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Everything posted by acidzebra
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Has Fallout 4 reinvigorated Skyrim modding?
acidzebra replied to nightinglae850's topic in Skyrim's Skyrim LE
Not a fallout player but implementing good quests takes time - how long did it take before the big quest mods started coming out for skyrim? How many REALLY good quest mods are there? From my limited experience with the CK and skyrim, quests are some of the most annoying things to make for the game - it's tedious testing out all the possible conditions that can happen along all the various stages (not to mention the 20 things that can happen that you never thought about that completely break your quest), the game engine is finnicky at the best of times, and if you want any kind of voice acting, your development time just increased by a LOT as the whole dialogue system makes me want to pull out hairs. Anyway, my point was (aside from the fact that I hate the quest setup in the CK and probably in the geck), that even when the dev software is released, it'll take a good amount of time before the complex storytelling mods come out. -
Just played Skyrim for the first time a couple of days ago.
acidzebra replied to stringjade's topic in Newbies
Welcome! You could perhaps check out the mod talk section http://forums.nexusmods.com/index.php?/forum/420-skyrim-mod-talk/ I'm sure there are many ongoing projects that could use audio help. -
I like how every place I live starts looking like a borg cube over time. In this case, about 2 years. http://i.imgur.com/JtJEC9Z.jpg
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Every werewolf have the same skin as I do
acidzebra replied to sadievic's topic in Skyrim's Skyrim LE
I haven't used the mod you reference, but for more variety in enemies, you can't beat Automatic Variants: http://www.nexusmods.com/skyrim/mods/21377/? There are many AV texture packs, including one which adds a whole slew of werewolf looks. And a pink one. Which you totally can disable. http://www.nexusmods.com/skyrim/images/222247/? edit: beaten by the puppy by seconds, dagnabbit. But I have the pink werewolf so nyah. -
well, you could open a console and coc whiterun but the thing is, the crashing likely means there's some kind of underlying issue with your game setup. There's a real possibility that issue will express itself elsewhere too, sooner or later. You could see if it's related only to your current savegame by going to this mages guild on a fresh save and see if it crashes or not. If yes, the issue is with your particular combination/setup of mods or the game itself. If not, the issue is with your savegame. Both would require further investigation but at least this gives you a handle at where to start looking.
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I just want to know what, as a modder, I can expect from a Creative Director. How will you apply this Creative Direction? What are your credentials?
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LE What apachi hair is good for dwemer (in your own opinion)
acidzebra replied to CyranGE's topic in Skyrim's Mod Ideas
From what little concept art etc is available, you should get a decent idea if you do a google image search for "Babylonian hairstyles". At which point you'll probably install http://www.nexusmods.com/skyrim/mods/30062/? -
Don't see why it wouldn't be doable, there's already a SKSE condition IsSwimming http://www.creationkit.com/IsSwimming_-_Actor You could create a quest running on the player object, set IsSwimming=1 as a condition, and cloak the player as long as that condition is true. Of course, there would be no "depth detection", you're either swimming and stealthed or not.
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Wrye bash will tell you exactly what mods were present in any given savegame including the load order.
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LE Amplified Render Distance (ARD)
acidzebra replied to CaarosKingOfChaos's topic in Skyrim's Mod Ideas
That's because the ini files exist in your documents folder, under \my games\skyrim. There are many items in there you can safely edit to improve render distance, and some like the amount of cells loaded that are less safe. Don't think a mcm-based mod would be a solution for you since many edits require a reload of the game engine afaik. If you are going to mess with the ini files, remember to make a backup of your current version. -
Help with ScriptCompile.bat, Notepad++ and Creation Kit
acidzebra replied to kengiczar's topic in Skyrim's Skyrim LE
I don't think that's one line, because I see line numbers on the side saying 1 and 2. If it were one line, it would look like this: http://i.imgur.com/CRIOpFe.jpg See the difference? The word-wrapped line 1 with all A's wraps around to the second line but line #2 starts on the "b" line. You definitely have a line break there where it shouldn't be, right after -i= -
Help with ScriptCompile.bat, Notepad++ and Creation Kit
acidzebra replied to kengiczar's topic in Skyrim's Skyrim LE
I haven't messed with papyrus in a long time but when I was compiling stuff using notepad++ as my text editor I used the instructions from this page: http://www.creationkit.com/Notepad%2B%2B_Setup and they worked flawlessly. I suggest you look at that, BUT: note that "F:\Steam\SteamApps\common\Skyrim\Papyrus Compiler\ScriptCompiler.bat" %1 -f="TESV_Papyrus_Flags.flg" -i="F:\Steam\SteamApps\common\Skyrim\Data\Scripts\Source" -o="F:\Steam\SteamApps\common\Skyrim\Data\Scripts" is actually ONE line of text; from what I can see in your screenshot you seem to have two lines. -
Download again, it sounds like your download was corrupted. The zip opens fine for me.
