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Darthsith

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Everything posted by Darthsith

  1. Me to, since the release date has already passed a few weeks ago and, well... it aint released edit: found this, reading the description says it is delayed indefinitely If it's delayed indefinitely, always assume it may very well be cancelled. I always had a bad feeling about all the special talent on the project, too many cooks in the kitchen.
  2. Oh, great! Thanks a lot for this, this might have solved the issue nicely for me. In case someone else just as noob as me comes looking for the same solution, (I had to google how to change iFavor game settings) here's how to do this in CK: Open Creation Kit, then click Gameplay > Settings... A Gamesettings window opens, scroll until you find the following Editor IDs: iFavorAllyValue iFavorConfidantValue iFavorFriendValue iFavorLoverValue The values are (in the same order) 100, 50, 25 and 500 by default. There's also a line for iFavorPointsRestore. Any idea what that is for? It might have something to do with angering the npc by beating on him too much or stealing from him and the potential restoration of your relationship status, also possibly just an unused gmst.
  3. The iFavor gamesettings determine the value of items that can be taken from friends, allies, confindants etc, easy to change in the CK/TES5Edit. I set mine to 1, 2 and 4 at max.
  4. Me to, since the release date has already passed a few weeks ago and, well... it aint released edit: found this, reading the description says it is delayed indefinitely Found what, exactly?
  5. Instead perhaps specific spell tomes could add magicka bonuses, they could be purchased from spell vendors or found in hard to find/well defended places, like Dwarven Ruins, warlock strongholds, Oblivion/Sovngarde, etc, etc. Specific examples could be: "Lost Knowledge of the Mer" "Unholy Knowledge" "Magicka Attunement" "Capacitator"
  6. Any mod that edits the walk speed of playable races or of horses will throw off the timing of the intro helgen sequence, dialogue, cart physics etc etc.
  7. It very likely that old mods will work. ENB will need to be updated and probably SKSE, which I imagine will occur, just not instantaneously. SKSE dependent mods should be fine I want to say, once SKSE is updated, and will not need to be individually updated... maybe. Existing ENB Presets on the other hand will probably not play well to a DX11 Skyrim ENB dll and will more or less need to be made from scratch on a, I imagine, much reduce version of ENB (less for it to do both visually and for stability purposes).
  8. Actually FO4's engine was sourced from Skyrim's next gen engine, the first step to making Fallout 4 was first porting Skyrim's engine to the next gen hardware, which when announced was one of the main reasons everyone was wondering if they were going to release Skyrim on the new consoles since they basically made it fully compatible in the natural process of making Fallout 4.
  9. 64 Bit is major upgrade. I am going to stuff so much rod mod down it's throat.
  10. I still cannot find this Damn armor. Hrmm, I may have seen that somewhere... cannot remember where. I really do not use the big booby body mods and outfits so I never really committed it to mammary memory.
  11. One that adds DX11 and 64 bit engine. OH WAIT
  12. There are mods out there that are basically this. They just do not say 'I challenge you' like some weird Pokemon duel... or was that Digimon? I have two in my mod load order, Immersive Factions (which has either been removed from the Nexus or been renamed to something else) and Sands of Time Sleeping Dangers Stand Alone. The first adds Witch Hunters that hunt you if you are a Conjurer, Necromancer (or Illusionist but I added that), Dragon Fanatics that hunt you after a certain amount of progress in the MQ, Bounty Hunters (different from the in-game vanilla quest based system, instead running entirely off world placement and AI packages), and the other adds a configurable amount of enemies that attack you while you sleep in Dungeons, Caves, Inns and so on. It is also just really easy to do... just create a desired NPC (duplicate a Warlock/Bandit/Draugr/Vampire/Werewolf/Thalmor/Whatever) add new desired stats and abilities, a package designed to follower the player, which again just duplicate an existing one and make some modifications such as adding conditions (level, skill level, stat level, quest stages, quest completions, etc etc) and when conditions are met, and the NPC is placed somewhere in the world they will track you down and give you the business. Easy as pie. For example a condition for that package could be an offensive skill, like one handed, and the guy you create could be a 1H duelist type who wants to challenge you, etc, etc. Or hell you can make it a relative of someone in the game who you killed come to hunt you down. Well, you could make a condition to check if a specific NPC is dead, not necessarily that you killed them... but lets face it, it was probably you. Not a bad idea for a mod really, looking for all the named characters killed in vanilla quests and making a revenge oriented NPC to hunt you down with varying abilities, equipment and skills for each... "My name is Inigo Montoya you killed my father prepare to die!" teehee I would do that right now if I did not have too much to do. I am already on a break from a mod crunch session yet to be finished. So much work so little time. Though most of the time would just be gathering the amount of NPC's that are unique in the game that are killed in quests. Actual implementation of the revenge NPC's would be a smaller time sink. Also... I wonder how often the checks for the AI packages would be run on all those NPCs... could cause engine CPU strain problems if there are too many. Could be wrong.
