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Posts posted by daofu
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I've read that SRO has better optimized textures compared to Skyrim 2K.
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It got rid of my infinite load screen, too.
You have no idea how happy I am to be able to play my mage again! I've invested so many hours into that character that I lost interest in the game after I couldn't load his save file.
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What about just creating a new faction?
- Create myFaction
- Add the NPC to the faction
- choose one of the whiterun guards factions (i guess the name is GuardWhiterunFaction?)
- in the faction interactions, add myFaction and set it to "enemy"
Or there may be another way (but i don't know how many guard IDs there are)
You can build "archenemy" relationships between your NPC and the guards, with the guards as parents.
That doesn't work either. It was one of the first methods I tried to get the guards to respond, but they'd still rather watch the fight. :(
I did discover the that guards will attack the hostile if he's right beside the guard while attacking someone else. Perhaps the guards will only react if he's within the aggro radius? Compared to the bear, which has a radius of 3000 at most, my thief only has a radius of 128.
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Skyrim is all fouled up and Bethesda should be ashamed. On the forums, this design flaw is often talked about as "the dark face bug." To fix this, you have to generate new meshes and textures and package them along with your uploaded mod. A lot of work to get around a problem that Oblivion never even had. The process to follow to make your facegen data is sort of like this:
(1) You .esmify the .esp in Wrye Bash and then load it in the CK.
(2) You select all the actors added by the mod.
(3) You press CTRL + F4 to export facegen data. (It takes awhile.)
(4) You .espify the mod again using Wrye Bash.
You don't need to change the esp into an esm file. Just save the changes into an esp file, then highlight the NPCs in the Object window, and export facegen data. Activate the esp when you load up the game, and all the changes will be there.
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I think that approach might only work if the NPC being attacked is in a faction that is allied with the guards?
Anyhow, try adding the enemy to the Creature faction. Guards always seem to attack hostile creatures spontaneously.
I haven't tried that one yet.
And yeah, that's one thing that bothers me. I looked at how the bear is set up, and it's pretty much like my NPC in that their AI data is set up to be unaggressive but has an aggro radius. However, they'll take up arms against the bear, but they'll rather flee and watch a level 4 thief beat up townsfolk.
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Nobody got my joke. =-(
Maybe try saying the mod name outloud.
'Skyrim Jobs.'
I have an idea: Take the joke to a literal level! Call the quest "Mile High Club".
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Nope, no luck with that. :(
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I created a hostile NPC who spawns in Whiterun, and attacks anyone who gets near him using Aggro radius. However, when he attacks, the guards only watch the fight instead of protecting the victim.
How can I make the guards attack the hostile once he starts combat?
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This is part mod troubleshooting, part "general mod talk".
I've read on the Bethesda Skyrim forums that, if we want to play without a mod, we have to load a save made before the mod was activated. Are there issues with loading a save without the mods that were active when it was saved? Is it possible to continue playing with those save files while the mods are deactivated or uninstalled without any issues?
I ask because my Populated Cities mod currently exists as two files: an ESM and an ESP. The mod adds a plethora of actors, leveled actor and item lists, outfits, and places actor, furniture, xmarker, and idlemarker references throughout each city, along with a couple scripts and custom AI packages. I eventually want to combine the two into a single ESP, or rebuild it as a single ESP. I want to know if this can cause issues to save files created while using the ESM and ESP version.
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I have a similar issue as well. When I load any save I made post 1.4.27, the load screen never goes away. I also don't receive the warning message that tells me mod order has changed. It loads no problem if I load just vanilla.
My PC specs:
3.3GHz i5 2500k
eVGA 1Gb GTX 560 ti
8Gb RAM
Mods:
Ayasha.esm (custom follower)
JSwords.esm
ZFixed Lights.esp
Darker Nights and Brighter Skies.esp
Races and Doomstones.esp
Altars Restor Magicka.esp
LaFemmeLycana.esp
dD - Realistic Ragdoll Force - Realistic.esp
dD - Easy Lift Bodies and Objects.esp
RealisticWaterTextures.esp
DeadlySpellImpacts.esp
Better Dynamic Snow.esp
Proudspire Manor Bug Fixes.esp
Detailed Cities.esp
SoS - The Dungeons.esp
SoS - The Wilds.esp
Skyrim 1 Day DeadBody Timer.esp
Skyrim 7 Day Respawn.esp
magickaregen100.esp
staminaregen100.esp
Populated Cities 2.esp (Populated Cities WIP)
Slightly Reduced Distance NPC Greeting.esp
KillThemGenerals.esp
Follower Tweaks - E - LCR.esp
GSRDivorce.esp
BetterMagic_FULL.esp
Conjuration & Summoning fixes.esp
WeaponsOf3E.esp
Dragonbone Weapons.esp
Masters of Death - Sicarius Armor (Standalone).esp
Acquisitive Soul Gems.esp
Weapons and Armor Fixes.esp
BR_HoodCirclets.esp
Headbombs's Better Sorting - Ammo.esp
Headbombs's Better Sorting - Books.esp
Headbombs's Better Sorting - Ingredients.esp
Headbombs's Better Sorting - Miscellaneous.esp
Headbombs's Better Sorting - Potions (Normal Weight).esp
Headbombs's Better Sorting - Spells.esp
Headbombs's Better Sorting - Soul Gems (PseudoVanilla).esp
Better Sorting potions for Categorized Favorites.esp
posesivecorpses.esp
hg.esp <-- Moonpaths to Elswehr mod
SkyrimHD Lite, and other 2x resolution texture mods.
Script Auto-Update
in Skyrim LE
Posted
Hi everyone,
I've seen on some recent mods that their scripts automatically update upon installing a new version of the mod. How is this done?