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http://www.creationkit.com/TES5Edit_Mod_Cleaning_Tutorial Step by step instructions.
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SKSE doesn't break skyrim. Careless modding breaks skyrim.
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I like the new giant mural wallpaper forest photograph thing I finally had the energy to put up in the bedroom; I only had it lying around for 9 months ><http://i.imgur.com/0vUw7Sm.jpg I also like that it isn't like 37C out today. I like reading the skyrim mod request forums and see people ask for modders to practically rewrite the game engine or invest 6 months to a year of modding time on a vague half-notion of an idea while mentioning they have zero modding experience but they're pretty sure it's easy to do. I like reading the forum rules and warnings section and seeing how dumb people can be. ...I like lamp.
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Just FYI, papyrus log is not a crash log and was never meant to be. The last entry very likely has absolutely nothing to do with the reasons for the game crashing. In fact, having to log everything puts extra strain on it all; it's a dev tool and normally you want to leave logging turned off, if for no other reasons because people will be sent on endless red herring chases (unless you're seeing actual stack dumps, that would be bad). http://www.creationkit.com/INI_Settings_(Papyrus) Any changes to values you do make, I would really recommend to keep small; I don't think fUpdateBudgetMS in particular is susceptible to going nuts if you make changes but still, from 1.2 (the default) to 5.0 is something like a 400% increase. But yeah, given the amount of scripts already running in vanilla+dlc, lots of script-heavy mods are going to put a big strain on the system. edit: here's a reasonable discussion of these .ini values: http://www.reddit.com/r/skyrimmods/comments/2gwvwl/guide_papyrus_ini_settings_and_why_you_shouldnt/
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well you could add a water plane and use TranslateTo to move it up and down, but take note of the warnings on the wiki http://www.creationkit.com/TranslateTo_-_ObjectReference In the CK look for TG08Water1024 and specifically where it's used, because I think that's the one that's used for moving water. It's been a good while since I looked at it.
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I saw your previous recipe request too and I thought about it for a while, the problem is that the game engine really needs to be told in some way what ingredients combine to make a specific dish in advance, unlike real life where you can combine stuff endlessly because chemistry will do its thing regardless. To work around it, you'd either have to go through all possible permutations of ingredients and create the resulting dishes beforehand (herculean task), or have all non-recipe ingredients create a "mystery stew" with script-added random effects or something. Neither seems very satisfactory. Maybe a brighter mind than me will see a solution that works but I think this may be if not impossible, extremely unlikely given the limitations of the game engines of this era.
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Oh, you mean just delete all cities, re-landscape the whole thing, build new LODs, delete all NPCs, then all quests and other stuff related to them which is pretty much every quest? Yes, easy. :rolleyes: Why don't you give it a go?
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For the very basics, see this guide: http://deck16.net/post/22645519500/making-a-unique-voiced-follower-in-skyrim-part-1
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Then the guy who made it probably didn't bother to make an inventory model.
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Mod authors are voluntarily sharing their work and can't be "required" to do squat. It's nice if they do it, otherwise, rename the mod files as you get them to conform to your desired standard.
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You may enjoy Atvir Dres. The original mod author left the nexus, but his project has been bugfixed here: http://www.nexusmods.com/skyrim/mods/51915/? (note as listed on the description you also need the original).
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LE Dark assassian armor (request)-(can be from a game or so)
acidzebra replied to KolstonMorbain's topic in Skyrim's Mod Ideas
Something like this, perhaps. http://www.nexusmods.com/skyrim/mods/25476/?