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Pevey

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Everything posted by Pevey

  1. You could try looking at that script to see how it was done. Do you know the quest id? One sort of hack work-around I can think of would be to mute the sound effects audio category right before the line that removes the item, and then unmute it right after. http://www.creationkit.com/Mute_-_SoundCategory
  2. This is not something you will likely want to do if this is a mod that will be offered to the public.
  3. There is a lip sync issue with 1.9 that causes sound to go silent briefly when npcs start their lines. It sounds like what you're describing might just be that bug. Unfortunately, Beth introduced it with their last patch, and I don't think it will be fixed unless some genius figures out how to do it with a dll file. There is a small amount of hope. Stranger things have happened.
  4. Simply disabling mods won't do much. They are already baked into your savegame. There's really no way to tell which mod it is. But I myself prefer the simplicity of Get Snowy over Wet & Cold.
  5. The silent option just means you will not get the notification in the top left corner of the screen. It will still make the default sound.
  6. Looks like you've uninstalled a number of mods that you used to have active for this playthrough. As such, and since the CTD is random and not repeatable, any sort of finger-pointing is going to be pure guesswork.
  7. It's because you haven't extracted the source scripts from the mod's bsa. I'm pretty sure Balok includes the source scripts so that users can make their own tweaks, but you have to extract them from the bsa file first, as with any mod. Also, I'm sure you know this, but if you run into any trouble doing this sort of advanced modification, please be considerate and don't post in the Helgen Reborn thread. You will thoroughly confuse the other users (and potential future users).
  8. You could try deleting your browser cache and removing all cookies. Also, you should try with another browser to help narrow down possible causes.
  9. Hi, ironman. I know it seems basic, but just to be sure, have you tried verifying the cache of both Skyrim and the CK? Also, if you're loading any DLC, do you have the bsa files added to you skyrim editor prefs? If all else fails and you decide to reinstall the ck, just please be aware that the delete local content option in Steam for the CK will also delete your entire skyrim installation (mods and all!!), so be sure you back everything up first. One more thing: by default, when you download the ck, it puts source files of all the scripts in your data/scripts/source folder. You didn't delete these by chance, did you?
  10. If you use Nexus Mod Manager (and I recommend that you do), this can be confusing at first. If a mod has a main file and then smaller updates, NMM thinks they are different versions of the same mod, rather than a mod plus an update. After installing the main file, when you start to install the update(s), you will get a message that pops up asking if you want to upgrade. Select NO. If you say yes, it thinks the main file is an old version and will uninstall it and then install the update as the new version. That is NOT what you want. Select NO to ensure that Nexus Mod Manager installs the update in addition to the main file, not instead of it.
  11. You haven't pointed your two properties to valid forms. They are set to NONE
  12. Verify the integrity of the game cache using Steam. If all else fails try subscribing to a mod on the Steam Workshop just to see if that works. If you don't have Steam... mystery solved. Buy the game.
  13. open the console and type: player.getav speedmult If it is greater than 100, you are correct. Take the result and subtract 100, and that is the amount you need to mod it down. So, for instance, if it is 120, you need to mod it down by 20. To do this: player.modav speedmult -20 When you finish, you should check that player.getav speedmult results in 100.
  14. http://skyrim.nexusmods.com/mods/17753//?
  15. Not true! Just pick something small and get started. "I think I can, I think I can..."
  16. Totally anecdotal nonsense: I used to always buy ATI/AMD and was forever having driver problems. My life has been so much easier since I switched to nvidia a couple of years ago. YMMV, but I am an nvidia fangirl now.
  17. There are no mechanisms within papyrus or the CK to do this. It would require more extensive changes, such as a dll extension.
  18. I don't know about the OP, but my mod is still in development. For FuragOn and anyone else who might want to help out, I could use alpha testers. Hopefully soon beta testers. :) Please drop me a line (PM) if you're interested.
  19. When you need scripting help, it's usually best to post the script you have so far, along with details on what you want to do. E.g., transport from where to where, and by what means (gameplay-wise). Someone here may be able to help you if you give the details. Also, try the CK section at the official Beth forums. LP
  20. Or export as 3ds and then import into a nif using nifskope.
  21. If it is a mod (I'm doubtful), you can find the culprit pretty easily. The vast majority don't include any sort of exe file, so you can use a process of elimination. Daventry is correct. It is most likely from something else that was downloaded.
  22. I know this might sound really silly, but just to check... Are you using the Activator form type in the creation kit? If it's an activator, it should automatically play that animation when it is activated, without having to specify the animation event name or anything like that.
  23. It doesn't usually cause CTD under normal circumstances. Will cause them to fall from sky. Which is why disabling is the way to go here. And I don't know what dries teeth means.
  24. Yeah, this is the biggie. If one mod deletes it, and then the user installs another mod that alters it, result is CTD. You don't really want to rely on load order through BOSS or (god forbid) the user reading directions. We all know how that goes. Better to be safe and instead disable it or move it out of the way (with static objects, best to move it down vertically so you don't accidentally move it out of the cell--that wont work with actors, though. When the cell is loaded, the actor would fall from the sky. Best probably to disable it).
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