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igotnousername

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Everything posted by igotnousername

  1. That's basically it. Merging mods that have the same ID numbers excluding the first two will break or potentially will not work on mods that depend on them. Most mod scripts require form id's to detect items. Like a script is "if player has (0000123) do this", that will break.
  2. Yes that's what I'm saying, "Won't fix" should count as a bug (because currently, it doesn't). Since the author acknowledge that the bug exists but opt not to fix it.
  3. It should still count as a bug and must be shown in the mod tabs. Imagine the amount of bugs one mod must have when the author kept tagging bug reports as "Wont fix" but you wouldn't know at first glance because the tab shows "0 Bugs".
  4. A lesser power you activate to detect vampires in the vicinity. Useful when entering a town to check for "Mysterious Travelers". Says "Something is not right...." if it detects one.
  5. Reposted from Tech support because this seems to be the right place to post this since the feet mesh is modded. Sorry about that. http://i.imgur.com/PVch6cc.jpg An odd problem that I cant seem to find a solution for. Looks fine on niftools but not on the Creationkit and in-game. I already tried to create a new mesh on Bodyslide. Normally I wouldn't care about feet since its covered by boots but this bugs me because I cannot fix it. However any boots that shows a bit skin on the feet suffers from this. Any idea? Vanilla mesh works fine but who wants that? No conflicts whatsoever as well.
  6. http://i.imgur.com/PVch6cc.jpg An odd problem that I cant seem to find a solution for. Looks fine on niftools but not on the Creationkit and in-game. I already tried to create a new mesh on Bodyslide. Normally I wouldn't care about feet since its covered by boots but this bugs me because I cannot fix it. However any boots that shows a bit skin on the feet suffers from this. Any idea? Vanilla mesh works fine but who wants that? No conflicts whatsoever as well.
  7. I've been testing about the Priority in Addon Biped Slots. I don't know if anyone has ever posted anything about this but there doesn't seem to be a guide or I cannot figure out the correct keywords to search for. The details of the Priority isn't included in the http://wiki.tesnexus.com/ Addon/Armor Biped Slots Every BSDismemberInstance on the nif file should be checked in with the Addon Slots else only that specific node will disappear. At least one of the Slots in Addon and Armor should be the same else the Addon will disappear but you can still equip the Armor. That means an Addon with 32 and 34 slots only need its Armor to have either 32 or 34. Also applies if two separate (32 and 34)Addons are combined into one Armor. Priority On the Creationkit.com, it says the Priority is used to determine the order of the Add-on. Addon that has a 44 slot and 10 priority will over-ride any Addon with a 44 slot and a 5 Priority. The 0 Priority is commonly used by the Characters Body which is commonly at 32 Addon. Priority seems to work best on an interval of 5. Addons with the same priority, will be either determined by last equipped, freak out or maybe crash the game. Addon and the Priority Armor override Armor based on which was equipped last. Addon overrides Addon based on its Priority. Example: A 32 Armor with 3 Addons. -- A 32 Body Addon, 34 Forearm Addon and a 33 Hand Addon. Priority of 5, 5, and 10 respectively. A 34 Armor with 2 Addons. -- A 34 Forearm Addon and a 33 Hand Addon. Priority of 10 and 5 respectively. A 33 Armor with 1 Addon. -- A 34 Forearm, 33 Hand, and a 37 Feet Addon. Priority of 15. A 36 Armor with 1 Addon. -- A 36 and 37 Feet Addon Priority of 20. A 34 Armor with 2 Addons. -- A 34 Forearm Addon and a 33 Hand Addon. Priority of 20 all. Order of Equipment: The 34 Armor will override only the 34 Addon of the 32 Armor. The 35 Armor will override all of the Addons of the 34 Armor and even if all its Addons are overriden the 34 Armor will still remain equipped, then only leave the 32 Body Addon of the 32 Armor. The 36 Armor will override the one Addon of 33 Armor then the Addons of 32 and 34 Armor will appear again. The second 34 Armor will un-equip the first 34 Armor and override the 33 Hand Addon of the 32 Armor. This means you can basically have 10 Armors with its Addons overriding each other. Will sound confusing at first but you just need to plan for it. Now why would I need to do all that work? If you dislike clipping or just want variety, you will need to do just that. Hope this helps. Issues: Sometimes at the start of the game, the priority will fail. Simply save then load that save. Edit: Made a mistake. Another mistake, Its really confusing, or I just suck at making a guide.
