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AgentGrady

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Everything posted by AgentGrady

  1. Ok, Ok Ok, I have tried both archiveinvalidation and LOOT but nothing seems to fix this. Nif Scope is out of the question because I don't know exactly what models are causing all this problems. So, I am posting my mod list, which I realise I really should have done in the first place. I hope that this might help to show where my problem may lay. 00 FalloutNV.esm 01 DeadMoney.esm 02 HonestHearts.esm 03 OldWorldBlues.esm 04 LonesomeRoad.esm 05 GunRunnersArsenal.esm 06 ClassicPack.esm 07 MercenaryPack.esm 08 TribalPack.esm 09 CaravanPack.esm 0A Active Wasteland.esm 0B agcStarTrek.esm 0C AWorldOfPain(Preview).esm 0D Momod.esm 0E EZ_CompanionNVSE.esm 0F Companion Core.esm 10 RobCo Certified.esm 11 Project Nevada - Core.esm 12 Project Nevada - Equipment.esm 13 Project Nevada - Rebalance.esp 14 Companion Share & Recruit.esm 15 CFWNV.esm 16 Project Nevada - Cyberware.esp 17 MikotoBeauty.esm 18 Mission Mojave - Ultimate Edition.esp 19 MoMod-Terminators.esp 1A MoMod-Aliens.esp 1B MoMod-MCMMenu.esp 1C MoMod-NightSpawn.esp 1D AWOP-MoMod.esp 1E EZ_Force_Killable_NormalMode.esp 1F RobCo Certified Friendly Hit Fixer.esp 20 Mission Mojave - Ultimate Edition Plus.esp 21 Mission Mojave - Ultimate Edition Plus Standalone.esp 22 BTB - Beyond the Borders.esp 23 Active Wasteland - Vanilla Replacements.esp 24 Fellout.esp 25 Active Wasteland - Dead Money Replacements.esp 26 Active Wasteland - Coffee Maker.esp 27 Color Me Evil - Cass.esp 28 EZ_VanillaFollowers.esp 29 Color Me Evil.esp 2A MikotoBeauty.esp 2B Caesars_Legion_Overhaul.esp 2C IncreasedLegion1_1.esp 2D hunter.esp 2E Mercy Killing Karma v2.0.esp 2F Companion Share & Recruit Companions.esp 30 EZ_GLUE.esp 31 ArenaAnySex.esp Caesars Freeside Shop.esp 32 Existence 2.0.esp 33 agcStarTrek.esp 34 Active Wasteland - Dead Money Coffee Maker.esp 35 Active Wasteland - Dead Money Goggle Tints.esp 36 Active Wasteland - Goggle Tints.esp 37 PerkEveryLevel.esp 38 MoraelinsGladius.esp
  2. Thank you, Dubious However, it says there that one of the ways to fix this is with archiveinvalidation, I am using Mod Organiser 2 with New Vegas and I cannot find archiveinvalidation on there. Does anyone know where on Mod Organiser 2 it is?
  3. All domestic binoculars and brahmin are appearing as red triangles. All lobotomites and also Christine appear encased in triangles. I know this means that an object is missing but I don’t know how this could be.
  4. I was looking for the mod that has this file, Chinese Hat wear.esp A previous save I am loading needs it and the mod it comes from now eludes me. Could anyone investigate this please?
  5. I have a problem with NPCs crowding in shops in Whiterun, they stand there all day doing nothing and will not move. I have Open Cities installed could this be part of the problem? http://i.imgur.com/PLOd9QP.jpg http://i.imgur.com/oSYzIRd.jpg
  6. Are there any ENBs that could make Skyrim look like Dario Argento's Suspiria or Inferno? http://1.bp.blogspot.com/-D6oWofugJnk/UmHaOPFWdsI/AAAAAAAAAL8/oXJqNbFYd8k/s1600/Fotor0101920143.png http://i.imgur.com/nDiLjkV.jpg https://www.youtube.com/watch?v=_FrNGAcvUZw
  7. Exactly Bethesda have become almost as bad as EA. [edit] Could also be Bethesda in a nustshell.
  8. Sounds good, Kudos. If this mod were to be made you should also bring back the advantage and disadvantage character creation system that Daggerfall had. It's one of the things that made character creation truly great in Daggerfall.