  13. Most of these are signs of severe papyrus/scripting issues due to stress overload (too many scripts going or bad scripts running) or improperly set/edited INI papyrus configs for the base game by the user or possibly from removing mods with scripts from a save and continuing to play and save the game without them. Particularly the weapon sheathing and sound thing and AI packages being off reeks of script problems. How large is your save file? IIRC 20 MB's and higher the game is dangerously close to being instant CTD on load, but I imagine possible issues will arise prior to this if some of that save bloat is from scripts going out of control. AI packages can also get a bit out of whack if there is a lot of CPU strain, the engine is a bit clunky and even with a 5 GHZ Intel beast, the engine can have CPU related strain problems (and not even break 25% CPU usage) if there are a lot of NPC's, items, objects, particle effects, animations, scripts, really complex meshes are doing all sorts of interesting things that are not in the base game all at once or in a particular area which has a lot of them. The engine is also not a huge fan of soft cores/hyper threading (i7 cpu feature), it cannot tell a soft core apart from a hard core (due to it's age), so it might be using a slow fake CPU thread. You can test this by disabling hyper-threading on your CPU for a bit and see if it helps any.
  14. Anything that increases or decreases the walk speed of movement types of playable races or horses will mess up the timing of the intro, which will include all the things you mentioned. Sounds stupid but it is likely the cause of your trouble, I ran into this myself years back, drove me nuts figuring it out, when I found it, I was astonished and then laughed my ass off. This was done by deactivating mods one by one to find the ESP responsible, then category by category in that ESP to see what area of that ESP was causing it, narrowed it down to Movement Type and specifically the ones that playable races and horses use. The fix is simple enough, you can make all the movement changes you want, just never the walk speed of playable races or horses. You can investigate with TES5Edit if you are unsure of which ESM or ESP mod is causing the problem, some mods have edits and changes they do not list in the description, basically every mod you download should be checked first in this manner unless the author is implicitly well known for good mod practices, like Arthmoor.
  15. That logic can be used on a great majority of the top endorsed mods on the nexus which aim to improve existing game mechanics that were already working perfectly fine if in a reduced capacity. DirectX 9 came out in 2002. The notion that updating something so old and yet so critical to how the game looks and behaves is a hindrance is insane. The first 32 bit program came out in the 1960's, the first 32 bit capable windows operating system did not come out until 1995, 32 bit is ancient and unreliable for the needs of gaming in 2011 let alone 2016, ENBoost or no ENBoost.
  16. Not that I know of, this is a vanilla bug unfortunately. I personally removed these types of spells from good/neutral NPCs and followers (people who would care about friendlies enough to use a less chaotic spell) and created a single target version that was equivalent and gave that to them to replace it on my private/stolen overhaul of the game. I would give it to you but the change is buried in a thousand others I am sure you would not like and as I said is mostly a merged patch of a bunch of different mods whose work I cannot redistribute without getting all their permission. Edit: To do this yourself is easy enough, though, just open the creation kit and find Fireball, Ice Storm and Chain Lightning spells in the spell category, right click and look at their use info to see what NPC's use them, create duplicates of each spell, remove the area on the effect in the spell (might have to duplicate the magic effect in the magic effect section for each and remove the AREA component and re-align the new duplicate spell to the new duplicate magic effect). Then with the use info on the originals open just click through all of them that you wish, remove the old version of the spell and add the new one you created. Lastly run TES5Edit and make sure it is compatible with everything else in your load order.
