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acidzebra

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Everything posted by acidzebra

  1. I always thought marriage in skyrim was useless and sort of tacked on as an afterthought. Wear amulet, approach friendly NPC, go to temple, badda bing badda boom (though its kind of funny if you're late to the wedding) You get lover's comfort bonus when sleeping in your house after being married and you can ask them to make a meal with some decent stats. Oh, and the spouse has some altered dialogue and becomes a vendor I think. Yay. I've thought about a mod which would require you to run around wooing your potential partner, arranging rings, a cake, invite friends, a party, presents, maybe having your spouse get cold feet, inlaws you have to deal with, married fights and make-up, little details which could make it a bit more interesting. Maybe I'll get to it sometime. Or I could just build a cool dungeon.
  2. In the creation kit, have a look at the interior location "warehouseambushes" for a host of working examples, or the tutorials here: http://www.creationkit.com/Bethesda_Tutorial_Traps_and_Prefabs http://www.creationkit.com/Bethesda_Tutorial_Multiple_Ambushes They explain it pretty well.
  3. (emphasis mine) http://store.steampowered.com/eula/eula_202480 Legalese is always tricky but the kickstarter thing you linked to is asking for money to MAKE the mod. As in "you give us some money, and we start making this thing". They're not selling the mod. Bit of a grey area there. As for what I think of it, hey, if people are willing to pay to have content made, more power to them.
  4. On my box running SkyMoMod + Warzone was CTD city (I say on my box because I know other people who run them fine - but we all run different combinations of mods next to those two). After some testing I ended up removing Monster Mod, sad as I was to see it go, but I enjoy the huge civil unrest fights more. YMMV. After that things stabilized for me. For the rest I run most of the mods you do and some others, except for cloaks, and ACE (I ran those but removed them and started a new run with SkyRe). My game is extremely stable at the moment. Oh, and I stopped using UFO because I never really used followers anyway. The general strategy is start from a light config and slowly add mods while testing (meaning running the game for a good bit while traveling about to see if it CTDs). It's a bit of a pain but much more manageable than slapping on a ton of mods, getting CTDs, and trying to figure out the culprit from the unhelpful papyrus logs which in my experience often will lead you on a red herring trail or just show nothing relevant. It's worth noting that my old save which has seen a lot of mod addition and removal will still CTD often, while my new character which I started after deciding on a mod set and kept stable (no more adding or removing mods) is... stable. So my personal recommendation would be to decide on a set of mods you absolutely can't live without, install them, and start a new game. The more you change, the more cruft will accumulate in your saves, leading to unpredictable results and massive troubleshooting headaches. And, of course, if you're loading 9 ugrids in your ini files or have other "extreme" settings, your game probably isn't going to be stable no matter what you do with mods. Something to keep in mind.
  5. I'm starting to think most dragons are found on mountain tops so it's not as obvious when they fly blithely through geometry. I've tried x-markers set as sky markers with a set radius and linked refs, modified combat packages, beautifully navmeshed landscape as large as you like, mountain slabs, and probably one or two other things I forget to mention. Has anyone had success in controlling dragons - and what's the secret? I've been poking around Tamriel looking at dragon locations, but I don't see anything not present in my test arena. Except it's flat. And the dragon just dips through the geometry wherever. Then LANDS in the same place it just flew through. Cheers AZ
  6. From personal experience in the dungeon I am building, light does affect detection speed. I had scaled my torches' lights nice and big because it look purty, and then on test runs wondered why my character got detected instantly even at ridiculous distances. Once I had scaled down the lights detection was much slower (and once I figured out removable torches, slower yet). Of course this is inside - but I suppose they would have a similar night/day light level thingie in place for outside. The creation kit wiki has a ridiculously detailed page on detection http://www.creationkit.com/Category:Detection#Visual
  7. Strange - what is your desktop resolution?
  8. Was it ever good? Can you resize the window? If not, you could try closing the program, deleting the SkyrimEditorPrefs.ini from the main skyrim directory (where TESV.EXE is), starting the CK again.
  9. Here's a list and some explanation: http://www.uesp.net/wiki/Skyrim:Souls HTH
  10. Sometimes the creation kit makes me want to scream. My personal favorite is crash-on-save, which is fairly rare for me but when it happens AAAARGH. Just a quick note, for the textures, are you sure you are not layering 6+ textures on a given bit of landscape? That will yield black spots. See this post, under the section "consolidating textures" for the solution - http://tesalliance.org/forums/index.php?/topic/4663-ck-basics-lesson-3/
  11. I never realised there was such a need to shoot imprisoned beings :) Personally I like to pick the lock, turn invisible, and watch as the prisoners go after their captors. Then kill whoever survives.
  12. With a drawn bow press "R" once to put away the arrow but keep the bow in hand.
  13. Sorry, but that doesn't sound like memory leak, that sounds like serious mod conflict. For the main topic, can't say I have really noticed serious memory leak issues, 1GB VRAM, 12GB sysRAM, but I rarely play for more than 4 hours in one go. Wish I could :) I agree with the other guys, if we're going to petition, I really wish the navmesh bug would go away.