  9. There is very little that cannot be done with mods if one has the skill and the will. Just look at Garry's mod and Remember Team Fortress started off as a Quake mod and Counter-Strike and Day of Defeat started as HL mods. If they can put portals in Mario then we can put Daggerfall in Skyrim, if you can bring the ancient dinosaurs to Grand Theft Auto then we can brink complexity and real RPG mechanichs of Daggerfall to the Elder Scrolls, if they can recreate Icewind Dale in Neverwinter Nights 2 then we can recreate Daggerfall in Skyrim. Just look what has been done for Oblivion alone In the words of Augustus Ceasar "(Marmoream relinquo, quam latericiam accepi) I found Rome a city of bricks and left it a city of marble". That is what we can do, we find Skyrim now as a sub-par game and turn it into something glorious. I could put your theory to a test with one sentence, or question more like. ready ? you sure ? think carefully now There are far deeper problems in Skyrim than one-handed staffs, that problem could be easily fixed anyway. You obviously didn't get the point, no matter. If you haven't played Daggerfall, you will not see Skyrim and any predecessor as flawed. Play Daggerfall, finish it (seriously, that game takes forever to finish, and levelling up in that game takes a lot of effort and time, simply magnificent!) because otherwise, we are wasting time. Morrowind was very close to daggerfall but it was already broken, although the area was a lot better developed, equipment was nicely done, it lost the charm Daggerfall had. Things I would like to see from Daggerfall in the next TES game: -large cities -proper quests from fighters guild (random "clear the residence of barbarians/wildlife" -proper mages guild quests -all guilds, seriously, I don't even remember all the guilds names lol :D it was so fun visiting them all :) -7 piece armour (hands+left/right pauldrons+greaves+boots+chest piece+helmet) -weapons (seriously, aaaaaaaaaaaaaaaaaaaaaaaaaaall of them!) -materials (cloth/leather/wood/iron/chain/steel/elven/dwarven/glass/mythril/orcish/ebony/daedric) -fast travel costs and variations with possibility to encounter something on the way -cart ! SERIOUSLY! WHERE IS MY CART ??? -balanced combat difficulty (a rat could kill you lol missing the enemy was so damn possible back then :) ) -balanced magic difficulty (no really, I want magic to simply fail to effect !) -balanced enchanting/spellcrafting (Morrowind had the good idea with it, but oblivion completely broke the system, resulting in Skyrim not even having spellcrafting, WTF ??) -a horse that runs fast! Seriously bBew minutes and had a tummy ache, I had to use command console to make my horse run at least twice as fast as I run... -random encounters that can actually be your grave (I remember I have been attacked by a few werewolves and I actually didn't have any silver weapon or magic on me, I was sad :( ) -3D Dungeon Map !!! Beat that Skyrim !!! -Uncensored ! i want to see my Argonian tits ! I have played Daggerfall and I'm currently playing Daggerfall and here is a screen shot of my character as proof of that . Also don't you think I know the many reasons that Daggerfall is far superior to the other Elder Scrolls games I myself gave a brief those reasons in a post before http://forums.nexusmods.com/index.php?/topic/500792-rescaling-the-map/page__view__findpost__p__4098640 By the way the guilds were the Fighter's Guild, the Mages Guild, the Dark Brotherhood, the Thieves Guild, all of the eight temples and their Knights respectively. So that's 20 guilds that were join able but you can only join one temple and one Knightly order and they had to be of the same god or goddess so that's six per character.
