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pedantic

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Everything posted by pedantic

  1. I just looked at her GREETINGS (in both vanilla and the UOBP ver3.5.6) For her to ask "What do you want yadda yadda..." the destruction training quest needs to be >=20 huh? That's numb nuts, given that the stage is set to 10 when you're sent to find her. Ima edit the GREETING requirement from 20 to >=10 and try it out in my next playthrough. I might even remember to report back! :D EDITED: 8th Nov 2018. Yup... that worked, as in, I changed the GREETING requirement to >=10 (as mentioned above) and started a new toon to play test it. Don't ya just love it when things go to plan? :D
  2. Whenever I stumble across, or read, the fabled words "Bugsoft QA dept." or any mention of it: my brain immediately translates that to Arthmoor & the U##P Team. I don't always agree with him, but I can't bring myself to argue with the man, either. Because, having observed (over on AFK) the sheer depth to which he delves into things, the time he devotes to, and the trouble he goes to to make the Bugsoft games more hassle free and playable; within the limitations of the "DinoBryo game engine" of course, the man's a flippin' hero in my book. I hope he continues to enjoy gaming, and his other pastimes, for many years to come. Thank you, Arthmoor. :) Edit: Yeah, I'm late to the party. But my "News" didn't update until I got logged out for some reason and then I logged back in. Ugh...
  3. That's the bit I don't bother with,QQuix - thanks for the additional info btw re: not necessary actions. It's very interesting and much appreciated. I generally always arrange my file structure, per mod, with the necessary where they would be if I were to actually upload. So, in the case of the static items, I already have meshes\ aaron\ ICWShack2018\ lowerclass, upperclass, food, alcohol, utensils etc. etc. in place. Once the CS is open, and the current mod is active, in this instance all I do is click on "static" in the object window then open my file structure in a seperate window, select for example everything inside "upperclass" and just drag it into the CS window and the CS takes care of everything for me/you path wise. No messing about needed. You can drag your new items into the render window immediately. Fun, fun, fun. Yeah, okay, and the occassional headache, too. :D Laters....
  4. Ahah... Just put my first static object into my most recent player home and attacked it with an iron dagger. Then I punched it because, erm, I hit it so many times that my weapon broke - lol :P I haven't actually been to bed since 7 o'clock Saturday morning while trying to solve this for myself. What the hell is up with search engines these days? I gave up searching for strings like "make static object for Oblivion" hours and hours ago. Just a few minutes ago I was searching for "best Nifskope version for Oblivion" and up pops, on the first page: http://wiki.tesnexus.com/index.php/Removing_havoc_on_an_object Sigh.... talk about relief, and it's a piece of cake to do, too. I don't bother with half of the guide because I drag and drop my own file structure straight into the creation kit - which is much simpler than all that faffing about :smile: Thank you tesnexus. 11/10 Note: I dropped the link in incase anyone else makes a similar request. Just might save them hours of searching :D
  5. Pretty please, wiv a cherry on top! Gah... my new player house exploded for the umpteenth time yesterday, and I'm (we're) all sick of it? I've spent an age trying to find out how to create statics myself for Oblivion. FO3, FNV, FO4, TES V ... is np at all and I do it all the time - except when I'm playing Oblivion, duh! :D The static items I'd like are listed below. But.. what I'd "really" like is for someone to tell me how to do it for myself - specifically for Oblivion. The links from the Github Nifscope page don't help, or lead anywhere, and all I've drawn is a headache. :sad: Items Requested: BeerBottle BrandyBottle WineBottle01 WineBottle02 WineBottle03 CheeseWedge Tomato Radish BroomLower01 LowerClassLadel01 LowerClassSpoon01 LowerClassKnife01 UpperPitcherCeramic01 UpperPitcherCeramic02 UpperScales UpperScaleWeight Alembic Calcinator MortarPestle Retort Yes, I did read the pinned threads, and yes I did find a super duper looking static alchemy set. But I like living like a pauper when I'm role playing in Oblivion so plain ol' basic apparatus suits me just fine and is all I need. God! If someone IS kind enough to help me out with this I'm going to be in their debt for a while, huh? :smile: Thank you for reading my diatribe fellow gamers / modders.
