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MercyFunction

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Everything posted by MercyFunction

  1. Solved. Toggle off Origin overlay for the entire program not just DAI itself.
  2. I have an update on the situation. Seems there might be an incompatibility between Frosty mod manager and reshade. Going to see if delaying the start of reshade solve the issue
  3. Hello, Been trying out the mod manager and I've ran across something odd for Dragon age Inquisition. When I simply launch the program through the launcher (even with no mods) it seems to not let my use my keyboard in game, doesnt register any key strokes.This is happening to me on the latest version as of this posting: v1.0.4.2. Additional info: Added in and imported mods normally before applying mods. Selected the launch button. Afterwards attempted launching without mods and launched with the launcher, did not solve issue. Attempted launching the game normally without the launcher. Keyboard controls worked. I did attempt a new game with the launcher used and keyboard controls are still disabled then and even on the main menu. Any help with this would be greatly appreciated, am at my wits end for the cause.
  4. Ahh ok. Well thank you for the info! :smile: So it seems it's more of a choice of where you want to install it that's really the determining factor in choosing. Shame was kind of hoping there might've been some optimizations. But I doubt that Bethesda would have let GOG or any other service do that really.
  5. So I had heard recently that with the release of GOG's Oblivion that it was much easier to mod than steams. Which has lead me to ask the question. is there any advantages/ disadvantages between these two options (other than steam is DRM) Does GOG's perform better on newer systems? Ive noticed on steams after modding it decently FPS will be generally ~27. though on similar modded setups I have seen others run with a smooth 60 fps. Of course it still comes down to system specs though with the specs I have I had thought I would be able to run higher than that. (Ryzen 7 1700, 16gb ram, Nvidia Geforce GTX 1070) . Guess it comes down to does it matter which one you get/have?
  6. Thank you all for the work you're putting in on the nexus sites ^.^ hopefully the switch will stop the ddosing and make your lives easier.
  7. After trying to edit the Enthir alias form in my quest it still doesnt appear to have an effect, I'm also really trying to avoid editing the main actor form just because it'll mark it as edited and cause compatibility issues which I want to avoid when I do get to the actual mods work. My plan is to edit the actor from within the quest or some form of script to avoid this issue. Your other suggestion about using something other than enable what could be done there? Because it doesnt appear that the quest alias forms are going to cooperate with me.
  8. yeah, sorry posted this when I was running late to be somewhere earlier... Here is the code in my quest menu: Alias_Enthir.GetReference().Enable() Alias_Enthir.GetActorReference().GetActorBase().SetEssential (false) Alias_Enthir.GetActorReference().GetActorBase().SetProtected (true) Alias_Enthir.GetActorRef().MoveToPackageLocation() screenshots as well of the stage and alias: The quest at this point is to run in the background, oh and disregard me using Enthir as a test at the moment :P just getting the script working before getting more complex
  9. Yay, more problems... I'm currently working on a script within a quest I'm doing that will change the base actors essential from true to false. his way the base actors id wont be changed and cause compatibility issues. However this command does not seem to be working the alias I set up during the quest does appear to be linking to the base actor though.. Thanks for any help, this is truely baffling.
  10. figures. thanks :P Is it possible to use the IsDead command to check actor ids in a form list?
  11. I'm working on a mod that makes checking if an NPC is dead essential. Only issue is that I cannot find any sort of script command that checks this... I saw one forum post about a "IsDead" command but it doesn't seem to be present in the creation kit. So I was wondering how can you do this? It sounds utterly trivial to do this but so far it seems rather convoluted. Any help would be appreciated, Also I am checking a lot of NPCs so I'm also wondering if it is possible to use a form list to check them all? My ultimate goal is to display a message on a characters death. simple but needed :P Thank you ^.^
  12. nevermind there is a patch for this in the dual sheath redux mod: http://skyrim.nexusmods.com/mods/34155/
  13. nevermind there is a patch for this in the Dual sheath redux mod: http://skyrim.nexusmods.com/mods/34155/
  14. ok, so I recently got XP32's mod and had all 1 handed swords be placed on my back. This has worked to pretty desirable effects. However some blades like iron swords and Dawnbreaker (shown below) have the sheath strap sticking out now which is mildly annoying. So I took it upon myself to fix the issue. And I did. The files no longer contain the sheath strap, yet it still displays in game, which is rather infuriating. So at this point I'm at a loss, the files are edited to not contain the strap but they still appear, maybe there's something I'm missing? Though it definitely isn't from the bsa's loose files overwrite them. Example: I'll also attach my edited Dawnbreaker meshes in case someone wants to look them over. Thank you to anyone who can help me with this issue. **UPDATE** I tried once again and I got the missing mesh icon so maybe I'm just bad at this.... Ok, I used nifscope to delete the entire sheath, a sloppy fix but it did it. Though I would still like to know a way to just delete the strap and not the whole sheath... I think it was because I was importing into 3dsmax and i guess the export did work properly or I didnt do it right.
