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Everything posted by EbrithilUmaroth
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Why does Vortex recommend LSLib/Divine Tool for BG3?
EbrithilUmaroth replied to cellcubed's topic in Vortex Support
It's a set of tools required for Vortex to be able to properly manipulate BG3's files, Vortex won't work properly without it installed -
In response to post #44658195. #44658755, #44660435, #44662065, #44662420, #44663050, #44663515, #44663785, #44664805, #44668805, #44673890, #44673940, #44725300, #44729920, #44733380, #44754360, #44757715, #44758040, #44758265, #44776310, #44841355 are all replies on the same post. Yeah, honestly I think your mod is a great addition to Skyrim. It actually makes me want to see the opening scene again and I will when I start my next character.
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The thing I really liked about Oblivion lockpicking was that it was actually skill based instead of just trial and error. I could pick any Master lock in Oblivion with only one or two tries with the minimum lockpicking level just because I'd done it so much that I could feel how the pins were reacting and when they would fall into place, but there's no skill to Skyrim lockpicking: like I said, it's nothing more than annoying, trivial, pointless trial and error. Plus Oblivions lockpicking was also much more realistic to how locks can actually be picked.
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Well, it's not really clear on whether there's permission or not. It certainly doesn't say no. He says he'd appreciate if you contacted him before using the files, but he doesn't say you can't use them without contacting him. And besides, I tried to contact him, it's impossible. Here are the relevant sections from his Readme: " ========================= 7. USING SoS IN YOUR MODS ========================= If you are a mod author and would like to add SoS's sounds and scripts to your environments, you can export the sound IDs and settings from SoS to your project. Refer to the credits section to know who to credit for the sounds you've taken. When you've added the sound add-ons to your mod, let me know and I'll add it to the list of add-ons on the download page. ========================= 9. LEGAL STUFF/DISCLAIMER ========================= I�d appreciate if you�d contact me before re-packaging any part of this mod. Since most sound effects have attributed authors that must be included in the credits, I could point them to you. " It sounds to me like permission as long as you credit the author and the collaborative authors, which can be found in his ReadMe.
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Hi, I'm EbrithilUmaroth, the author of the Comprehensive List of the Best Mods for Skyrim. People often come to me with problems that have getting their game to run or figuring out how to use Wrye Bash or TES5Edit, etc. and the one thing I've run into more problems with than anything else BY FAR is the Sounds of Skyrim patches. The descriptions are super vague. some of the patches don't even have a purpose anymore among other problems. So, to help alleviate these issues, I made an NMM installer for all his patches, that automatically selects the appropriate patches based on what you have installed, it also gives you the option to install the other patches (but warns you if it didn't detect that's one that should be installed) and it gives an accurate and full description on what patches should be used in which situations and how the relevant mods should be installed to ensure total compatibility. Which is something the original authors didn't do a very good job with. I know that someone already made a page for Sounds of Skyrim Compatibility Patches but all he did was reupload the patches individually, that's not really any better than having them in an archive. The problem comes in when I realize that I don't have permission to use his files, nor do I have any way to get it, since the author's inbox is full and he doesn't answer any comments, if he even logs on at all. I can't imagine there would be a problem with using his files, since someone else already did it, but I don't want to get in trouble or anything so I figured I had to ask first. Also, I don't want to have to keep it to myself, I worked pretty hard on it, there's a lot of patches, it was over 500 lines of code =/
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This isn't so much a problem as it is a question. I have the mod "Halls of Dohvandor" installed via Steam at the moment. However, I want to switch over to the Less NPCs version on the Nexus. If I uninstall the Steam version and then install the NMM version, will all my items in the house still be there? I'm not sure how Skyrim saves the location of items and if the addresses of those locations might change if I reinstall the mod.
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I opened a mod request for a new Locational Damage mod, since I believe it's probably the most important gameplay mod that you can possibly have. But my request got no responses except people saying "Yeah, a better Locational Damage mod would be great" So I took it upon myself to make it since no one else will. However, I don't know the first thing about actually creating a mod so I have to start from the ground up. I understand most of the concepts already but there are some specific things I don't know like: How can I create a locational hitbox in Skyrim?