  6. Okay, no need to reply. Fed up with managing an ever growing folder structure and patching the darned things together every time I change or add a mod (Re: Precom, Previs, etc..) and after a month of searching for and not being able to find an answer to my Navmesh issue I've unistalled the game this morning. I've played it to its death anyway. I just thought, instead of trying to work it out for myself, I'd ask here as a last resort - to no avail. I'd run out of patience with the game anyway. Modding it was the only thing left but It just doesn't appear to be conducive with modding in general to me - unless you're simply "adding" a few bits and bobs like you would for, oh, wait, ... microtransactions!
  7. My solution which never even existed for me in the first place was to simply delete the old short cut, update the CK software which I don't have set to auto update, and create a new short cut. I never trust any software to observe old school computing best practice - least of all, Bugsoft. I've also noticed, NOT launching via the launcher and now not having Steam running while I'm working in th CK not only uses fewer resources (obvious really - lol) but my installation is remarkably more stable than when previously I would leave Steam running in the background. I hope you do eventually get your problem sorted, SMB92, and good luck. You'd think issues like yours wouldn't even exist in 2017. Sigh....
  8. Sorry to dig this one up but I just don't get Navmesh in FO4, insofar as, even just "looking" at the Navmesh for a current cell seems to invoke the regeneration of the Navmesh for the entire commonwealth in some instances. Of course, because I haven't actually touched anything I just remove that branch using FO4Edit. It would however be nice to re-do a cell or cells properly, though, instead of building as I do to compliment the existing Navmesh. Nah, I'm not a complete noob at Navmesh - been dropping and replacing entire cells in Skyrim without issue, and of course in earlier games but Navmesh was more user friendly then. I "get" the pre-cuts, I get the precombines, I get the Previs, and (when I have to.) can make Roombounds and Portals work without issue, too. It's just that if I actually "do" alter an Existing Navmesh the CK goes on to regenerate the entire world. I realise that by altering just one triangle that any attached triangles will need updating, too, in order to be contigious (it that's even the right word.) BUT didn't this necessary activity previously stop at a cells boundary? And, what the hell then happens if there's more than one mod globally altering the entire world's Navmesh. Ughh.. I hate not knowing although, oddly, I've quite happily spent days manually Navmeshing in earlier games because I like things to be done properly. Okay, I get anal about it, sometimes, but whatever - lol. :-)
  9. In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055, #43264355, #43265250, #43265975 are all replies on the same post. @HadToRegister Lol - yeah. I was simply referring to the " chemistry " of the thing, plus a HUGE number! All encompassing. :D
  10. In response to post #43224730. #43229715, #43231195, #43231225, #43234520, #43237900, #43238095, #43248580, #43248780, #43256345, #43256845, #43258870, #43261500, #43262515, #43262825, #43264055 are all replies on the same post. MOLE - Mod organiser legendary edition. Edit: Avogadro Number, anyone? Not to mention burrowing :D
  11. In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560, #43254880, #43255025, #43258040, #43258235 are all replies on the same post. @Arthmoor Hmm.. are you talking about actually " creating " a mod? ( I know you're PDG at that - I love your mods ). If so, yes! I concede, when I make my own unpublished mods, I do NOT run the CK or any other utility, through MO - nor do I play-test through MO. When I'm done I drag the results out of the Data folder and zip 'em up ready for MO install, thus, reverting my Data folder to pristine Vanilla. Suffice to say, MO is pure simplicity for modding your game but there are better utilities for actually creating mods.
  12. In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560, #43254880 are all replies on the same post. All that? All that what, Arthmoor. You click on the executable ( The gears ) Type a name then click on the [ ... ] to navigate to the .exe and, well, that's all there is to it. The external programs run from within MO aren't virtual at all, they simply read from the virtual .esm and .esp files and write back the result, from the CK as an example, to the overwrite folder with no harm done. If you're happy with what you've accomplished just drag and drop the thing onto the existing mod to update it or simply rename it and create a replacement mod. It's how I keep different versions of the self same mod. Childs play. Edit: Yep, I even run Wrye from MO and it dumps the bashed patch in the overwrite, too.