  10. There is very little that cannot be done with mods if one has the skill and the will. Just look at Garry's mod and Remember Team Fortress started off as a Quake mod and Counter-Strike and Day of Defeat started as HL mods. If they can put portals in Mario then we can put Daggerfall in Skyrim, if you can bring the ancient dinosaurs to Grand Theft Auto then we can brink complexity and real RPG mechanichs of Daggerfall to the Elder Scrolls, if they can recreate Icewind Dale in Neverwinter Nights 2 then we can recreate Daggerfall in Skyrim. Just look what has been done for Oblivion alone on this very website with skill and determination. In the words of Augustus Ceasar "(Marmoream relinquo, quam latericiam accepi) I found Rome a city of bricks and left it a city of marble". That is what we can do, we find Skyrim now as a sub-par game and turn it into something glorious. I could put your theory to a test with one sentence, or question more like. ready ? you sure ? think carefully now There are far deeper problems in Skyrim than one-handed staffs, that problem could be easily fixed anyway.
  11. There is very little that cannot be done with mods if one has the skill and the will. Just look at Garry's mod and Remember Team Fortress started off as a Quake mod and Counter-Strike and Day of Defeat started as HL mods. If they can put portals in Mario then we can put Daggerfall in Skyrim, if you can bring the ancient dinosaurs to Grand Theft Auto then we can brink complexity and real RPG mechanichs of Daggerfall to the Elder Scrolls, if they can recreate Icewind Dale in Neverwinter Nights 2 then we can recreate Daggerfall in Skyrim. Just look what has been done for Oblivion alone on this very website with skill and determination. In the words of Augustus Ceasar "(Marmoream relinquo, quam latericiam accepi) I found Rome a city of bricks and left it a city of marble". That is what we can do, we find Skyrim now as a sub-par game and turn it into something glorious.
  12. Hand crafted ? Elaborate, cuz I don't think you know the meaning of that term. Daggerfall was procedurally generated, while Skyrim was created by level designers. Quite a bit of Oblivion however was still procedurally generated so it has no excuse for it's small size. Now if we could only find a way to make Skyrim bigger using Procedural generation we would be quite a bit further in making it a better game.
  13. Kudos to you, I completly agree. It seems I'm not the only sane one around here after all.
  14. I myself was trying to make some mods that bring some the features of Daggerfall to Skyrim but nobody seemed to take much interest. I got to making a mod that made some creatures resistant to certain weapon materials like in Daggerfall but it started crashing, I made a post about it on tes adventures http://tesadventures.com/forum/index.php?topic=4056.0
  15. I have drawn up a table based on the one for the Daggerfall weapons but adapted it for Skyrim weapons and monsters. Note this is just a basis and could be changed to make it easier\harder ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Material Iron Steel Steel or better required to harm Dwarven Spider, Snow Bear Ice Wolf, Snowy Sabre Cat Silver Silver or better required to harm Werewolves (lycanthropes), ghosts, ice wraiths, Corrupted Shades, Draugr Wight Lord wisps and standard vampires Elven Elven or better required to harm Dwarven Spheres, Chaurus Reapers, Draugr Scourge Lord, Vampire Mistwalker. Dwarven Dwarven or better required to harm Mammoths, Giants, Hagravens, Vampire Nightstalker. Glass Glass or better required to harm, Dwarven Centurions, Wispmothers, Elder Dragons, Draugr Death Overlords, Ancient Vampire Mithril Not in Skyrim but could be added at a later date Adamantium Not in Skyrim but could be added at a later date Ebony Ebony or better required to harm Ancient Dragons, Alduin, Dragon Priests, Volkihar Vampire, Master Vampire, Volkihar Master Vampire, All Daedra and Dremora. Orcish “ “ “ “ Daedric “ “ “ “ ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Let me know what you think.
  16. I think it could be possible if I just knew the script for resist frost, then I could just create a new spell with the specific material inserted in it's place. The only thing is that I can't find the script for the resist frost spell does anyone know were I can find it?
  17. Is their a way to make some monsters immune to types of weapons on the creation Kit. Aka making liches immune to anything below Ebony or having Werewolves and Vampires immune to anything below silver. So if there is any way to do this please tell me.