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more than one info.xml in fomod folder
EbrithilUmaroth replied to bezbox's topic in Skyrim's Skyrim LE
Did you even open the info.xml? If you did you would have noticed that it contains information regarding the mod such as name, category, version number, and author. This file is packaged in with mods so that NMM knows what information to display about the mod, if this file isn't included with the mod NMM just uses whatever it can find and it isn't always correct. Also, the file can't be renamed to modName_info.xml because then NMM would not be able to read it, it only looks for info.xml And if you're not installing the mod via NMM then you don't need this file at all, it serves absolutely no purpose at all except providing information to NMM. In fact, you don't need anything in the fomod folder that a lot of mods come with because the fomod folder just contains things for NMM. -
I'm doing the quest Bound Until Death and there are some pretty serious bugs surrounding the wedding. If you go to the wedding, there is nobody there, the Jarl is there and one other girl standing by the gate singing. Half the time Vittoria Vici isn't even there and her groom is never there. If Vittoria Vici is standing on the balcony, the quest marker isn't pointing at her, it points at the door that leads to her and when you go through that door, the quest marker switches to her. However, you can't kill her, she must still be considered essential for some reason, it's like the quest has started in some ways, but not in other ways. Here's a picture of me being unable to kill her: All the guests are bugged too. If you go to the inn, they're all just standing around doing nothing. It's like they know they should have something to do besides their normal schedules, but they haven't been told by the game what it is they should be doing. However, if you talk to them, they think they're at the wedding and have all the normal dialogue options for if they were there. Here's them standing around doing nothing, there's a lot of them: I am playing on PC with a number of mods, so here is my load order: What type of conflict could possibly cause something like this? Is this a normal bug? Because it isn't listed on any of the wiki's so I'm thinking it has to be a mod that caused it. Also, I can't find any evidence of anybody having a similar problem anywhere. Edit 1: Found the husband, he's standing in the inn doing nothing with everyone else. Edit 2: I'm going to try to fix this. First by uninstalling Dark Brotherhood Resurrection Part 1 and second by using he console to mark Vittoria as non-essential and killing her.
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Yeah, I did that, but why does Wrye Bash tell me I should include it in the patch if doing so breaks it? I'm just wondering if not including it has any potential negative side effects.
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Isn't that backwards? Shouldn't the tweaks on that list be the ones from the mod and if you don't want to keep the change then you disable it. It seems ridiculous to do it the other way around. Also, you didn't solve my problem. Increased Merchant Count doesn't have any relevance to any of the tweaks listed on that page, as you can see, so how do I get that one to work with Wrye Bash?
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Why does it undo some mods? I'm sure it undoes changes made by a ton of mods, but the ones I've noticed so far are that it's completely undone Increased Merchant Gold Count and Realistic Crime Radius You can see in the tweaks section of Wrye Bash that by default, it changes the crime radius back to 4000, which completely undoes the Realistic Crime Radius mod, shouldn't it be smart enough to keep the change from the mod? Isn't that the purpose of Wrye Bash?? Also, if I include Increased Gold Count in the Bashed Patch, then it doesn't work, the only way for me to get it to work is to not include it in the patch, which shouldn't be the case. What else is Wrye Bash breaking in my Skyrim and how can I fix it? Also, here is my load order:
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Today I was doing A Daedra's Best Friend and the texture for Clavicus Viles' statue was so bad I didn't even want to look at it while I talked to him. You can see below how terrible the statue looks in the game. Lately we've been seeing a lot of statue texture updates getting to the MotW section (there isn't one for Clavicus Vile yet) but who wants to download the texture for just one statue. Yes, a lot of the replacers that have been made are sexy ones, but personally I just want HD versions of the vanilla statues so they don't made me want to MarkforDelete them.
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I have a fairly thorough understanding of how modding and how mods work, but I have no knowledge of how to go about making one. I exaggerated when I didn't know what program to use, I know the Creation Kit is what most people use to be able to access game resources and such but I wouldn't know how to actually go about using it, since I never have. And I know everything you need to know about modding like I know what an ITM record is, and an Undeleted Record and a Navmesh Record, I know the purpose of meshes, textures and normal maps, I know about animations, I know how variables work in programming since I know a few programming languages, etc. I even know how to write scripted mod installers and have for several big mods. I usually create them for my own purposes since I hate manual installation and mods that don't package their patches in the main download but sometimes I collaborate with a mod author to create an official one. So I know very well how mods work and I know how this one would work (in theory) and I know it wouldn't be hard to make. The only thing about this mod I don't know how it would work is I don't really know how the body part detection would work. Would I have to make custom hitboxes over the skeleton? I think that's how Locational Damage did it but I have no idea how to do that. Of course, because I don't know how to mod, there could be engine-based complications that make creating this harder, but in a general sense, creating localized hitboxes and simple scripts to scale damage up or down is not very difficult. It gets a little bit more complicated when you add effects like staggering, disarming, instant-kills, etc. but it's still not that difficult. There's a huge difference between knowing how something works and knowing how to make it work. Also, guess what, I just read the Terms of Service and there's nothing in there about mod bashing.
