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acidzebra

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Posts posted by acidzebra

  1. Well, have you looked at the tamriel worldspace and at mills, like the one in riverwood?<br><br>It has several components, including the farmlumbermill01 and resourceobjectsawmill (as a named reference resourceobjectsawriverwood). The latter has a script attached - does your mill also have this? It's "resourceobjectsawmillscript" which has a number of properties defined.<br><br><br><br><br><br>
  2. Here's the CK wiki page about text replacement:

    http://www.creationk...ext_Replacement

     

    I think the crux of the matter is the first line:

    Quests and quest-associated text can include the following tags:

    and

     

    • You can use <Alias=Player> and <Alias.Pronoun=Player> etc. WITHOUT needing to put the player in an alias.
    • Note that in order for this to work inside a Book, the book needs to have an active quest reference pointing to it (e.g. from the Quest Aliases tab of a quest of your choice).

  3. So, after a little more testing, I still can't seem to locate any mods causing this issue. I did change my race to Nord, and it reads fine. Upon changing back to a Breton, it's still showing as 100%. I suppose I could try to find a caster to test against to see if I actually take damage, but as I'm level 8 - they seem fairly rare right now.

     

    You could try brute-forcing it and setting your magic resistance to 25% (or whatever value) via the console

    http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/ActorValues

     

     

  4. It's a knife-edge balance, that's for sure. For me, the most enjoyable time in vanilla skyrim is when you're still low-level (say, below 15-20) and you get into these battles and you're just not sure you're going to make it. Sometimes you have to run like hell (and hope you still have the stamina and can outrun or hide), and sometimes by a combination of skill and a little luck you manage to win and the sweet loot is yours - that is where I derive the greatest satisfaction from a fight. There has to be some element of uncertainty. At some point you have so many potions and other skills you can just tank through no matter what the game throws at you, and that's usually where I start a new character (and try some new mods while I'm at it - variety and all that)

     

    It's hard for the game to compensate for that "you've now become an unstoppable force of nature" stage - adjusting the HP/DPS of the enemy (or just adding MOAR) is one possible way but you run the danger of battles just becoming a grindfest and/or getting "unfair" player kills. Making enemies smarter is also good - the AI is pretty braindead in vanilla (even though by game standards it is advanced with a lot of flexibility) but this is pretty hard. Making stuff like healing potions rarer is another option - sometimes it feels like there's a potion factory somewhere underground and they're having a bargain sale. In general a bit more scarcity is a good thing in Skyrim I think, it's fairly hard to not end up with more money than you can spend and have a pile of glass and other rare weapons and armor.

  5. So, I grew kind of tired of playing female characters (after finally using Lunari and Temptress characters) and decided to do a new playthrough with a male. I figured I'd go with a Breton as I plan on playing an Imperial type and figured the magic resist would be helpful. After playing for awhile, I was checking something in the powers list and noticed that it says my Breton blood gives me 100% Magic Resistance.

     

    Anyone know if this is just a typo/bug or if there's perhaps a mod messing with my character? I disabled both the Lunari and Temptress mods figuring they are the only custom races I have. No dice.

     

    Strange, both this wiki

    http://elderscrolls.wikia.com/wiki/Breton_(Skyrim)

    and this one

    http://www.uesp.net/wiki/Skyrim:Breton

    state 25% resistance.

  6. I copied the original DDS, converted to BMP, did my edit (as a bitmap file) and converted straight back using a DDS converter program. Where did I go wrong?

     

    I'm not a texturing expert or even apprentice, but why are you converting to BMP? As far as I know, bitmap has no alpha channel support so aren't you losing the channel? Though I suppose you could re-add the information/pick the alpha colour again. Wouldn't PNG or any format with alpha/transparency support be better?

  7. hmmm, are you really really sure it aint the case? cause that "check sleep coffin = false" is always the last line in my logs before ctd.

    but as a pointer, the ctd's always happen when entering a cell.

     

    I'm pretty sure, because I have the exact same messages when I have DG running minus the CTDs

  8. Made simple textures to save time, you can improve them yourself if you want better ones - you can downsize it in CK since i had no idea if this is a small table or a big sized version. Will send you the NIF in a pm as soon as i converted it to an useable format.

     

    Looking great, please consider posting as a modder's resource somewhere! All homes can use more knickknacks and gewgaws!

