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morogoth35

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Everything posted by morogoth35

  1. Yes exactly. Do you crash as soon as you start up the game? Like you only get to the main menu if even that? The thing with not having all the DLC's is that many, many mods actually have something called a dependency on some of the DLC's. This means if you download a mod that requires Dawnguard DLC to work and you don't have the Dawnguard DLC your game will crash upon start up. This happens more often with new users as well since they are not as experienced in what files they should download. I think Skyrim Flora Overhaul and Realistic Lighting Overhaul has some files that require the DLCs. You can try and install the specific files of those mods that don't require any dlcs (if there is any such files.) Or buy all the DLC's and then your game will not crash when using those mods along with the majority of mods on the nexus.
  2. Hi. So first of all you don't want to install mods inside the C Drive due to possible permission problems and also if your game crashes on startup (I dont know when it happens) it is because of a missing master file. Do you have all the DLC's for Skyrim?
  3. That is an issue in the vanilla game. Everyone has it. The only way to fix it as far as I know is to use a mod called DynDOLOD. DynDOLOD will make the pop in almost completely unnoticable.
  4. Hi guys. I use Skyrim Redone and when I play with it the spell vendors don't sell certain spells such as muffle and invisibility. I have to add them through the console. I think the problem is some sort of conflict in the leveled lists. If that is the case, anyone has any tips on how I can fix it? Bashed patches break some of my mods so that is out of the question.
  5. So I tested it out and when I installed it manually it worked fine but as soon as I installed it with Mod Organizer it only returned the value 1 all the time. Also when I removed the notification line in the two scripts it did not store the information in the file.
  6. I used FISS and I could not get it to work. Whenever I died it only stored the value 1 and nothing else. Also FISS has no way to store a global variable.
  7. Hi guys. I have a question. How do I make an integer count from 1 -> 2 -> 3 -> 4 and so on. I thought you had to do it this way: Int DeathCounter Event OnDeath(Actor akKiller) DeathCounter = DeathCounter + 1 BeginLoadPreset() BeginSavePreset() EndEvent I save the integer with fiss but whenever it saves it to the file the count is always 1.
  8. Okay I actually made the script compile and after much testing I know that when my character dies it updates the file FISS made but it updates it to nothing other than one. So something with my integer is wrong it seems since the value does not increase past one. I even tried do add an event OnInit and make that event update the int but it still is 1 in the file. Here is the script now: Scriptname DeathCounterScriptTest extends ReferenceAlias import FISSFactory Int DeathCounter Event OnDeath(Actor akKiller) DeathCounter = DeathCounter + 1 BeginLoadPreset() BeginSavePreset() EndEvent Function BeginSavePreset() FISSInterface fiss = FISSFactory.getFISS() If (!fiss) Debug.MessageBox("FISS not installed. Saving disabled.") return EndIf fiss.beginSave("DeathCounter", "DeathCounter") fiss.saveInt("DeathCounter", DeathCounter) string saveResult = fiss.endSave() ; check the result if saveResult != "" debug.Trace(saveResult) endif EndFunction Function BeginLoadPreset() FISSInterface fiss = FISSFactory.getFISS() If (!fiss) Debug.MessageBox("FISS not installed. Loading disabled.") return EndIf fiss.beginLoad("DeathCounter.xml") DeathCounter = fiss.loadInt("DeathCounter") string loadResult = fiss.endLoad() ; check the result if loadResult != "" debug.Trace(loadResult) endif EndFunction
  9. Okay: I am making a death counter mod so the script I'm making needs to on death increase an integer then I need to save it with FISS so here is the updated script: Scriptname DeathCounter extends ReferenceAlias int property DeathCount Event OnDeath(Actor akKiller) DeathCount = DeathCount + 1 saveSettings() EndEvent Function saveSettings() FISSInterface fiss = FISSFactory.getFISS() if fiss fiss.beginSave("DeathCount\\DeathCount.xml", "DeathCount") fiss.saveInt("DeathCount", DeathCount) string saveResult = fiss.endSave() if saveResult == "" debug.MessageBox("Settings Saved") else debug.MessageBox("Error " + saveResult) endif else debug.MessageBox("FISS is not installed. File operations are disabled. Please download FISS from") endif EndFunction endProperty But it fails to compile. Here is the errors in the compiler: https://gyazo.com/4994d40be5d92382a7e799bbde25e2fb And the last error line is in Swedish it translates to this: The objectreference has not been assigned to an object.
  10. You're right! Thank you! But now I have another compiler error.... Here is the new error: https://gyazo.com/9b16404625907307b9be40304a9c4929
  11. Wait what? I have never changed them. Is this not the right ones: "" ? Thats my default qoutation marks. If they are not what I need how can I change it? Maybe you know?