  15. Hi, I've recently started using XP32 maximum skeleton, it had a feature to have one handed swords to be placed on your back which is great, however now the sheaths will most likely need reworking: Screenshot: A few different weapon types had the sheath look like it attached to the belt and as you can see it appears a little wonky in game.. I'm not really good with modeling or I would have done this myself but if it is possible is there a chance for a mod fixing this? Swords affected (that I've been able to find thus far: Dawnbreaker (shown above) Imperial swords Iron swords Possibly glass (I'll look and make sure) Most other swords are fine like steel because they do not have the strap Thank you for any help on this matter, it may not be a big one but it's still a matter :P **UPDATE** Ok so I took it upon myself to do this but for some reason skyrim is ignoring my replacement files as I the Dawnbreaker swords sheath strap is deleted in all of them. It is still displaying it and I don't know why. I may make a topic about that in troubleshooting...
  16. The issue seems to be fixed... most of the mods I used were in the S.T.E.P. guide so I did a clean install and followed the guide then added in some of the mods I wanted to keep that weren't on the list. Followed by using BOSS to sort them, and TESEdit to clean them. Thank you both for your help in solving this issue.
  17. One last update before I go to sleep I am still encountering CTD's in my game but the papyrus logs seem to indicate that the dragonborn dlc was the last to do anything before the crashes (I did clean this dlc) So I restored the uncleaned one just in case and so far I haven't CTD'd just yet but if it does turn out to be the dragonborn dlc there really wont be all that much I can do as I do already have the unofficial patch for it. Papyrus log: [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart() [02/13/2013 - 04:29:14AM] [DLC2PillarBuilderActorScript < (040177DB)>]OnPackageStart() While these logs might not be fullproof for finding crashes this recently has always been the last line before the instant CTD
  18. 7K Better Whiterun - City Under Construction - This was the cause of the random high level NPCs near Riverwood... strange that this would happen to a city replacer mod. either there was some sort of dirty edit or perhaps a conflict that hasn't been discovered? As for the freezing no confirmation yet as I haven't had more than a few minutes of gameplay while fixing this issue.
  19. Yes I have those cleaned if you're talking to me :P if not then nevermind
  20. Thanks, for the most part I've kept restarting my game because I really wasn't too far each time.. At a cursory glance I think the freezing issue is solved though some times (not confirmed yet as I did some changes) I get random CTD where the game will just close suddenly with no errors. Here is my new load order (I'll mostlikely have to do a bashed patch for some of these in Wyre Bash once I get it). Though I am having a weird quirk I keep noticing in game, when you first leave Helgen and head to river wood after I pass the guardian stones and go down the hill I always run into a particularly high level character called "thief". I know there are thieves you encounter in game but this one is always there and can have the potentiality of killing me quite easily. As well a 2 bandit marauders in the small tower on the way to Bleakfalls Barrow... there are the only insane enemies I encounter as the rest of the game is quite balanced. I'm thinking its a mod issue just haven't had the time to track it down (because of the current issue :P ) Current Mod List: Once I get back from work I'll test a bit more and see if the freezing and CTD are still persisting. Either way I did get rid of alot of compatibility issues in my load order. If it does turn out to be fixed, thank you both for your help ^.^ If not I'll post again (either way I'll post whether or not it is confirmed
  21. one last update before I go to sleep for the night. I removed 2 more mods: SkyrimLive - (mod author has been away for a long time and the mod is plagued with bugs) one post in particular stood out with this mod: By: BlackBeard: sort of matches the description of my problem, but I don't have time to test it tonight so I'll have an update later o n this. However this warrants a complete lookover of my mods again as I want to be certain there are no more cases like this. Radiance - (No longer supported, shame as it was a great mod)
  22. ah, ok I'll make sure to keep an eye on those unrecognized plugins but my new BOSS summary looks a lot better Though I still have to test in game... This will also mean I'll have to restart my game again, but if this solves my issues I'll be more than happy to ^.^ BOSS Summary: as for those requirements messages I do have CBBE as well as that dawnguard patch (the patch being one of those unrecognized files). Insanities Sorrow ITM's do not get detected by tesedit so those persist...
  23. yeah I'll do that that was a mistake I'm surprised I made as I usually make sure everything is operable in BOSS and I actually fixed most of the incompatibilities (and removed all but 2 of the unrecognised plugins) by the time of your post. As for tesedit ill start that and finally fix those identical to master records I certainly succeeded in making myself look incompetent today didn't i?
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