  13. Well, if it isn't a virtual file system I ain't touching it with a barge pole. Yes, I used FOMM and OBMM etc. - even tried NMM for a while - and each one was unreliable and ultimately messed up my Data folder resulting in many hours of searching for remnants of mods which were supposedly uninstalled but, in fact, were not properly uninstalled at all and even " lost " files and assets. To be fair, all is fine until you start swapping out your load order for a new game or character. MO, on the other hand, hasn't ever let me down. Oh well, I/we still have that I guess. I originally had high hopes when I first read about this new venture on the Steam forum but now I'm not so sure. It implied Tannin was going to be in control and I'm not so sure about that either now. Whatever....
  14. In response to post #41331365. #41336080 is also a reply to the same post. Yeah - and enough people that love them to make an entire new continent :)
  15. In response to post #41318050. Personally I LIKE the current layout because it DOESN'T use full width. It's a boon when using a split screen - App. on the right, Nexus on the left. Cool beans all round in my book.
  16. In response to post #41272325. #41274465, #41275065, #41275135, #41275585, #41276745, #41277095, #41278320, #41278875, #41281935, #41282870, #41282905, #41302665 are all replies on the same post. Nothing to do with being timid, weak, or an under achiever. Neither is it how it "looks" that's important to me (The same can be said for a good game). It's how it functions for everyone which should be a sites' primary concern. Fix what's broken by all means, adopt new technology by all means. But it seems to me, in this day and age, that actions are taken simply because they can be taken and for no other practical reason. So, instead of fixing what's broken a little at a time, we're plunged into months of constant change while the little necessary changes are incorporated into a premature overhaul to make the Nexus look like every other site. I love the Nexus because it isn't like every other site. The new "random" mod idea smacks of PSN and the rest looks just like, as others have said, (ugh..) Bethesda. The download shortcut might cause issues, too, for mod makers. It's a great idea but poorly thought through imho. However, if the shortcut were to take folk to the mod description page, similar to the current preview, then maybe the install instructions, requirements, and README.TXT (which so many don't) would be adhered to more often, leaving our brilliant mod makers to do what they do best. I can see the benefit of the shortcut if, for whatever reason, I'm re-downloading a mod. Hey, there's an idea: The shortcut only goes live if you've previously downloaded said mod - the same way you're not able to endorse a mod prior to download. Me? I love change but not simply for the sake of it.
  17. In response to post #41272325. Sage advice :)
  18. Sounds good to me. It's been years since I played Morrowind and yet I can still hear those darned guards saying "move along" Now it seems there's a chance I might actually be able to move 'them' along - and in short order, with something pointy. I wish the Skywind team every success :)
  19. There's an old saying "if it ain't broke don't fix it"
  20. I usually get my luggage (follower) to "Wait Here" making them walk over and set the things off. Then use 'healing hands' on them for the exp :-)
  21. Who's talking about the workshop? I'm not subscribed to any workshop mods. My Load Order isn't on display so I doubt you know which modders I wished to donate to anyway. I was merely saying thank you to the Nexus community at large.
  22. Now that the donate button has been repositioned I logged in today with the express intention of donating to a few of those mods I use 'every' play-through. Guess what - each and every one of them hasn't opted in. It made me smile even though, I must admit, I was a little disappointed. Impressed by such a display of honour from those individual contributors, not to mention the Dark0ne forfeiting his entire planned weekend, I decided to invest my birthday money in a lifetime Premium subscription instead. Yeah, about flippin' time I hear you say but, well.. okay.. no excuse, it IS about flippin' time after all. Thank you Nexus :-)
  23. Just thought I'd add, in addition to what the team is already aware of, I am being asked to endorse mods I have only browsed and haven't downloaded at all. I 've already re-endorsed those that I have used but it bugs me having a list pop up, insofar as I don't want to appear to be ignorant and unappreciative. Well, I hope the last bit makes sense. :P
  24. What bben said is spot on and sage advice. I'm sorry, but I'd missed the fact you are using x64 PC. I guess a memory upgrade is in order. Good luck now. :yes:
  25. You shouldn't be experiencing those problems. If I were you I'd check out your graphic card settings. I have a lessor card than you, albeit with 1GB video mem, and I'm maxed at 60 FPS according to FRAPS. Most of my settings are on - let application decide - if that's any help.
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