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You're right, I'm sure the mod author put a lot of work into his mod and is proud of it. That being said, it's still about time somebody made a better one. I'd do it myself if I knew even the first thing about modding but I don't. I don't know what program to use, I don't know what language to program in, I don't know what method of hit detection I would use, etc. So even if I did manage to pull it off, somehow, miraculously, it probably wouldn't be any better than the existing one. It's better left to an experienced mod author. To be honest I'm extremely surprised this hasn't been mentioned more. To me, locational damage seems very important to combat, especially as an archer. I also imagine it wouldn't be that hard of a mod to make, given the right knowledge. Also, I didn't bash the author I never said anything about him other than the fact that he's mia. I don't think I bashed the mod either, I simply stated facts but I can see how that can be interpreted as bashing.
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Yeah, there's only two options for Locational Damage and both of them are pretty bad. Deadly Combat's Locational Damage system is a joke, you can't even tell if it registered or not since it barely makes a difference in damage (if any difference at all, I really can't tell) and the only configuration option is to turn it off. If Locational Damage was just updated and streamlined, it would be perfect, but the mod author is mia, so we need a replacement.
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No, no, no, I'm not talking about a VATS system at all. If I was, I would have said that, no I'm looking for Locational Damage. What I mean by Locational Damage is pretty self-explanatory, if you hit them in the arm, it does x amount of damage, if you hit them in the head, it does y amount of damage, if you hit them in the body, it does z amount of damage. It's not complicated. It gets a bit more complicated when you add effects like staggering, disarming, and instant-kill it gets a bit more complicated. That stuff would be nice, since the original Locational Damage mod had all that stuff, but it's not as important as just having configurable damage amounts. I've been testing Deadly Combat all day and I can't find any evidence that it actually has Locational Damage. I want pretty much exactly what the original Locational Damage mod did except one that doesn't corrupt your save data and doesn't have script lag. As far as concept goes, the Locational Damage mod had it almost spot on.
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I'm looking into this now, so far the most important thing I see is that it's not really configurable, all you can do is turn the Locational Damage on or off...
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Locational Damage is pretty self-explanatory, damage done scales with the location on the body that was hit. For example, hitting an arm might be 50% damage, hitting the body is 100% damage, hitting the head is 200% damage, etc. It's really important to archery, Locational Damage makes archery so much more fun and without it, Archery just feels bland and boring. I added a link to the original post and no, the mod author isn't active anymore.
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Hi, I'm Ebrithil Umaroth, the author of The Comprehensive List of the Best Mods for Skyrim on Reddit. I love the idea of Locational Damage and it's something I feel should have been in the game to begin with but the only mod that does this is horrible. Reasons it's horrible: It hasn't been updated in over a year, so people are reporting that on the latest version of Skyrim, this mod bloats and eventually corrupts your save data.The scripts only seem to work half the time, if that.Even when your shot does register, the script takes way too long to process. A Better Locational Damage mod should be a top priority mod project. Why do we have like 5 different "Needs" mods but only one crappy Locational Damage mod? Link to the original mod: http://www.nexusmods.com/skyrim/mods/12615
