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About humanbean234
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United States
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Skyrim
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Good ol' pen-&-paper AD&D
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The basic problem is that most/all human/humanoid/monster corpses are a 'havok'd' item within their .nif (if they weren't, you wouldn't be able to 'grab/lift/drag' them), while a non-havok'd item is considered a 'Static' item in the game-engine (per its' item-characteristics in the .esm/.esp file that adds it into the game), similar to a piece of furniture. The Havok engine, itself, will automatically seek to move any 'havok'd' item to a position where its' bounding-box doesn't intersect with the non-havok'd "static" object. There's no easy solution to this problem; the only possible solution would involve creating a separate .esp/.esm which references separately-created .nif(s) of your hoped-for 'Fixed Position Arrows', with some added script that would allow those arrows to be 'take'-able items automatically-converted into 'Usable'/'Stackable' ammunition of whatever type you want them to match. That's some specialized coding which, for me, would seem to be a needless added burden on both basic load-order and the Papyrus-Engine (depending on how-often the script would be coded to 'fire'), for a very-few locations that your mod would add/adjust. My advice would be to adjust your hoped-for 'decor' in that cell to *not* include those arrow-perforated corpses.
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Sounds like you've got at-least one mod in your Load-Order, somewhere, that's reclassified Eldergleam Sanctuary as an "exterior" cell (probably a 'Lighting' or 'Weather' .esm/.esp) You can use TES5edit (or WryeSmash, etc, if you still use a 'Bashed Patch' for summary-changes) to examine that specific 'cell' with your full gameplay Load Order loaded-up [run through whatever mod-manager you use] to see if there's any mods giving that cell Weather Effects, and re-write/save changes to your installed-copy(ies) to adjust it. If that *isn't* the cause, then I can't advise you further. Hope that helps.
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Miscategorized mod; Skyrim (Oldrim) - 'COR Eyebrows for Vanilla Males' by zzjay - https://www.nexusmods.com/skyrim/mods/101287 Mod is somehow in the 'Alchemy' category; should be in the 'Body, Face & Hair' category. [Edit]: There are *several* miscategorized mods in Oldrim's 'Alchemy' category, within the first few pages as-filtered by 'Last Updated'
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Merging mods is... tricky. I've found the xEdit "Merge .esp" script does a decent job, but there's always a lot of cleanup that needs to be done manually after-the-fact, and the merged-mod itself is usually only useful when starting a completely new playthrough. Reason-for-that is that there's nearly-always some FormID records in every mod that are identical (xx0000whatever-whatever) and in merging 2+ mods together, the 2nd-and-subsequent mods being squashed into the merge get a lot of ther FormID numbers changed. Thus, if you try installing a merged-mod midway-thru a playthrough to replace previous mods, it borks-up your Save... items disappear, NPC's start behaving strangely (since their schedule-package FormID#'s have changed, but their previous records are 'baked' into the saved-game, etc.) What mods are you trying to merge together, and for what game? For-what-it's worth, I'm actually pretty good on this subject. https://www.nexusmods.com/skyrim/mods/87871
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crash after activating archive invalidation
humanbean234 replied to NevraskaR's topic in Fallout 3's Mod Troubleshooting
Most mod-managers perform archive-invalidation automatically via their own Virtual File System. 'Archive Invalidation Invalidated' is only needed if you are NOT using a mod-manager (i.e. installing .esp, .bsa, and loose-files directly into the game's Data directory, and maybe using just WryeBash to create a bashed patch). Me, I use Mod Organizer, and I expect FOMM performs similar. Try a simple test. Install a "mod" (make your own) that completely replaces a common clothing texture with a .dds of bright blue or yellow, packed into a .bsa, and load up your game WITHOUT 'Archive Invalidation Invalidated' involved in the process. If you see your "replacement" texture in-game, then all-is-good... the previous archive's texture is being Invalidated by the replacing texture in your throwaway-archive, and you can do-without 'Arch-Inval-Inval'. If your texture ISN'T appearing in-game... then I don't know what to tell you. Good luck. -
text at top left is half off my screen
humanbean234 replied to cocopop1888's topic in Fallout 3's Mod Troubleshooting
HUD positioning is "baked" into your Saved Game. If you were using Darnified UI with IHUD, you should be able to restore the positions of things by editing the 'default' positions in the menus\prefabs\DUIF3Settings.xml file (use Notepad++ or a similar editor) and then, from the game's Options, restoring the defaults. If you were using DarnUI and that was what you uninstalled, you'll need to reinstall it to fix the issue. -
Fallout 3 has stopped working help
humanbean234 replied to ABorstov123's topic in Fallout 3's Mod Troubleshooting
Ye-gawds.... Is LOOT still showing those error messages? If it is, one of the big issues is that you haven't cleaned any of your DLC .esm files. For that, you need to know how to work with TESVedit. All of those 'Identical to Master' records and deleted NavMeshes are going to create some problems. Good Tutorial series can be found starting here https://www.youtube.com/watch?v=N5bJiC7v79E -
The NavMesh process is also clearly explained by GamerPoets via a YewTewb tutorial you can find at the following link (with all the FormID numbers to be fixed given in the comments... sometimes it's easier to follow along by watching rather-than just reading) https://www.youtube.com/watch?v=69hyaD9Efvw (Not a rickroll... swear2gawd...)
