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ArchangelZero7

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About ArchangelZero7

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    http://steamcommunity.com/groups/The_IX
  • Country
    United States
  • Currently Playing
    Destiny, Phantasy Star Online 2 (JP), TERA, ESO(XB1).
  • Favourite Game
    Fable: Anniversary Edition

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  1. Looking forward to seeing the results of your guys' hard work. Congratulations, good luck, and thank you!
  2. I believe most if not all of these can be found in one of these 3 mods (though some may not be as high quality as that of the pictures you provided): Ghosus Weapon Pack JaySuS Swords Immersive Weapons
  3. I have searched for countless hours through both mods and forums, and as far as I know I didn't see anything that was close to what I was looking for, so I figured I'd put a request up. First off, while Staves of Skyrim does add some varied models for staves, and a lot of the functions it adds are enticing, they are for the most part either re-textures or mashups (not to downplay the work that went into making it, it's just not the amount of variety I'm searching for). What I'm looking for is this: 1) Staves that don't look like glorified walking sticks, but with designs, models and textures that are as believable in the Skyrim world as possible. Textures don't need to be made from scratch unless the staff design calls for it. Otherwise, can use in-game textures (vanilla or modded). 2) Includes both enchanted and un-enchanted staves which can be added to the leveled list, in addition to being able to be used in tandem with mods that make staves stronger, allow you to put whichever enchantment on the staff you like, etc. Compatibility is important. 3) Has enough variety in designs that it appeals to a lot of people, but not so many that it smothers the crafting list, leveled list or however it's decided that the staves will be procured. I'm essentially asking for a weapons mod with the intention of pairing it with other mods that tweak staves. If someone decided to pick up this idea and wanted to make it another staff overhaul mod instead, that would work as well. I've never once touched staves, and I prefer to play mage 90% of the time. They are just too visually unappealing and weak (unless an enemy is using them, which for some reason makes them powerful). If you click this link, you'll find some design ideas from DeviantArt and TERA. If you don't trust the link, go to bing.com and search "Magic Staff Design" under images. It's the exact same thing as the link.
  4. Hmm that's true, but I'd imagine that if they gave permission to make the armors in the first place, they'd be willing to allow someone to make them look even better. (They aren't bad textures for a ported object, but fixes like this could make them look astounding)
  5. Tbh I'm not sure if this is out there already, but what about a High-Res texture pack for the TERA Armors Collection mod by asianboy345 that not only bumps up/ fixes the details on the armors, but also gets rid of the unnecessary gloss effect on armors that it doesn't apply to? Fix certain details like random stretching on some parts of the armors and clothing, and then adjust the shine/ gloss effect to match its corresponding material. It's not a lore friendly mod, I know, but I feel like this could help to eliminate it being so blatantly obvious for those that worry about that sort of thing.
  6. the only things I've done to my .ini is adding lines for mods like Skyrim Flora Overhaul to decrease the size of grass or Arrow and Bolt Tweaks to get the shot centered on the crosshair. other than that, I haven't changed messed with those unless a mod specifically mentioned it was required, and very few did. The only other .ini I messed with was enblocal in order to adjust memory allocation as directed in the installation video. The one thing I know would help stability is switching SFO for another less heavy mod that makes trees bigger. Also as a note, I had 210 active mods prior to all this nonsense and I had less trouble than I am now. Not sure what the problem is lol
  7. I had recently gone through the processes of cleaning and patching everything, but didn't have any luck. Thank you though!
  8. All my .ini, mods and comp specs are in the spoilers on the first page. If you dont think that you see all the mods, let me know and I'll figure out a way to post them all.
  9. The thing is, I had managed to fix both the death CTD and the quit to main menu CTD thanks to your guys' help, but for whatever reason it came back. As far as the cell transition CTD, it's random insofar as I can tell. If i try to mimic the same circumstances prior to leaving an area, it doesn't happen. I may get a CTD entering an Inn in Winterhold and then another when moving from one interior cell to another at a fort near Riften. I have mods that add animations (which I religiously update FNIS when I add or remove), I have mods that add armors and weapons, change weapon meshes to be more accurate to real swords, and everything else is textures and lighting, all of which have been updated and BASH patched accordingly. Of the 96 mods I have active, I'd say majority of them are graphical. As such, I can't tell what's causing so much instability.
  10. Aaaaand it's back to crashing on death/ quit to menu again...*sigh* Here are the last three papyrus logs: 0: 1: 2:
  11. I only have 9 dirty plugins, 4 of which are the update.esp and DLC .esm's which contain the massive amount of ITM records, UDRs and deleted navmeshes. The remaining plugins have no more than 10 ITM record mentions, and everything else is fine according to LOOT. (Though TESVedit did mention Vals crafting meltdown, and loot mentioned a patch available for it which I should probably get.) (update) Everything was successfully cleaned and patched. I suppose I'll just try getting into the specific situations that caused CTDs and see if the game holds up. Also, after patching, I noticed a few .esp's (3 of the Arrow and Bolt Tweak .esps) were unchecked in NMM. I'm guessing that's normal? (update 2) Was doing alright walking around in the Riften area. Get some fps hits when rendering due to Regular version of 'Skyrim Flora Overheaul', but aside from that nothing major. Was trying to tag a wolf from a decent distance with my bow (scoped version of daedric bow from 'Scoped Bows- Craft Only version" mod). I missed the shot which caused him to search. I did a stealth roll from the shadow of a rock to the shadow of a tree (sounds lame I know, wasn't trying to be fancy XD lol) As soon as I got back to my crouch position in the shadow of the tree, it crashed.
  12. My LOOT list only says that guard dialog overhaul should remain dirty to work. Does that mean that if the mod requires it to remain uncleaned it will say it as a warning, or do I need to check the individual mod pages if a warning mentions ITM record, UDR record or deleted navmesh? Also just to verify, your saying it's fine to clean the update and DLC .esm's ?
  13. Well I suppose there's no harm in it at this point. My game is just stable enough to play for a little bit before it crashes. I'm sure both will help to some degree. Mind pointing me to the best videos (in your opinion) to (re)learn how to clean/ patch? I've cleaned a while back, but have since forgotten how it all works, and I don't think I've ever made any bashed patches. Also, is there anything in particular I should be aware of when doing both of these so as to prevent potential issues, and should one be done before the other? (ie: patches clear up warnings for some and you clean the rest, or something to that affect)
  14. I removed the two combat mods and I'm able to reload after dying and exit to main menu now. I also cleaned the save using the tool posted earlier. Only issue now is random CTDs during combat. Not sure if Bashed or TESVedit would help that at all. I've seen in numerous places that cleaning the mods can actually cause more issues, so I havent touched them.
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