Jump to content

primem0ver

Members
  • Posts

    228
  • Joined

  • Last visited

Nexus Mods Profile

About primem0ver

Profile Fields

  • Country
    United States
  • Favourite Game
    Skyrim and Civilization IV

Recent Profile Visitors

9089 profile views

primem0ver's Achievements

Community Regular

Community Regular (8/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. You may already know but there is a mod which addresses a few of these. Divorce in particular. I wouldn't say it makes marriage more complicated (in the achievement sense), though it does make the process a bit more interesting and elaborate. It is an older mod called "To have and to hold." I still use it, though it hasn't been updated since its SE conversion and some features don't always seem to work properly. You can get divorced in the mod but if you do, the NPC will not like you anymore (yeah... makes sense).
  2. If i had the time, I would make this mod myself as free real estate really bugs me even though I love many of the available home mods. To me... all these "free" home mods in Skyrim are completely immersion breaking which is why I generally don't install them unless they require building, cost money, or I can create a mod which adds nefarious inhabitants which must be killsed first (I did something like this to one of them). If they were really free they would be filled with bandits and other unwelcome people or creatures who would exploit them for their own purposes. Hence this idea for a way to "list" custom made homes with a Skyrim real estate agency that will sell you homes which, by default (as downloaded), don't cost anything. Either that, or perhaps even better (or in parallel), a system that fills these places with bandits who have the key and must be killed before you can enter. The real estate should probably have some guards which protect the available homes (they might visit each one in turn or be employed to watch a single home). At this point, I am not sure how easy it would be to do this... but it is something that would be nice.
  3. Alright... everything seems good except that I can't get the door to activate. The text now appears to say that I can activate the door but when I click E, nothing happens. What script do I use? I tried the defaultActivateOpenLinkedRef script and nothing happens. I have also tried using the ActivateParent option on the door and using the activator as the activate parent. That didn't work either.
  4. I posed this in the wrong forum (double post). So here goes in the right one. Inspired by a mod I found, I am trying to make a load "door" which teleports people to another location when activated. The problem is that I can't get the activation option to appear. I created a new door and changed the nif to the Tel Mithryl Ring which gives a "magic" looking animation which that radiates out from the round blue marker on the floor. Perfect for what I have in mind. However, activation doesn't work (no option to use the "door" appears). I have looked and looked for creating an "invisible" activation box but all the articles rely on an older version of creation kit which has the "primitive" tab on the object data. This no longer exists so I can't "tick Player Activation". How would I accomplish creating an "invisible" door that the player can optionally activate. As is the door doesn't work unless I tick "Automatic" on the door options. I don't want it to always activate as it is in a fairly busy area (in a wide hallway). EDIT: Probably not relevant but I will mention that this mod is probably not going to be back-ported to LE as I am making it for SE... however I imagine that it is relevant to either game so I am keeping that in the title.
  5. What is Nexus' policy regarding reusing mods made by deleted users? The mods in question require permission for use but there is no way to contact them. They also say I a can't upload to another site and am wondering about that too. I am not interested in uploading THEIR mod to another site. But I am interested in using their followers as assets/characters in a story/quest mod I am creating. This specific user in question is "Deleted53019336User"
  6. I am new to implementing packages and want to implement them in a specific way. Title makes my question pretty self explanatory though here is my specific use case: For example, if I want to use a marker as a gathering place for a faction in a quest using a package, can I do that? Could all members of the faction perform sandbox behaviors in the area while waiting?
  7. Hmm... seem to have missed a possible cause in the relevant objects. One that sometimes gets buried and did notice before but forgot when I posted my issue. Might be related to Occlusion.esp generated by xLodGen. I will investigate this further buy disabling that since it is unnecessary to my game.
