I look at the changes, I don't think they actually changed all that much. I love how vague "General memory and stability improvements" sounds.And I love how they put this patch out there without simultaneously updating the CK. :facepalm:
But hey, at least the army of matrix-like Mr. Smith/Louis Letrush clones at Whiterun Stables might be fixed. That's good, right?
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http://www.creationk...tCombat_-_Actor
StartCombat(Game.GetPlayer())
Always check the CK wiki to see if you're using valid syntax. Especially when people give you a general example, not specific code. Note also it is part of the actor script.
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id be in the middle of searching thru mods, go to DL one and cant cause the dang site logged me out, so I have to constantly log back in to DL anything, and hope it doesnt log me out before I get a chance to DL what I wanted.
It doesn't actually log you out, it just means there is a glitch or server overload preventing authentication. I have this too sometimes, pressing F5 to refresh reloads the page and usually lets you get on with downloading. Unless it's seriously overloaded, then hammering F5 isn't going to do anything except overload it more. If that happens, be patient and try again in a couple of minutes.
End of the day, it's a popular site, and sometimes it creaks a little.
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After reinstalling everything, including my mods,
Wait, so you had problems with skyrim and the mods you were running, so you reinstalled skyrim and the mods you were running?
:armscrossed:
Aside from that, your reinstall probably bumped skyrim to 1.8, and I imagine many mod authors are just now seeing compatibility issues and are working on updates and fixes.
You'd be better off running BOSS, checking the logs (and acting on any warnings and errors), making adjustments, and try things like disabling one half of your mods, test for changes (did it fix your issue?), if not, disable the other half, test for changes, and slowly pin down which mods are actually causing these issues.
Disenchant enchanted items (by player)
in Mod Ideas
Posted · Edited by acidzebra
Enchantment cleanser: Dwemer detergent.
http://skyrim.nexusmods.com/mods/9894
I haven't used it for a while, so I don't know how up to date it is. Looking at the comments, it might not clean dawnguard items, but it works great for player-created ones. And the DB gear - I know that because this is how I first got into modding ha ha.