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Pipboy partially transparent
humanbean234 replied to BobNewgot5679's topic in Fallout 3's Mod Troubleshooting
The problem is in your .ini settings, related to view distance. Look in your fallout.ini within the [Display] section. Look for the variable fNearView= If you've got it set to fNearView=8 (or higher) it's clipping into your camera. Set it for 7 or lower (default for the game is 5) and that should correct the problem. (I, too, followed the GamerPoets tutorials, and don't-get-me-wrong, he gives some good advice, but not *everything* he offers is spot-on.) -
I like vine-ripe tomatos, from my backyard garden.
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oh god i cant decide! -m0d suggestions!
humanbean234 replied to Lucy613's topic in Oblivion's Discussion
If you don't mind taking the time and spending your own character's money, Muffin Share http://tes.nexusmods.com/downloads/file.php?id=7119 will let you access almost anyone's inventory (won't work on ghosts, or Haskill in SI) and change their equipment. Advice... don't use MuffinShare on anyone carrying a Bound Weapon (or anything that's been force-equipped, whether by script or by console-commands... your game will crash). -
I was running the Python-dependant WryeBash 241, and the 'Import Face' function worked. Upgraded to the Python-dependant unicode version 250.5, and it was broken. Retrograded to the 250 standalone version... still broken (the same way you describe). I've commented on the upload thread, and the authors are aware of the problem. In the meantimes, if it's critical for you to be able to import faces into .esp, ... version 241 worked. If you're just trying to put a new face onto your character, you can probably make-do with Oblivion Face Exchange Lite, or FGtoOblivion (if you're using a FaceGen file).
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I recommend Advanced Magecraft. Does disenchanting, transplant of existing enchantments (on everything but arrows & staves), cloning of items, and so-forth. FIND IT HERE http://tes.nexusmods.com/downloads/file.php?id=15587
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Picking up Oblivion again - looking for RPG mods
humanbean234 replied to abaris's topic in Oblivion's Discussion
Multiple quests & new locations in this one... Shezrie's Towns -
Need help finding a house mod that dont feel like cheating
humanbean234 replied to Tar73's topic in Oblivion's Discussion
Not that I'm aware of. The way Oblivion stores information in its' savegame files, any time some item gets added that was not originally hard-coded in an .esp or .esm file (for example, when you create a potion, or open a chest whose contents are spawned from a levelled list) the game assigns it a reference ID that begins with "ff" and begins to track its' location in the savegame file by cell, and x/y/z coordinates within the cell. Mods like Imperial Furniture Store which can add an unlimited number of objects (every time the merchant's inventory respawns, and you buy more items) contribute to "bloat" in the same way, though it's usually at a negligable level. Savegame bloat really only begins to add up if you commit a lot of littering, dumping clutter on the ground (because those references tend to become durable until the cell resets). The only items that truly persist (and thus add to bloat) are... Inventory items: quest items, items stored in non-respawning containers, or dropped items in non-respawning cells, and... Static items: Furniture added, whether via a mod, or by use of the PlaceAtMe console command. My best recommendation for helping trim down savegame bloat? Don't be a hoarder. Sell everything you don't intend to use, and use a "trashcan" mod to remove unnecessary RefID and location data from your savegames (the trashcan included with Reznod's Mannequins is what I use). EDIT: @Striker879 -- Imperial Furniture Renovated adds to the size of savegame files in the same way. It's got a cleaner script, sure (so if you decide to pick up and move a piece of furniture, or sell it back, it retains the same RefID and doesn't create an unnecessary new one), but every piece it adds that you allow to remain in your saved game... adds an additional single reference and a single line of code to the saved game.