     

     

     

  9. Ooooh yeah, you can start a discussion now where every nerd can post a few sides of blabla or you can choose the simple way and just install what you like :D

     

    lol.

     

    Like they said, it's your game. Enjoy it your way. If you want to be strict about "lore", I don't recall seeing a shower/bath or mirror anywhere in the game, (pre)medieval times (or their fantasy equivalent) weren't known for their high standards of hygiene (toilets are a bucket and some straw!), and the industry supporting things like lacy panties is a few industrial revolutions away.

     

    Personally, I like my skyrim grimy and I would like to see more one-armed beggars and lepers and dirt. But if you want skyrim to look like Final Fantasy, more power to you.

  10. I just wanted to say that I almost spit coffee on my keyboard reading your post about wild bands of super-intelligent frost spiders methodically conquering one village at a time as they sweep through Skyrim on what is obviously some sort of spider jihad.

     

    I know right? I'm totally installing skyTEST now because hey, combined spider/wolf raids - what's not to like?

     

    OP, please post your mod list - I would like to duplicate your awesome problem.

  11. Can anyone point me to a good quest design tutorial, either video or text? I've seen a few and they aren't that good really. Nothing fancy just a simple 'read the note & find the item enjoy' type quest. thanks!

     

    I don't know if you have seen it, but the creation kit wiki has a simple quest about meeting an NPC (you could change this for a note), getting a quest, and resolving it. Along the way it talks you through several stages like planning, placing items, and setting/meeting objectives.

     

    http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest

  12. Yes to the tab out question. Tab out, make changes, save, tab back, then hit backspace to reload ENB with the new settings. The other default hotkeys are SHIFT+F12 to turn ENB on/off, SHIFT+HOME for FPS limiter (from http://enbdev.com/do...im_input_en.htm )

     

    I've just done a completely vanilla reinstall because I'm building a dungeon mod which I want to look good in vanilla with no extras, so I can't check for you right now (I'm a lazy man) but try changing your enbseries.ini to the following

     

     

    [EFFECT]

    UseOriginalPostProcessing=true/false (play with these settings)

    UseOriginalObjectsProcessing=true/false (play with these settings)

    EnableBloom=false

    EnableAdaptation=false

    EnableAmbientOcclusion=true

    EnableDepthOfField=false

    EnableDetailedShadow=true

    EnableSunRays=false

    EnableSkyLighting=true

     

     

    [sSAO_SSIL]

    UseIndirectLighting=true

    UseComplexIndirectLighting=true <- extra FPS hit

     

    Try toggling the "original...processing" and see what it does. The bold lines are the SSAO settings, I think.

     

    Also, from the ENB page, I assume you read and set this:

     

    bFloatPointRenderTarget=1 must be set in SkyrimPrefs.ini file to make this mod work. Start SkyrimLauncher.exe to configure your video options again.

    To work correctly, sky lighting require rendering objects to shadow, so edit manually following lines in file SkyrimPrefs.ini:

    bTreesReceiveShadows=1

    bDrawLandShadows=1

    bShadowsOnGrass=1

     

    I've no idea which SSAO is supposed to be faster, I've got a couple of ATI cards at the moment, I might switch back to NVIDIA when I upgrade next year. With the two 5770s I have right now most ENBs are too heavy for my system.

  13. From what I can tell these are normal log messages and do not tell you what is causing the CTD. What are your ini file settings? What mods are you running? What is the load order? What are your PC specs?
  14. If you mean CW3FortSiegePhase3trigger I see the exact same trigger in my vanilla skyrim in Solitudeworld, so I doubt that is the cause. Entry triggers are there too. I'm not using open cities though :)
  15. Do you mean I should hold down Ctrl while holding down S to scale?

     

    Yes.

     

    I'm not near my pc right now so can't check it out but it should scale every piece of the shack in a uniform way. You'll have to put the shack together first, of course, and make sure you don't miss any piece while selecting them.

     

    ? CTRL + S will save.

     

    I don't really recommend scaling your buildings, the textures will start to look blocky quite fast - going beyond double size is definitely going to look odd (may be better with HD textures but not everyone has those). But if you do want to build "bigger", I would start by doing it from the ground up - put in your first piece (say, shackwall01) and scale it to your desired size. Then use CTRL+D (duplicate) + CTRL+F (search and replace) to change it to the next kit piece you need, and repeat, repeat, repeat. This way, all the pieces will have uniform size.

