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neunen

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  1. most of the people in this community are playing on PCs not consoles, since this is primarily a modding community. you'll probably have more luck on the Bethesda forums http://forums.bethsoft.com/forum/181-xbox-360/
  2. Thanks for the reply! unfortunately I don't have any navmesh yet in the cell to remove.
  3. So i've started working on a small player home for myself, and everything was going well until recently. I have saved games that exist both inside and outside of my new cell, but since around the same time the 1.5 update came out I can no longer save with my mod activated. I can't definitely blame this on the 1.5 update because I would change something in the mod then start up my game and load the save within the cell to check it out. it wasn't until i wanted to check entering the cell again to reset some mannequins that i realized i was no longer able to save. disabling my mod allows me to continue the game normally and save normally. i've tried starting from a clean save and then reintroducing the mod to no avail. does anyone have any ideas why this could be happening? or how i could troubleshoot this? it's been a long time since i've modded and i'm quite rusty with the ck, it could definitely be something i'm doing wrong. thanks in advance for any help! cheers, neunen
  4. hmm that's very strange that a vanilla game won't let you save even from a new character. at that point it seems like it must be something with your system. are your video drivers up to date? or if you updated them recently maybe try rolling back a version? do you know what version of skyrim you were last running successfully? if you use system restore you could try rolling tesv.exe back to a previous version http://news.softpedia.com/news/How-to-Rollback-Your-Skyrim-Steam-Version-to-Before-Patch-1-2-237801.shtml or it could possibly be a sound problem. you could try what this fellow did here http://www.tomshardware.com/forum/115501-13-skyrim-crashing-loading-screen if that still doesn't work maybe someone more knowledgeable than myself can chime in (?)
  5. do you start the game with the SKSE loader, and if so are you sure that's up to date? SkyUI requires it so you may already have it, but not the version compatible with the newest update. (?) anything else that might not be controlled by NMM, like Scriptdragon or the TES accelerator? Does it just crash to your desktop when you try to save on a new vanilla game? How many save game files do you have? if possible you could try cleaning out some of the old ones. You could also try a complete sweep. save your necessary saves to a backup folder somewhere, then delete the folder. delete the folder that has your ini settings (i think it's documents/my games/skyrim) then through steam delete the local content for skyrim. do into steamapps/skyrim and delete any remaining files then try reinstalling through steam from scratch, don't download anything additional, even the texture dlc. start a new game and see if you can save. if so start 1 by one to bring the mods you had back in. hopefully some of this will help
  6. what mods were you using before this started? did any of them use SKSE? what version of skyrim are you running? when you say you got rid of the error by reactivating them do you mean there are activated currently? was the error message the common "this save game relies on content that is no longer available" or was it some other error message? since it does crash when starting a new game it seems like it may be mod content that isn't playing nice, with either your system or your current version.
  7. a .nif is the file type that the engine uses for meshes. the nightingale blade will have it's own .nif file that you can use to create the new smaller version as for the tutorials, if you haven't used blender before start there and just google some basic blender tutorials. "blender skyrim nif import" etc i think there was even an old one called something like "blender sword tutorial" that shows you all the basic functions of working with verts and uvmaps while making a simple sword. but be warned there is a learning curve.
  8. if you want it to have correct proportions i would suggest opening the nif in blender and resizing the blade. then import it into the CK as a new weapon and set the type to daggar. there are tutorials about that should show you basically how to do all that stuff. sorry i can't be more specific, i'm at work and don't have the CK in front of me. but that should at least set you on the right path
  9. I though that it would be nice to be set upon by a pack of werewolves every now and then. When the moon is full. But that sort fo thing is not my area of modding, so i'm throwing it out there!
  10. really? that's a shame. i was hoping to make some weapons from asoiaf. :( ice, longclaw, needle, some dragonglass daggers and arrowheads, maybe some dothraki weapons...
  11. forgive me if i'm wrong, but i think that Skyboost comes with the necessary scriptdragon file (dinput8.dll) so if that and the .asi file are loaded into your game directory it should be running. as per the skyboost readme you should get rid of the tesv acceleration dll if you're running skyboost. (i just changed the name of mine in case i want to try it again) but for me unfortunately neither the tes acceleration or skyboost gave me much of a noticeable change. i think skyboost gave me only +1 fps. so it won't help on all systems.
  12. hey guys, im sorry about the lull in activity on this lately, im insanely busy with work these days... but as soon as i do get some time ill be sure to get back to it. have we found anyone yet to put the gems in game? i can export them all as nifs, but i never get time to be in the geck these days cheers.
  13. hey fellas, sorry about the lack of updates, ive been super busy lately. and for the moment im out of town visiting my family for the holidays. i should probably be back home around the 4th and then after that i will start to try to find time again. ive got about 20, 25 gems now, and about 1/2 of them are textured.. and they all have collision after i finish texturing them ive just go to export them all as nifs. ive found it a bit trickier than i expected to make good gem textures, since gems are naturally one transparent color and then the light and geometry takes care of the rest... so if anyone wants to come in and improve on my textures after wards they are more than welcome to. ill update as i can cheers, neunen
  14. ive to textured a few of them, but im going to be pretty busy with the holidays coming up and all. ill keep you guys posted and upload a pic once ive got some more texturing done.
  15. ive got a few more gems. probably about 20 in total now. i cant up a pic today though because i brought the files home thinking i would get a chance to work on them there (i was wrong) if we dont get anyone who can texture them, i can do it, but it will take me some time since my free time is quite scarce these days. ill upload a pic once i get a chance, cheers
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