  14. Okay. I never use patrol markers unless I want them to patrol an area (like guards) so I'm no expert on those, I generally just slap a sandbox package on the actors and set the default package to the masterpackage. That way the actors can "do their own thing" which I think looks more organic since they wander about and pick their own activities(but YMMV of course), if I want them to perform actions on markers for any amount of time I set the patrol data on the marker reference. I built a quick room with the water markers, when set up as above they do carry/pour water, so I don't know what to tell you. Perhaps someone else can add some insight.
  15. As a starting point, you may want to check out this guy's series of mods, specifically this one: http://skyrim.nexusmods.com/mods/21224 But he has a couple of other ones which add a lot of realism to the game.
  16. You could grab a copy of the STEP guide, it will walk you through adjusting game settings and ini files for maximum awesome, install high-res texture mods, and add various mods which may/may not enhance your gameplay - letting you pick which ones sound good to you http://skyrim.nexusmods.com/mods/11 Once you have Skyrim tweaked to your liking, you could browse some of the other mods by category http://skyrim.nexusmods.com/mods/categories/ within each category, you can sort by # of endorsements or downloads, that should give you an idea of what the popular mods are for each section Then have a look at the top lists http://skyrim.nexusmods.com/mods/top/ Make sure for each mod you READ the description on the mod page and/or readme in the archive, just throwing a bunch of mods at skyrim is a recipe for disaster.
  17. Pretty much any actor with the defaultmasterpackage active - when the actor is idling and has a valid navmesh between the two points. A patrol package would tell it to just walk between the two points, not do anything with them.
  18. The first thing which comes to mind is have you taken the proper steps in hooking up your worldspace, especially the navmesh/finalize navmesh part? http://www.creationkit.com/Bethesda_Tutorial_World_Hookup
  19. Sounds like in all cases the download was aborted/broken off (server-side) before it could complete. I had the same issue several times. NMM works fine for small mods in my experience, but will often time out on large ones. Browser downloads are more reliable in general, but sometimes a break in connectivity somewhere between you and the server, or a server overload issue, or really whatever can cause this. The most reliable solution is to clear your browser cache, wait a few hours, and try again. Remember, it's the internet. There's your machine, there's the server, and there are a bunch of intermediary networks you have no clue about in between all tied together with BGP. While TCP is generally pretty good at recovering from short breaks, it may just time out at longer ones, leaving you with a corrupt archive. That other people can't reproduce the error is only natural, they may be in a different geographical area with a different ISP with different links leading back to the download server. Testing with different browsers (which by default happens in sequence, so after a download failed you grab a different browser and try again) may lead you down a red herring path, because if the download completes you may conclude it is the browser while in reality it was the path to the server being fixed up or the server load going down enough. Anyway, my 2 cents: I've had this sometimes, clearing browser cache and trying again later has always sorted it.
  20. Love the video and the idea but I think armors would pose a bit of a problem. Though I would pay cash to see a bear try to fit into elven armor. The mental image is making me laugh. Also, having no opposable digit would be a problem with holding swords... but the stately giant panda does have one. And what isn't better with pandas? Nothing, that's what. Anyway, with pandas or bears, great idea :)
  21. And you have no weapons like that in your inventory? It could be a previous mod causing this which you removed but some part of which is stuck in your save game. And who knows, maybe the guard was coming on to you - "is that a big warhammer in your pocket or..." ;) Try a new game and see if you get the same comments, is all I can suggest. I think everyone has had inappropriate comments from guards, in vanilla they will keep making mocking mention of how someone stole your sweetroll when you are maxed out, slew a ton of dragons, and could decapitate them by staring hard. I always made a point of killing guards like that, and screw the bounty. That's just me though. I really recommend the guard dialogue overhaul, it fixes a ton of guard dialogue bugs and brings out comments which were supposed to be in, but just never got said due to bugs. http://skyrim.nexusmods.com/mods/23390
  22. Funny you should mention volcanoes, look what I'm working on :) (note this is without ENB, the ridiculous colour saturation etc is only done through lighting and camera attachments) - I may scale it back a little. Also I'm so far from a release date it isn't funny.
  23. So what you're saying is your character is basically a god now and you can't find other gods to fight. Have you considered you may have ventured too far down the path? Maybe it is time to wrap up open questlines and start a new character, perhaps with skyrim redone and morrowloot installed to make life hard on yourself (and to keep things interesting) :) Other than the deadly dragons suggestion by the above poster (which has a menu option where you can make them really deadly and/or have several attack you at once), nothing much else comes to mind, sorry.
  24. Here are my 2 cents (assuming you can run vanilla skyrim at full resolution with good FPS), install a) godrays only ENB - http://skyrim.nexusmods.com/mods/20470 Crepuscular rays or god rays, you know, the pretty rays you see when the sun is shining through the clouds or the trees. This lightweight ENB will get you only that plus nicer shadows for a fraction of the FPS cost. You may want to update the ENB dll itself with a later version, I'm running .119 with this one I think. b) Imaginator - http://skyrim.nexusmods.com/mods/13049 Adjust the color balance, vibrancy, hue, saturation and whatnot to your exact specifications or use a convenient preset ranging from "nice overall enhancement" to "pixar" (yay!) to "holy hell" palettes. With these two and possibly a lighting mod (darker, lighter, realistic, whatever floats your boat) you can get very nice results. At the same time you might consider cutting down on other effects and/or tweaking your ini files for speed over looks, but that's a bit of a different discussion.
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