     

    edit: Nonoodles - I understand and yes of course you can select a bunch of objects and scale them - but they will all scale centered on their own origin. I don't know of a way to change that.

  16. Why not start with the default ENB you got from Boris' site and look into what makes it tick, namely the enbseries.ini file? It has a massive amount of settings you can tweak, and probably should. Your card is fine. Once you have a bit of a grasp on what you like, you can look at other user's settings and files and adapt as you see fit, taking the good bits, leaving the rest out.

     

    You can use ENB customizer to turn features on or off on the fly without having to exit skyrim.

    http://skyrim.nexusmods.com/mods/17400

     

    Or have a look at ENB evolved, it tries to add enhancements without going overboard:

    http://skyrim.nexusmods.com/mods/23765

     

    But even there - ENB customizer to tweak to your liking.

  17. I much prefer Gopher's SKSE tutorial, but it's pretty simple.

     

    Download SKSE. Extract it to the Skyrim Folder where the TESV.exe is located. Inside you'll find a folder called SKSE then the version. Open that, select all the files, cut them. Go up to the Skyrim Folder, and paste them. Now double click the Skse_loader. That should start the game.

     

     

    ^^^ this, with the caveat that if your skyrim folder (which contains TESV.exe) now has an SKSE_[ver] folder in it, you are extracting the top-level folder when you should have extracted from within that folder.

     

    By which I mean the skse_loader.exe should end up in the same folder as your TESV.exe. If I open the SKSE archive, the first thing I see is a folder called SKSE_[version]. I open that folder, then extract everything (the loader, the data folder, etc) to the folder where my TESV.exe is.

  18. In addition to the above-mentioned resources, I got into modding by

    (a) poking around the CK and breaking stuff

    (b) the excellent complete beginner tutorials on the CK wiki which walk you through the very basics

     

    http://www.creationkit.com/Category:Tutorials

     

    Start small - build a basic dungeon. All the "create weapons and armor" stuff is great, but you will also need to learn/know how to work several other programs. Just poke around for a bit, the CK won't bite. Much.

  19. Well, you could give this a try - it's my first attempt at anything like this so it might eat your Skyrim. It adds a Greater Bound Bow, Greater Bound Axe, Greater Bound Sword with corresponding double-cost spelltomes and double base damage/casting cost, and a slight increase in effects (+15 seconds on turn undead, +3 seconds on soul trap if you have the conjuration perks to match). This may all be horribly unbalanced; I don't know. The only change to vanilla records is that it adds them to the corresponding adept/expert leveled item lists.

     

    I really recommend you get a copy of the creation kit and poke around for yourself, it's pretty easy to get into and you can tweak spells to your liking.

     

    If you like how this simple mod works, let me know and I'll slap it on the nexus, then abandon it like all the other authors :P

     

    Now back to the important stuff: building awesome dungeons.

  20. most of the abandoned projects use a new skill you can learn in the conjurer tree that increases dmg based , and i saw one that had points that increased the ethereal value ot make it phase tough armour.. so ignoring % armour value.. I'm not a modder so wouldn't know the best way to go about it.

     

    That's all a little beyond my current skill. I'm just poking around making duplicates, then adjusting stats to match. Which hopefully keeps it simple, and therefore manageable. Almost ready for some testing.

  21. From what I know, bound weapon damage increases with the corresponding weapon perk - so for bound sword, the one handed skill tree. So barbarian or not, you may want to invest in that :) (or archery if you favor the bow)

     

    Fortify one-handed effects on worn items will also increase bound sword damage.

     

    This sounds like a fun small little project, let me see what I can whip up. I'm thinking double casting cost, double base damage, and adept instead of novice level.

  22. Well that's the tricky thing I was talking about. There's the actual filename of the esp/esm in the /data folder. Then there is the reference to it in appdata\local\plugins.txt - and NMM keeps its own list in loadorder.txt in the same folder. Messing around with all these for what to me seems like little benefit seems, well, tricky :)
  23. Oh I mean not the mods, the plugin section.

     

     

    Ah, misread you there, sorry. Not from within mod manager, it appears. You could rename the esp/esm files yourself but that seems... tricky.

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