  8. This is a new development that I haven't had before until recently. It is happening all the time (every 5-10 minutes of game-play or so). The crashes are not consistent in their timing or place. I have added some mods in the past few days but most of them are paper map mods and those pictured below. A few more added after that but that was after the crashes started appearing. The crashlog kept in NetScriptFramework almost always has "NavmeshObjectManager " as the last call in the callstack. Sometimes a null address appears above that as shown below: Probable callstack { [0] 0x0 [1] 0x7FF73E7A72BC (SkyrimSE.exe+4672BC) NavMeshObstacleManager::unk_4671D0+EC [2] 0x7FF73EC65DBA (SkyrimSE.exe+925DBA) BSTEventSink<TESCellFullyLoadedEvent>::Handle_925D00+BA [3] 0x7FF73E605BBE (SkyrimSE.exe+2C5BBE) unk_2C5BB0+E [4] 0x7FF73E7A73CC (SkyrimSE.exe+4673CC) NavMeshObstacleManager::unk_467390+3C [5] 0x7FF73E5A1125 (SkyrimSE.exe+261125) TESObjectCELL::unk_261090+95 [6] 0x7FF73E7A6410 (SkyrimSE.exe+466410) NavMeshObstacleManager::unk_466300+110 [7] 0x7FF73E980867 (SkyrimSE.exe+640867) Job_Path_update_640820+47 [8] 0x7FF73EF74C48 (SkyrimSE.exe+C34C48) BSJobs::JobThread::Func1_C34930+318 [9] 0x7FF73EF4D6BD (SkyrimSE.exe+C0D6BD) StartAddress_0_C0D680+3D [10] 0x7FFEDA927614 (KERNEL32.DLL+17614) [11] 0x7FFEDB0026A1 (ntdll.dll+526A1) } This is REALLY odd. Calling a method at location 0 in the memory should NEVER happen. I get that in C++ method pointers can be used to store call locations. Could this be an issue with one of the downloaded address libraries? But if so, why would it be called from a Skyrim method? There are no relevant objects that seem consistent either. One esp has appeared as relevant in two crashes (out of around 10) but that is all in regarding consistency. The only thing consistent is the NavMeshObstacleManager... a Skyrim object (and its methods). The common crashes page seems to be gone now from Nexusmods but a similar post on another Skyrim site that seems to have the same info doesn't mention this issue. As an FYI I am using Skyrim SE version 1.5.97. I started my game in this version and Skyrim AE is not compatible with all my current mods. Any help figuring this out would be appreciated.
  9. Hi all, I have a problem where I cannot see my location on the map. The skinny direction pointer that usually shows where you are and which direction you are facing is missing. Apparently it is something connected to SkyUI 5.2 but it has to do with another mod. I have also narrowed it down to a resource rather than a plugin (esp/esl/esm). Anyone have an idea? Disabling SkyUI 5.2 brings back the player location. However, I have a set of mods that don't create an issue and use SkyUI which I used to use at the beginning of the game... before I leave Helgen or the Prison cell in ASLAL. But using that same set of active mods (plugins.txt) with my current modlist.txt (ModOrganizer) doesn't work either. That is how I know it is not a plugin but a resource. I know... I will need to find which of my current mods isn't in that list if no one has any idea but I thought I might chance posting this to save some time if anyone knows off hand what/which mod could cause this.
  10. I recently updated and added a few mods and started a new game. A really weird bug has occurred. Dorthe in Riverwood is behaving like her parents are both dead but they are both standing next next to her and going about their business as usual. She says all her lines that she says after they have died and I have the option to adopt her. Any thoughts? Recently updated: Patch Hub Patches, Recently added: Extended Cut: Saints and Seducers Merlin the Corgi Dovahkiin Dogs Jaxon MCM Kicker Character Creation Overhaul Simple Perk Points Better Docks Patron Gods of Skyrim Daedric Cloaks Divines Cloaks None of these, except perhaps the patches and Saints and Seducers seem a logical cause of this problem. EDIT: Checked the record on Dorthe. It seems a package was added by AIOverhaul called AIORWMournSigridAlvor. This has the following conditions (unchanged by any mods): NULLReference.GetDeadCount(Alvor NPC Ref) == 1 OR NULLReference.GetDeadCount(Sigrid NPC Ref) == 1 OR Subject.IsCurrentWeather(SkyrimStormRain) == 0 AND. The null reference above seems like an issue...? EDIT2: It seems the above addition is related more to her going to their grave than the dialogue she has regarding their deaths.
  11. Here's the thing. I am creating a replacer for Amalee from 3DNPC because I came across this mod and thought it was the perfect replacer (I did get permission) I still can't get this to work. The problem with the original mod is that the freckles on the body are all very yellow looking when using an ENB... (or at least on my machine.. the body freckle color don't look anything like the pictures) so I want to modify the skin (and use a different base). I am using bijin skin as the base. I created ny modified skin and used the same skin set that was the base for the modified skin. The head was WAAAAAY darker than the body and was a completely different color. So to make sure I was the cause of the problem, I replaced ALL textures with ones from the original skin mod. I still have the problem as can be seen here. ALL textures are from the same skin mod (Bijin skin). This is the result of the UNMODIFIED textures (with no tint mask from CK). Creating the tintmask in the CK makes it WAAAAAAY too dark. I have no idea how to fix this problem when the skins themselves from the same mod don't even match. EDIT: the bottom line is that nothing works about this skin. Not even the original. This might have to do with the skin color but shouldn't that apply to everything? QNAM (skin light/color) is set and it does affect the base skin color but the head doesn't get changed to match. When I output the head tint mask (using ctrl-f4) the mask created is way too grey (darlk). Nothing seems to be working properly.
×
×
  • Create New...