  18. I was wondering if it would be possible to create a tool to generate terrain in either Skyrim or Oblivion. Now I know that a lot of Oblivion was randomly generated and it shows as the landscape is quite repetitive. So logically a tool like that could be made to generate terrain in either Oblivion or Skyrim. Especially when such methods and tools were used in the production of Oblivion. Also if there is any way to do this on the creation kit or Construction set please tell me.
  19. I completely agree with you on this. Daggerfall had countless skills and you could even pick disadvantages and advantages for your character. There needs to be a mod to bring back the depth and scale of Daggerfall. It seems though that nobody seems to care about bringing back the depth of the old games any more, which is truly sad.
  20. That would be too awesome, even if what it generated was basic. The modder would just need to go in and touch it up. I'm not holding my breath though. Well lets hope that it does and if not hopefully there could a way round this. Yes you shouldn’t be able to enter every building but you should be able to enter most. The interiors of most of the generic houses could be randomly generated\taken from other houses. This was done in Daggerfall by having a message that said "This house has nothing of value" every time you tried to enter a building you couldn't. Yes generic NPCs should be generated\made to fill up town and make them fill more life like. You should also be able to ask them for directions and other such stuff. Quest markers should also be eliminated so the player would have to ask for directions in the local urban centre in order to find the building were the quest giver\objective is. The player would also have to take notes or pay close attention to their journal for places that are further away. This is what I was talking about with the different fas travel methods in Daggerfall. Horse, Ship and foot should all be options for fast travel. All cities, towns, houses, temples and most dungeons should be available to fast travel though. Maps could be found that show the locations of the other dungeons. Paid transportation to areas that you have not discovered as you suggested would also be a good idea. Thank you for suggestions and your time. I also hope that this mod can be realised to, it would bring the game back to its roots and as well as making it deeper and add a lot more content.
  21. quote name='Edmond Dantes' timestamp='1324784267' post='4145508'] I totally support the idea of making Skyrim bigger. Bethesda already did a good job making it "feel" bigger than Cyrodiil, because this time around obstacles in the form of landscapes (like mountaines, rivers, canyons, etc) makes you have to travel around them, giving you more distance to travel than in Oblivion. In Ob you can just walk in a bloody straight line and get to practically anywhere you want in no time :biggrin: Still, I agree that Skyrim could be a little bigger. The game Just Cause 2 comes to mind, it has one of the biggest game world I've ever played. Sure there are many repeating resources, but somehow they manage to keep me exploring it because despite the recycled resources like meshes and textures, they were able to keep the layouts and design of locations diverse enough to keep me interested. I envision Skyrim being recreated the size of Panau islands. Some of the things Bethesda can learn from those fine folks that made Just Cause 2: Agreed but I'm think more in terms of Daggerfall which is bigger than just cause 2. http://unrealitymag.com/wp-content/uploads/2010/05/large-video-game-worlds2.jpg http://www.jceason.dircon.co.uk/dagger/graphics/province/daggerfallmap.gif http://www.uesp.net/dagger/images/dagmap.gif
  22. Agreed nearby locations should taken around 30 minutes to get to without using fast travel. Areas that are farther away should take hours or even days to walk to. With this and more fast travel options would make fast travel more useful and necessary. I don't know about hunger but I think that when the players stamina (fatigue) bar drops to zero the player should collapse and if there are enemies nearby then the player should die.
  23. THIS. Although this will be a giant pain to do. First off, the actual building size is pretty good. Doubling the size of the buildings and doors would make the game look stupid. The way this is turning out, I would think that the houses would have to be spread out, then the gaps filled in. Or, keep them where they are and fix the seams, then fill in the surrounding space. With a double sized (or even triple sized) Skyrim, the vanilla towns will look even smaller. It isn't necessary to increase the size of buildings, just increase the overall size of the towns. For instance The size of Whiterun in Skyrim http://images.uesp.net/5/58/SR-map_Whiterun.jpg And here is the map of the city of Daggerfall http://bulk2.destructoid.com/ul/user/3/31886-216058-daggerfallmap1jgjpg-noscale.jpg
  24. http://i.imgur.com/qemKU.png Oops I should have proof read that more, but thanks for pointing that out. Also that image is pretty hilarious.
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