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RDV

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Everything posted by RDV

  1. Potential spoiler, found something worth many millions. Do I need it or sell it? So I dug something up from a box locked with 3 keys, something called "Fresh Toadfoot Cuttings". It's worth a small fortune, 10 million ish. so I'm carrying it around with me because it may be needed, it's just using up space that I don't have spare. googled it and found nothing. has anyone else come across this yet? Do I need it or can I sell it and buy a new ship with the profit?
  2. I've found an ID for TERRAIN_EDIT which I'm assuming is the Terrain Manipulator. I don't see a way to improve the effeciency though. I see a line for charge amount, set at 200. I assume that if I change this it will just change the amount of Iron I can charge it with and not the rate at which it uses it? I see scattered references to Weapon_Laser_Mining_Damage & Weapon_Laser_Mining_Speed) which both look like upgrades to the Mining laser, but no references to the actual Mining laser itself.
  3. Has anyone made a list of the ID's of all of the items in the GCTECHNOLOGYTABLE.exml? (I'm using Next update 1.50) I'd like to edit a few values, for me mainly the material usage effecency on the Mining Laser and Terrain Manipulator so that they do not eat through their fuel so quickly. At least until I find upgrades to them that do the job (If the exist on Next). However I cannot find which ID Values correspond to the Mining Laser and Terrain Manipulator, anyone got any ideas on what to search for? (It's getting to be a long file I hope they're in there somewhere) If I can find them I hopefully I sholud be able to make an uploadable file if anyone else wants to use it. Thank you..
  4. Anyone know how I would change the settings on the starhips Phase beam? Settings such as cooling time and damage. I'm having trouble deciphering the MBIN files to allow me to modify things. I'd like to start adding new things to No Man's Sky but I'm having trouble getting started. I know there is a mod on the Nomansskymods site that changes the Phase Beam but I cannot unpack it to see how it works. I just get an error, I also get errors when I install and try to use it, may be related. (Have tried re-downloading it) Hopefully if I start pulling things apart and seeing how other mods are being made I'll be able to figure out how to make my own. If I start by working out how to modify existing stuff I can then hopefully move onto making new stuff. Thank you.
  5. Is it possible to increase the ammount of slots new Multi Tools are available with up to the same maximum as the ship and exosuit? If so how do I do it? Or can I request it as a mod please if someone else want's to do it. Thank you.
  6. Does Fallout 3 GOTY Edition need any online activation for either the main game or the expansions? I have the original release DVD without the extras but would like to buy GOTY for the extra content. I live about 20 miles from the nearest phone line or internet connection (So don't have either). Basically I have no internet, cannot activate things and I'd just like to know before I buy it again if I will be able to use it or if it'll be another pretty frisbee with a hole in the middle. Thank you.
  7. This might seem like a bit of a noob question but in the creation kit when I select a new nif file, it gives me a window showing me the model I've just selected. If I hold left button I can rotate or use the wheel to move in & out, are there any more controls for this screen so I can look around better? and examine the nif thoroughly. Because at the moment the mouse wheel seems to take me from half a mile away to inspecting a single scratch on the object with a single movement and rotating just moves the model off the side of the window and I can never get it to a specific angle. Thank you.
  8. Any fans of the old Dungeon Master games? I came across some remakes of it online and decided to dig the old game out and play through it again. I'm just thinking aloud here but do you think we could or should remake it using the Skyrim engine, similar way as they're remaking Morrowind & Oblivion? Perhaps update it a bit too while we're at it. I know it cannot be as close a remake as those, and it would have to be made to fit into the Skyrim world & lore. It would have to be made for levelled monsters and Items, and the spell system wouldn't be re-creatable (which I think is Dungeon masters best bit). I could do quite a lot of the work myself bodging it along using original Skyrim parts and a few re-textures, but I don't have any experience at modelling or scripting. This would make things like moving pits & teleports impossible for me to recreate. I'm sure that if there are other fans of the old games out there that would like to see it remade and updated we could do a really special job of it. Any ideas or thoughts would be appreciated. Thank you.
  9. I am in the final stages of preparing my latest add on. A couple of things I have never managed to sort yet. I have several cells where there are gaps between platforms, how can I navmesh properly over a part that requires jumping across and is fatal if missed? Secondly, I have a body of water that I need to damage to the player when walked in, how would I achieve this? I have been looking at collision boxes but can't figure out how to make it hurt. I have no knowledge of scripting in Skyrim, I used to a little in Oblivion and a few other things though. Thank you.
  10. I Haven't had time for a thorough test yet as I'm away for a few days from today. I think that I may have just solved it, because I wanted a flat plateau, only the ground has only been raised / lowered in cell 00,00. every other cell I have just placed statics and left the ground flat. Will resume testing when I get back.
  11. I've included some screenshots of the problem I'm having, hopefully it will explain the problem better... I've tested several different save games, 2 new characters and have tried with all other mods both on and off. I still get the same result, so I am convinced that it is a problem with my mod. It's my first time making an exterior worldspace on Skyrim so I'm probably missing something, I just can't see what. I've read online tutorials and not one of them describes or warns of this problem, I am wondering if it's something to do with the heightmap or LOD though. I get the idea that LOD is something that I don't want to be playing with until after I finish landscape editing and placing statics? Does anyone know what this problem is? How I cure it? Is it worth continuing work on this mod or is it broken beyond repair? Can someone please help because this mod dies here without it. The pictures: Top 2 - Walking around on the squares, as soon as I enter the cell I appear on these squares in the sky. Lower 2 - Looking down at my worldspace below. http://i186.photobucket.com/albums/x268/TheStormRichard/SkyrimBug_zps4977e62e.jpg
  12. This is quite hard to explain, I have a problem with 2 exterior world spaces, in both cases - when I first enter the area everything is fine (Cell 00,00). I can see looking into the distance that everything is where it should be, and is how it has been placed. As soon as I walk out of cell 00,00 into the next cell I end up on a square of terrain about 200 meters above the cell, every cell except 00,00 appears to have it's own square at a different height. if I walk into a different cell I appear on it's square, way up in the sky. If I walk back into 00,00 I fall off the side and after about 5 seconds of falling hit the floor, and obviously don't survive. Any ideas what I'm missing or how I fix this? Thank you.
