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RpR1337

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Everything posted by RpR1337

  1. Yeah well, you're right about that. It's just that it doubles as a new interactive element in housing (which is all the rage, it seems), and it's more comfortable to have them stay in place, where there's no need for casting any spells or inputting console commands, I think.
  2. Nobody's interested in this, or nobody can make it? Panda is sad ... EDIT: I assume I didn't actually write what we need this for. IMHO there are many houses outside of cities (or out nowhere, in fact). I'm sick of going into a city to sell off my stuff, which is an extra trip before I can go to play again. I came up with this idea because I didn't want to make extra trips from my house once I'm done with skinning (Hunterborn), alchemy, smithing, etc. One of the steps in my "usual" activities after processing anything raw from my inventory is to sell off junk that remains as unusable, other than merchant feed. And as most houses/abodes that aren't friggin' FPS murder machines already have any crafting stations and storage spaces you can ever need, I just find it strange none have a merchant installed. I don't know the technical difficulties, as I already said, I believe, but this solution would be the easiest, I think.
  3. Just some statue (I'm giving some awesome suggestions here!), like a tiny Malacath statue with no dialogue, no voice acting, nothing that serious stuff. Place from inventory, position with Jaxon's positioner. Interact, opens general merchant window, trade, done. (Of course, if it's a general merchant window, it should be compatible with merchant overhauls - more gold, instant screen open, and the like), right? Buy it (or craft it), place it on the small cabinet near your chosen dwelling's bed (which you've never used before), and done. Why did nobody make these before? :confused: (EDIT: For those who watched the 'Overlord' anime: Ains Ooal Gown -the guild- had a scrapper apparatus in their treasury, in which if you threw an item, it returned gold for it. Something like that.)
  4. Hullo' :D http://www.nexusmods.com/skyrim/mods/6524/? There you go (last picture, 3rd character - no paudrons, and the neck collar gives it away). Found it via the russian parent page. :D Another possibility is that the textures are from the aMidianBorn textures (http://www.nexusmods.com/skyrim/mods/23125/?) with richiedagger's variants (download on aMidianBorn Elven page, credited to richiedagger - click "here" on the mod page below 'Installation'). Honestly, I don't know which one it is - the ENB setting is partially to blame for the armor on your screenshot being so 'crispy', that's for sure. EDIT: It's definetly the aMidianBorn (dark, I presume) version - http://static-3.nexusmods.com/15/mods/110/images/23125-3-1346673963.jpg though you'll probably still need richiedagger's addon, if you don't want the pauldrons, just the chain covering on the shoulders.
  5. I do know there is a mod that let you bury a dead one. Nah, thanks for the reply, but I'm specifically looking for a mod that modifies the Namira's Ring effects to completely dispose of corpses. I do know of both "Clean up your corpses" and necromancy mods, but both seem a bit too tedious. :D
  6. Does anybody know of a mod which makes bodies simply disappear (something like markfordelete console command, not disable) when cannibalized?
  7. I think you might be looking for this: http://www.nexusmods.com/skyrim/mods/50902/? Thank You You're welcome :D
  8. Have you tried Fair Skin Complexion yet? http://www.nexusmods.com/skyrim/mods/51602/? You might also need ShowRaceMenu Precache Killer for the RaceMenu lag. http://www.nexusmods.com/skyrim/mods/33526/? I actually do have the racemenu precache killer. What I meant was that when I load my game save itself, the extended slider color mod causes it to freeze. Bear in mind this is also after having selected the 6k option for both skin and hair. Fair Complexion: Yes. Still doesn't come anywhere close to the snow elf complexion. About the closest I've gotten is the UNP Doll skin, but can't use it because it puts it on ALL of the NPCs since I don't use a custom race. UNP Creamy does okay too. Honestly, if I knew how to, I'd just make the damn skin myself and make a second nord race as a 'custom' race so only my character would have the skin. I don't know about the skin texture you're looking for, but if I were you, I'd try and use the files of the Porcelaine Vampire Skin (http://www.nexusmods.com/skyrim/mods/42049/?), in conjunction with the Custom Player Body (http://www.nexusmods.com/skyrim/mods/44938/?). In theory, this would make this happen: you install the CPB, and switch out the included files in its directory with the non-VTF (Vampire Texture Framework) version of the Porcelaine Vampire Skin's textures for Femalehead and Femalebody. This would make your character, and only your character use these textures, while the other characters use Vanilla textures. This, however, requires either the CBBE or the UNP body (as the PVS textures were made for those two bodies). If you try it out: good luck :D
  9. Yup, I can now 100% surefire confirm it has to do with the script ms budget value. I just played since my last post (around 5-6 hours maybe?) with no CTD at all. 5.0 ms seems to have little to no impact on game performance, but it eliminates RNPC crashes for me. YAY!