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I found the cause of the CTD in my Papyrus logs. This (or something very similar) is at the bottom of my logs every time I crash: [ (000E0BEB)].StockadeBarricade01ActivatorScript.OnLoad() - "StockadeBarricade01ActivatorScript.psc" Line 22 [06/24/2014 - 10:08:15AM] Error: Cannot call Enable() on a None object, aborting function call stack: [ (000E1FAA)].StockadeBarricade01ActivatorScript.OnLoad() - "StockadeBarricade01ActivatorScript.psc" Line 22Does anyone know what causes that? Is that script from a mod and why is it CTDing me? I can't play the game any more until I figure this out. Here is my load order: Skyrim.esm=1 Update.esm=1 Unofficial Skyrim Patch.esp=1 Dawnguard.esm=1 Unofficial Dawnguard Patch.esp=1 HearthFires.esm=1 Unofficial Hearthfire Patch.esp=1 Dragonborn.esm=1 Unofficial Dragonborn Patch.esp=1 Falskaar.esm=1 Wyrmstooth.esp=1 ApachiiHair.esm=1 moonpath.esm=1 SPERG.esm=1 HighResTexturePack01.esp=1 HighResTexturePack02.esp=1 HighResTexturePack03.esp=1 Chesko_Frostfall.esp=1 Better Dynamic Snow.esp=1 SplashofRain.esp=1 BellyachesNewDragonSpecies.esp=1 BirdsHFclean.esp=1 CalienteVanillaArmorTweaks.esp=1 Chesko_WearableLantern.esp=1 dragonsoulstoperks.esp=1 Hunterborn.esp=1 Hunterborn_Dawnguard-Patch.esp=1 Hunterborn_Frostfall-Patch.esp=1 Radiant and Unique Potions Poisons and BOOZE.esp=1 skyBirds - Airborne Perching Birds.esp=1 Skyrim Flora Overhaul.esp=1 WetandCold.esp=1 WetandCold - Ashes.esp=1 Footprints.esp=1 Footprints - Ash.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 SkyUI.esp=1 iHUD.esp=1 LessIntrusiveHUD.esp=1 Customizable Camera.esp=1 AMB Glass Variants Lore.esp=1 Cloaks.esp=1 Cloaks - Dawnguard.esp=1 1nivWICCloaks.esp=1 1nivWICSkyCloaksPatch.esp=1 DHuntress.esp=1 FlameAtronachArmor.esp=1 FullBootForKKSA.esp=1 Hothtrooper44_Armor_Ecksstra.esp=1 Hothtrooper44_ArmorCompilation.esp=1 Immersive Weapons.esp=1 KKFur.esp=1 KKSDrBWeightFix.esp=1 KKSDGWeightSliderFix.esp=1 DeadlyDragons.esp=1 DeadlyDragonsArmory.esp=1 DeadlyMonsters.esp=1 quest_andtherealmsofdaedra.esp=1 BetterDarkBrotherhood.esp=1 betterdawnstar.esp=1 betterinns.esp=1 bettermarkarthexterieur.esp=1 bettermorthal.esp=1 betterwinterhold.esp=1 flaho_shi_eagles_nest_eng.esp=1 hallsofdovahndor.esp=1 markarth_plus.esp=1 moonpath_questdata.esp=1 quest_nomercy.esp=1 quest_sorcery.esp=1 run for your lives.esp=1 when vampires attack.esp=1 quest_seaofghosts.esp=1 quest_thebiggertheyare.esp=1 The Paarthurnax Dilemma.esp=1 Undeath.esp=1 whiterunexenhanced.esp=1 AchieveThat.esp=1 BetterQuestObjectives.esp=1 BetterQuestObjectives-Dawnguard.esp=1 BetterQuestObjectives-Hearthfire.esp=1 BetterQuestObjectives-PaarDilemmaPatch.esp=1 BetterQuestObjectives-DBForevertoMisc.esp=1 Book Covers Skyrim.esp=1 Differently Ebony.esp=1 Guard Dialogue Overhaul.esp=1 SFO - Dragonborn.esp=1 SkyTEST-RealisticAnimals&Predators.esp=1 dD - Enhanced Blood Main.esp=1 dD-Dragonborn-Dawnguard-EBT Patch.esp=1 unreadbooksglow.esp=1 aMidianborn_Skyforge_Weapons.esp=1 BetterQuestObjectives-AMBSkyforgePatch.esp=1 Helgen Reborn.esp=1 riverwoodenhancedplugin.esp=1 taveriften.esp=1 tavesolitude.esp=1 tavewindhelm.esp=1 tavevillages.esp=1 whiteruninenhanced.esp=1 tavefalkreath.esp=1 DVA - Dynamic Vampire Appearance.esp=1 Better Vampires.esp=1 Brevi_MoonlightTales.esp=1 BetterQuestObjectives-MoonlightPatch.esp=1 ForgottenMagic_Redone.esp=1 Realistic crime report radius.esp=1 DragonCombatOverhaulDragonborn.esp=1 Locational Damage.esp=1 The Dance of Death - Ultimate Edition.esp=1 ABT - Faster Arrows Improved +50%.esp=1 ABT - Faster Bolts Improved +50%.esp=1 ABT - Progressive Damage (Vanilla).esp=1 ABT - Bolts Renamed for BS and CCO.esp=1 SPERG.esp=1 SPERG-DG.esp=1 SPERG-DB.esp=1 SPERG Immersive Armors.esp=1 ESPv1_1.esp=1 3DNPC.esp=1 RealisticNeedsandDiseases.esp=1 RND_Dawnguard-Patch.esp=1 RND_HearthFires-Patch.esp=1 RND_Dragonborn-Patch.esp=1 Hunterborn_RND-Patch.esp=1 RND_USKP-Patch.esp=1 Inigo.esp=1 blaze of eventide.esp=1 Alternate Start - Live Another Life.esp=1 BetterQuestObjectives-AlternateStartPatch.esp=1 Immersive Sounds - Compendium.esp=1 ISCompendium Enhanced Blood Patch.esp=1 SMIM-Merged-All.esp=1 RND_AnimalLoot.esp=1 Immersive Patrols II.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=1 ElderOutfit.esp=1 ethereal_elven_overhaul.esp=1 Vampire Skin Color Fix.esp=1 RND_PureWaters-Patch.esp=0 WATER.esp=1 WATER Plants.esp=1 WATER DG.esp=1 WATER DB Waves.esp=1 WATER Falskaar.esp=1 barenziahquestmarkers.esp=1 dragonpriestmaskquestmarkers.esp=1
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NMM took forever to load, more than 20 minutes. I usually take about 30 seconds. And when it did open it opened the window that says "Checking for Nexus Mod Manager version" the bar filled up halfway and then stopped. Now I can't close that window, hitting the cancel button doesn't work. I can't even get to my desktop because I can't minimize it. I have to close it using Task Manager.