  13. I wonder if anyone can help please? Have been racking my brain for weeks over this and working around it, I now can't put it off any longer. I'm trying to put skeletons in a tomb, if I drop a standard skeleton in there it works fine, or even if I give the skeleton a new Id it works, if I change any of the stats or values, even just one it stops attacking when you go near to it. it will still walk around, taunt, make a lot of noise and bang it's shield but no matter what you do to it it will not strike at you. I'm having the same trouble with a dremora also, in a different area of my mod. Has anyone come across this before or know a solution. Thank you.
  14. When I signed up for SKY internet I got a wireless router with it, at some point the router stopped working so they sent me a new one to use. The old router has been laying around in a cupboard next to the computer for a couple of years, bored one day I pulled it apart and fixed it. If I give it to a friend who needs a new router is it likely that it would work with their non SKY ISP? Or is the router going to be restricted to my account or at least a SKY account? The make of the router is Netgear but I can't find a model type on there. From net searches it looks like a DG834 but I cannot verify it from anything other than appearance. Thanks.
  15. Is it possible to have a mannequin start fully clothed rather than waiting for you to drop them clothes in their inventory? I'm trying to put a clothes shop in my mod and I would like if possible a couple of dressed mannequins in there for decoration.. I can make a working mannequin in the editor, put clothes in it's inventory but when I load the mod the mannequin is not dressed and the clothes are just inside it as if it was a chest. Thanks.
  16. I've 99% finished my mod but a problem has just developed. I've been very careful when testing to disable the mod after testing and not save my game with the mod active. However when I load any one of our main savegames it crashes to desktop instantly when the mod loads. I have a savegame where I'm saved right outside the cave at Helgen at the start of the game, level 1. If I use this save the game loads fine and the mod works fine? Every time I make a large change I make a backup saved in a different folder, I've tried using really early backups that I know definatly worked with my main savegames and they no longer work either. If I disable my mod Skyrim works fine. I've even tried removing literally everything in the mod (because to start with I thought I'd got too much stuff in it) and it still crashes. I've been very careful when making the mod that I haven't opened or changed anything that's from the original game (I mean in the editor there are no stars next to anything except next to those things I have made myself, I have checked and double checked this. there is one exception I've connected the mod the the gameworld in a wilderness cell, a door, 2 rocks, a chest and a bone rattle). Is this as I fear more a problem with the savegames than the mod? perhaps because we've walked through the wilderness cell in the savegame and now it's being changed it doesn't like it. The savegames are about 12mb so I don't think that's over bloated to cause a crash is it? Or is this a problem with the mod? I'd like to release the mod very soon but do not want it to break peoples savegames. Is there some way to find out for definite what the problem is? Or someone far more experienced than myself who wants to test it and make sure that if I release it it's not a savegame breaker. Thank you.
  17. Ok, the problem appears to be that I have too many statics placed in all my cells combined rather than too many in one cell. If I delete a few cells it works fine, it doesn't matter which few cells I delete, every cell works when I get rid of other cells. Does skyrim have a limit to how big a plug in file can be or a total limit on how many things can be put into a mod? Is there a way around it?
  18. I've made a backup and deleted the cobwebs from the editor, the mod now works so I think that there were just too many of them. I've restored the backup and will now go on a cobweb reducing spree and try to get them down to a level where it works but still has cobwebs.. Thank you very much for your help.
  19. Thanks for the reply. Skyrim works fine with the mod turned off or an earlier version of the mod running, savegames work fine except when I run latest version of mod. The only master is the main Skyrim master so I don't that's not the problem. I've not added or edited any meshes or textures yet, so again original Skyrim stuff only. All the NPC's are dead ones and have no AI packages. All NPC's that are on the latest version are on the earlier version that works, and have not since been edited. there's no lights, it's all interior cells so it's not rain. I know it's not internet or having other processes running. What I have been doing is adding lots and lots of cobwebs so it might well be high poly count and clutter but I thought it would have to try and load the actual cell before it would crash the game. I'm going to make a backup and delete all the cobwebs see if that helps. Is there no way to get debug info or find out a specific area where crash to desktop is occurring? I'll report back when I have made progress.
  20. Is there any way to find out what makes an esp file you've made with the creation kit crash the actual skyrim game (not creation kit) when you load the savegame. I've been working on a mod for quite some time and it's always worked fine, I've just loaded it up to test it and it crashes about a second into loading the savegame. I've tried an earlier version and it works fine just the newest one doesn't. All I can think of is that I have updated skyrime between the 2 esp files and that has somehow killed the file. Thanks.
  21. In a dungeon that I am making I need to stop the player from casting spells in a few of the cells, anyone have any idea how I could do this? preferably in simple terms, as I've not done any scripting on Skyrim yet.. I started making the mod on Oblivion and on there I used a player.addspell and added an ability for silence to the door entering the cell and removed the ability on the exit door. There doesn't seem to be any equivalent to the silence spell on Skyrim. Thanks for any help.
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