  17. ENB will not match up to a fully integrated and applied directx 11 engine update. ENB will also likely be ported to SSE, like it was for Fallout 4 (and all the other games Boris adds it too as they come out) 4k resolution textures are also a bit overkill, it would be fairly hard to spot a difference between 4 and 2k textures unless you stared for the better part of a minute and got really close to your screen. Not something you are really going to notice in-game. Some people might decry this, but they fail to understand that not all textures are equal, as the author of the texture is the biggest factor, not the resolution. There are plenty of terrible 4k texture mods easily beaten by 1k and 2k textures from more skilled authors. Just upgrading something to 4k takes less than a minute and will yield no visual improvement but create several times the footprint on your memory. Tens of hours of work are required to make it look better than it did before, a higher resolution is simply a larger canvas, and after a certain point size stops mattering for potential visual improvement but can be catastrophic via creating large memory requirements that either software, hardware or both will fail to meet/allow.
  18. I am not sure it will feature higher resolution textures... just enhanced post processing and a 64 bit upgrade, at least from the trailer I did not notice enhanced textures. I imagine for consoles however the High Resolution PC only DLC will finally be available and be baked into it. Texture mods however should be mostly compatible on nearly every occurrence with the SSE, unless they edit meshes drastically, which is unlikely, so it is almost not needed for them to spend a lot of time on textures knowing the giant plethora of texture mods that exist. DirectX on the other hand is something we really cannot change as modders, except for ENB, which is highly un-optimized and rough, garnering very little visual gain for a high cost in performance and a number of compatibility issues with texture and weather mods (making things way too bright/dark and inconsistent with one another due to multiple authors). ENB will also likely be ported to SSE, the author Boris never really stops modding. He has mentioned on several occasions his lack of a social life, friends, family and how all he does is make ENB, eat, sleep, rinse, repeat, on and on like that for years. :sad:
  19. Under such logic Skyrim and Oblivion were also not necessary. It is an engine update, one which will allow for 90% of mods to still be applicable. Consider from Morrowind to Oblivion, Oblivion to Skyrim that number was 0% for automatically compatible mods. Progress requires sacrifice. Or you could just not get the new edition, easy as that.
  20. The nature itself of mod's of that type put that project behind, it is kind of a doomed setup, so much time required, so few resources, time, people, consistency in those things and so on.
  21. Which you can see in the trailer for the special edition, none of the textures appeared to be directly improved, just post processing effects. All said and done, I am stoked for the upgrade. I might have to manually update all of my mods but I have had to do that with every DLC they released for Skyrim in an inverse fashion (making 200+ mods effect the new lists, npcs and areas the DLC may have added), and will have to do that for Fallout 4 every time a DLC comes out. It is just par for the course that is progress. The amount of mods capable under the new system if the upgrade involves a full 64 bit upgrade (which it likely will) are mind boggling.
  22. http://www.creationkit.com/index.php?title=Unit That may or may not prove useful. I once saw a developer mention in an article where he was interviewed say this: "Skyrim has two measurements of space, units and feet. 128 units = 6 feet. Spells use feet, explosions, ai packages etc use units." (I copy and pasted it into a text doc so I would not forget).
  23. Will having a perk on generic NPC's like Forsworn, Bandits, Falmer and so on with a cumulative 10 'AND' condition checks between six entry points on said perk cause a lot of strain on the engine and make funny things happen when there are a lot of these npcs around? The thought being that 10+ NPC's with 10+ checks per = problems. Would test myself but I am away from my workshop computer for a few days and just spit-balling some ideas.
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