  10. I think you might be looking for this: http://www.nexusmods.com/skyrim/mods/50902/?
  11. Yup, I alredy read this one. Also - the Papyrus Log isn't a crash log, but as far as debugging goes, it's the best bet. I've been modding and fine-tuning Skyrim for almost a month (since it's summer break in Hungary right now, and I have a lot of free time), and went from 163 mods, 115 .esp-s, and two CTDs every 10 minutes to 348 mods, 276 original .esp-s (some merged with 1.9 script), and a single CTD every three-four hours. And Papyrus Logs helped me squash a few CTD reasons, so it's not a crash log, but very nearly useful as one. As for the .ini settings - 5.0 is absolutely safe. For my last 3 sessions, it was set to be like that, and I didn't have the usual problems which come with tampering this setting - 43-45 solid FPS outdoors (note that I'm using a very heavy ENB setup, and about 40 gigs of texture mods, to make Skyrim look as close to photo-realistic as possible), and no stuttering at all. Though my PC is pretty powerful, I don't think it matters too much at this point :D
  12. Well, three hours of gameplay, and I didn't crash. I did freeze at the end, but according to the Papyrus logs, that has nothing to do with the 'RNPC: periodic update check'. I think this script might need a bit more than 2.0ms to run, if on a heavily modded setup. The fix might be to raise the 'fUpdateBudgetMS' value a bit. Mine seems to run on 5.0ms just fine, without stuttering or FPS drops.
  13. Does Master of Disguise use some assets directly from Armor Disguises? Don't forget that the burden of proof rests on the shoulders of the accuser. Reading the description, and watching feature videos of both mods indicates to me that it doesn't. The two mods work in completely different ways - I'm not that great of a modder, but it seems to me Armor Disguises attaches a script to wearing a full set of armor, and temporarily adding the character to the relevant faction, while Master of Disguise works with the NPC's aggression, tweaing it with an invisible (or maybe visible, but that wasn't mentioned) perk. Basically, your clue to this is that with Armor Disguises, you can be a bandit for several days, or even a whole gameplay, if the character doesn't break incognito, while Master of Disguise only lets you be close to NPCs for a very limited time. The 'conal vision' and the 'random dice game' features are probably scripts built from scratch in Master of Disguise. It seems to me that a lot of original work was put into the mod. Now, I'm not de-valuing Armor Disguises, but the two mods aim to do different things by nature. To put it simply - Armor Disguises is meant for prolonged infiltration (meaning going undercover), while Master of Disguise is aimed at assassination. Don't get me wrong, you're basically right about 'investigating resources', but that's alredy being done, as you yourself presented. Nexus does handle ownership rights, after all. If, and only if, Master of Disguise has some mod resource directly taken from Armor Disguises, your argument is valid, and should be looked into. However, if it doesn't - permit me to be blunt here - we might as well search for the Whiterun Overhaul with the oldest file ID on Nexus, and ban all the others, because they made a mod doing the same thing (which, in this case, would be a more bannable offense, if we consider what I think the two mods have in mind - two Whiterun Overhauls share the same purpose, while AD and MoD in my view don't). As long as two different mods, with different sets of assets and ideas put into them, do the same thing, I don't see any problem with identical purposes. It just mean more variation for mod users.
  14. Nope, it's not another mod. A naked Skyrim has the same lines as well. Also, the SKSE patch doesn't work for me for one reason or another. I got the same memory leak CTD's even with that set up the way it was recommended. However, Memory Blocks Log indicates that if I use the outer version (the one with the .dll file in Skyrim's main folder), the memory blocks do get raised, so that's what I'm rolling with, instead of the SKSE version. But that doesn't do any harm, at least, it didn't do any in the last two weeks. Also, I've found that this problem (seemingly) disappears, if I raise the 'fUpdateBudgetMS' value just a bit. I've been reading the Skyrim Stability Guide, and cross-referencing it with the Bethesda programmer's post about the value itself, and found that though the Stability Guide recommends 2.0 for the value, setting it to 3.0-4.0 doesn't harm FPS in any way for me, but the RNPC crash doesn't happen. At least, yesterday, it disappeared for the last two game hours, so I'm hoping. I plan to play today, so I'll write an update about how it went, with the raised 'fUpdateBudgetMS' value.