  12. So I really need FISS for a mod I'm making but everytime I try and make a script in FISS it always fails to compile. This is happening even if I copy the full example script from the mod page. Anyone that got FISS working? This is the full example script that does not compile. Script MyScript extends <whatever> ;Variables bool bMyBool int iMyInt string sMyString ;import the FISSFactory to create the FISS Interface import FISSFactory ;Save Function Function MySaveFunction ; get a reference to the FISS Interface FISSInterface fiss = FISSFactory.getFISS() ; check if FISS is installed If !fiss debug.MessageBox(“FISS not installed. Saving disabled”) return endif ; save variables fiss.beginSave(“MyFile.xml”) fiss.saveBool(“MyBool”, bMyBool) fiss.saveInt(“MyInt”, iMyInt) fiss.saveString(“MyString”, sMyString) string saveResult = fiss.endSave() ; check the result if saveResult != “” debug.Trace(saveResult) endif EndFunction ; Load Function Function MyLoadFunction ; get a reference to the FISS Interface FISSInterface fiss = FISSFactory.getFISS() ; check if FISS is installed If !fiss debug.MessageBox(“FISS not installed. Loading disabled”) return endif ; load variables fiss.beginLoad(“MyFile.xml”) bMyBool = fiss.loadBool(“MyBool”) iMyInt = fiss.loadInt(“MyInt”) sMyString = fiss.loadString (“MyString”) string loadResult = fiss.endLoad() ; check the result if loadResult != “” debug.Trace(loadResult) endif EndFunction Here's the errors in the compiler: https://gyazo.com/5166c865e01221016220f75016b20bdc
  13. I am making a script that must store a value that increases every time the player dies. So when the player dies one time the value needs to be 1 and when the player has died 2 times the value will be 2 and so on. I made that work with a global variable BUT it resets back to 0 every time the player dies.... Any other ways to store a value over deaths and saves?
  14. The dwarves did not use the Elder Scroll when they vanished. They tried to tap into the heart of lorkhan and then they dissapeared.
  15. Hi guys. I have been wanting for a long while now to add a buisness mod to my game. Any good recommendations? I don't want the ones where you buy properties with ledgers. I'm more looking for something like a farm or a meadery something like that. I found a few buisness mods but none were good for my taste.
  16. My game has 450 mods + ENB and it is more stable than Special Edition. I did some tests... It took me several years of trial and error but now I got a super stable game.
  17. Hi guys. So for almost 4 years now I've only played mages in Skyrim. I played a warrior one time and that was the first time I played Skyrim I think. Anyways, I have tried making a theif, archer and warrior but it just doesn't work for me. I haven't played the Theives guild or the Dark Brotherhood in 5 years of playing Skyrim. I just don't know what's wrong with me. When I try to play a theif I get bored after just an hour of playing. Anyone that has the same issue? Any advice? I mean I can do the Dark Brotherhood and the Theives guild on a mage character but that doesn't feel right either...
  18. Hi guys. I have made a mod that adds a conjuration spell to the game that lets you summon a fire wyrm. It all worked just fine but I had one problem - the fire wyrm wouldn't follow me through loading screens. So what I did to fix that was make a new race for the wyrm and uncheck the "Can't open doors" box. However, now when I summon the fire wyrm it's completely invisible. It's there in the game - it has its name appearing when I put my crosshair on it, it makes sounds and has collision etc. It's just invisible. I thought it might have had something to do with the skin, so I made a new skin for the wyrm but the problem is still there. Anyone knows how to fix this?
  19. I read a book in Skyrim a while ago that mentioned an area in Skyrim called The Aalto. It's not there in the game but this quote should explain it: Book "Warrior" "In north-central Skyrim, there is an area called The Aalto, which is of unique geographical interest. It is a dormant volcanic valley surrounded on all sides by glaciers, so the earth is hot from the volcano, but the constant water drizzle and air is frigid. A grape called Jazbay grows there comfortably, and everywhere else in Tamriel it withers and dies. The strange vineyard is a privately owned, and the wine produced from it is thus rare and extremely expensive. It is said that the Emperor needs the permission of the Imperial Council to have a glass of it once a year." My favorite piece of lore from Skyrim is when Arniel Gane tries to replicate what the dwemer did. He succeeds and is removed from Mundus.
  20. Start by watching Gopher's videos. And then try things out. Download nexus mod manager and play around with the mods. It's rather simple, you just need the basics to get going and Gopher provides the best information there is for a new modder.
  21. In Skyrim Redone (SkyRe) the dremoras have been changed. The summonable dremora are now assigned into three different classes. You have the Dremora Kynreeve, a two handed warrior with Daedric Armor, the Dremora Markynaz has a bow and is an archer and finally you have the Dremora Valkynaz, a warlock/mage. I used SkyRe for months and had no issues with the dremoras at all until a few days ago. A few days ago my Dremora Valkynaz started using a random leveled weapon and NO spells. I made no changes that I can think of that might have caused this issue. The other dremoras work fine and it's only the Dremora Valkynaz that is bugged. The issue is there on a completely new game but here's the interesting part: The issue is still there with only Skyrim Redone and SkyUi installed. I disabled all the mods execpt for Skyrim Redone and SkyUi and the issue is still there. What could be causing this?
  22. Do you really need the hotfiles system to tell you if a mod is of good quality? Why do you think we have a hotfile system on the nexus? And of course I can detect a good mod without the hotfiles. Why are you even arguing? I made a suggestion to include categories in the blocking system. I'm not here to argue. Go find someone else to do that with.
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