  8. Just a mod that allows creativity in dealing with certain things. Something similar to what you can do with Briarhearts. Like maybe Soul trapping Malkoran prevents you from having to fight his shade. Obviously because his shade is in your black soul gem. Soul trapped enemies shouldn't also resurrect because their soul is gone! Throw a bunch of meat and maybe bears or other aggressive creatures will stop chasing you and stops next to it. etc etc.
  9. I just finished DX:HR a while ago. I know there are mods out there that makes your eyes look augmented or making you look like a robot. A race: - high health but cannot regenerate it unless you 'upgrade' your body. Only repair yourself via smithing. - high stamina but instead of stamina its energy. It also doesn't regenerate. Needs potions or batteries. Ran out of energy and your health will start draining away. Sprinting costs very little. - instead of magicka its shield. To make up with the fact that you cannot regenerate health. Damages shield if you are hit until its depleted. Needs energy to regain depleted shield. - immune from drain spells. You don't level up from fighting. You can only upgrade your self through smithing certain parts to improve your health, energy and shield. You get perks by smithing kits. You gain skill points by smithing parts of a certain skill tree as well, get experience points from that. Spells consume stamina. You cannot use all spells though. Just selected ones. Upgrades (perks): - Augmented eyes, see through walls, a detect life/dead spell basically. - Jump higher - Punch stronger - Social enhancer - Auto Repair, gain health regeneration just slower and requires energy. - Solar powered, energy regenerate while outside in the sun. - Poison and disease immunity. - etc. A race that requires role-playing.
  10. Are you sure it didn't work? Just don't edit the spell again since the effect will disappear. Well I guess scripting will do for you.
  11. The problem would be windows 10 and not your mods. There were reports about skyrim not working on Windows10. Just hope Microsoft updates.
  12. That usually happens with scripts. You load a previous save to run the scripts then load a recent save. Just be careful with your mods and save wisely.
  13. I keep telling you to use scalpel but suit yourself.
  14. Have you tried using the Save Game Cleaner? http://www.nexusmods.com/skyrim/mods/31724/?
  15. So what happened with that log? Did it crash when loading or when you go to a certain place? Crashing when loading can be workaround by loading a previous save and if it loads, then you load the current save. Well as always, use scalpel mod that I showed you. It can fix it.
  16. Hmm, are you using a mod manager? MO has a separate ini file.
  17. A bunch of people now have posted about it though. They got problems after they installed windows 10.
  18. Go to your skyrim.ini file and the [Papyrus] Section bEnableLogging=0 change to bEnableLogging=1 Now just play and wait for it to crash. It should display logs into your log folder. BTW I also have that mod. I didn't have problems with it.
  19. Alright. where are your logs though? What mod is it? Now if you just want to play ASAP. Use this http://www.nexusmods.com/skyrim/mods/53045/?
  20. So it was 0x0000001? I tried something similar like this but it was 2 not 1.
  21. Check the save folder security settings. See if Read & Write is allowed. BECAUSE if the reason it stops working is that you updated windows. The fault lies in windows and not your mods. Now just check if windows changes some privacy or security settings. I haven't got windows 10 yet obviously because of these kind of problems.
  22. go here http://forums.nexusmods.com/index.php?/forum/414-skyrim-technical-support/ and display your logs.
  23. Easy. No script needed. Make a second effect that damages your stamina. Then attach that effect into your spell and magnitude to what the cost would be. Make the overall cost 0. Then make a condition where the spell will never work if your stamina is below a certain amount. With that, the spell will cost no magicka but using it will damage your stamina. Its a workaround. OR Use scripts. You don't need those things if you used scripts. akActor.DamageActorValue("Stamina", amount) when casted. EDIT: Just realized something. Use the bug on CK. First make the second effect a non-self target. Attach it to a spell, THEN change it back to a self target effect. It wont delete the effect to the spell and what happens now is that you got a spell that, targets enemies and yourself.
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