  15. Hey everyone, - The part that can be skipped-: I'll keep it short. All my mods are working properly. I use Mod Organizer with LOOT, everything is in working order. I don't have mods which mess up my game. I've tweaked Skyrim for about a month, to get everything under control. I run 300+ mods without any problems (.esp limit skipped via TesVEdit and 1.9 plugins merge). NOT the source of the problem. ENBoost is active, settings properly tweaked. All .ini settings are proper, without any trouble whatsoever. NOT the source of the problem. I've got an i7 PC with 32 gigs of RAM, decent VGA, etc. Hardware is faultproof, even with other games. NOT the source of the problem. I have every update necessary, did all the steps of the Stability Guide, have Sheson's mem patch, Stable UGrids to Load, etc. etc. In theory, my game has nothing wrong going on. -Skippable WoT over-. The only thing crashing my damn game (and quite often, seriously) is the "RNPC: Periodic update check." Could anybody please tell me how to get rid of this thing? Or of a fix that prevents it from crashing my game? I was able to dig up (after ~6 hours of Google destruction) that it has to do with Dawnguard's "Radiant NPC" whatever, but I didn't find any fix for this problem. Many people seem to have it. Please, if someone knows a fix for this, I'd appreciate your help. Very much. Cheers!
  16. Though this is an old page, and people would probably have either started new games, or fixed their problem via other means, I'll post this anyway. A quick and easy way to permanently fix this is the following (assuming you have at least 1 save where you don't have this problem present): - The problem seems to be the saving process of the game. I've tried many things - none of them worked for me - to solve this, so I'm absolutely positive about this fact. - First, you want to install the Autosave Manager: http://www.nexusmods.com/skyrim/mods/34842/? This mod creates saves which never have the save=CTD problem for me. NEVER. - Now, deactivate ALL the game's saving mechanisms, and configure ASM through the MCM menu. - From now on, depending on how you configured it (I have it on 12 Incremental saves, 5 minutes interval, which makes up for a detailed timelist of my last hour of gameplay), you'll have plenty of clean saves. At least that's my experience anyway. I also did some extensive testing - first, I had a Hard Save, where the problem didn't happen. Then a quicksave, where it was alredy present (loaded her up, try to make another Hard Save, instant CTD), and waited for ASM to save it for me in the apparently buggy state. I loaded up the ASM save. Quicksave - NO PROBLEMS. Re-loaded the previous save (the apparently buggy one, which was made BEFORE the ASM save) now. Quicksaved. Instant CTD. Loaded up the Quicksave which was made after loading the ASM save, and Quicksaved - no problem, kploxthxbye. Repeated such processes for 4 hours. ASM saves always worked without any problems whatsoever. Another option: if the save error is related to a specific zone or area, just do the process after using the console to CoC to some other location (f.e. Riverwood). That should do the trick. This does require SKSE, but honestly - who plays Skyrim without SKSE anyway? :D
  17. Hi guys! Is there any mod that locks enchantment values completely? What I mean is - I enchant a weapon with Chaos Damage, and Fate (from EzEs Artifact Disenchanting). Chaos Damage has 50% chance of doing either elemental damage variants for 50 damage, while Fate has 50% chance to absorb 25 Magicka, Health, or Stamina. Some time later, I look at the weapon. Chaos Damage does 52 damage, and Fate drains 27 MP/HP/SP. Some effects are changed with Destruction, some with Restoration, it seems (I've looked into it in detail), but it might be Enchanting, or just because the weapon feels so. Does anyone know a fix or mod, where if I enchant an item, it permanently keeps the values after I did the enchant? Any help would be appreciated.
  18. Hello everyone! I don't exactly know how possible and/or hard it would be, since I have absolutely no experience with modding, so I'll just ask. I recently started playing a hybrid character with http://www.nexusmods.com/skyrim/mods/37658/?, and I'd like a feature I didn't find anywhere. (Neither Nexus, nor Steam Workshop, etc. Extensive Google research was done, believe me.) http://www.nexusmods.com/skyrim/mods/9891/? This mod is sadly not updated anymore, but its functions still work with the newest Moonlight Tales Essentials and other mods, and are exactly what I'm looking for. Meaning: werewolves can loot, interact, open their bag and the map, and keep the items on the character pre-change equipped, though said items don't appear visually, but their bonuses and enchant effects are given to the werewolf. Is it possible to either port these functions to the Vampire Lord as well, or make something exactly like this for the Vampire Lord? Another possibility is to use this mod: http://www.nexusmods.com/skyrim/mods/21631/? as a base, and add the functions to keep equipped items equipped, and to open bags and other menus. This mod isn't updated anymore either, and older versions aren't on Nexus anymore (he did say "added an SKSE plugin" to do it, so it might not be that complicated) ... of course, the 1.3 version seems to be exactly what I needed. Thank you in advance for any replies, or help!
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