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stuffmaniacle

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Everything posted by stuffmaniacle

  1. Hey, all. I'd just like to say that I've fixed my problem by loading up an old save of the same playthrough and working my way back to where I was. While the old saves remain corrupted any new saves I make load up just fine. Thanks for the help, everyone!
  2. Thank you for your reply. I do use ENBoost and the SKSE memory tweaks, and also I've tried using SSME and Safteyload as replacements with no dice. I'll take a look with TES5edit for anything that modifies Whiterun. As for the patches/merged ESPs, the only thing I can think of is DynDOLOD which I executed a script on (the way it was meant to be installed). Any other patches were created by other mod authors. Would providing my Papyrus log help?
  3. Alright, so this is a strange issue and I'm wondering if anyone could help. I've been modding for years so I'm not a noob, but I've never had an issue like this before. Here's the story. So, I'm in the middle of a playthrough. I have a huge amount of mods (200 plugins exactly, my load order is below), so I expect a few CTDs here and there. My game, up until now, has been able to save and load just fine. However, after I enter Whiterun for the first time, any save I make becomes unloadable. There are not problems while I remain in-game, and saves I made before entering Whiterun remain fine, but any saves made after entering Whiterun CTD while loading (even if I've left the city). I've done everything I can think of, including rerunning all my patches (ASIS, Perkus Maximus, Bashed, FNIS), to using several save cleaners (Save Scalpel, Skyrim Save Cleaner). I don't think it's a load order problem, seeing as the game works just fine with any save made pre-Whiterun. If you have any questions about my load order, please ask. Several hours of my life are at stake here, haha. I'm open to any suggestions, just throw them out and I'll try. I really don't want to throw this playthrough away. Thanks!
  4. A mix between iActivate and Immersive HUD is perfect.
  5. So this is a really big mod idea that I have. I'm learning Skyrim scripting but until then I'll just put my idea here in hopes that a talented developer sees it and wants to collaborate. So, here we go. The idea: Dynamic Beard/Hair Growth + Barber Shop. Here's the pitch: The mod adds five stages of hair growth and five stages of beard growth. It would go a little something like this. Stage 0: No hair. Completely bald/clean shaved. Stage 1: A stubble. Just a little bit of hair, but not much. Stage 2: A bit of hair. Barely down to the ears and a decent beard. Stage 3: A full beard and hair down to the upper neck. Stage 4: A full beard and a linked mustache. Hair down to the back. Every 6-7 days in the game, the character will advance a stage and their hair would go accordingly. This would be flourished with a barber that can be found in Whiterun or some other major city (perhaps out by the Whiterun stables). From there, you could purchase a cut, which will allow you to select a stage before the one you're currently on (for instance, if you had a stage 3 beard, you could get it cut back to stage 2 or earlier but not a stage 4). You would be able to shave your facial hair and your head separately. Another thing that could be added to the barber is the ability to purchase hair dye for a couple hundred septims a bottle. The dye could be in recolored potion bottles and, once used, would change the user's hair color to the color specified. Another neat idea for the vendor is portable razors so you can shave when on an adventure. Like I said, I'm asking for a lot here. But combined with Bathing in Skyrim, Pumping Iron, and all those other mods that dynamically let a character grow over time, I think that this mod would be a phenomenal mod and, when executed well, could add a lot of immersion to Skyrim. Let me know what you think and contact me if you are experienced with making these kinds of mods.
  6. I've seen the video. I'm going to be doing an evil "kill everything in the world" playthrough and I will need killable NPCs. The message that plays once an essential NPC dies is the reason why I'm requesting this particular mod.
  7. In Morrowind, when you killed an important NPC, it would let you do it but a small message would appear saying that that person was important and that things may not work properly. I'm thinking that it would be really easy to make a mod that, when you kill an NPC marked as essential, it would add a small message saying something immersive like "Someone important has just died" Any thoughts? Does something like this exist?
  8. Hey guys, I'm have an issue with my lighting. I believe it to be an ENB issue, as when I turn it off it doesn't seem too noticable. Is there an ini tweak I can find or an ENB setting I can edit in order to make this ugly immersion-breaker go away? It doesn't look so bad in this screenshot, but considering the entire area should be consumed in shade it sticks out really bad. http://i.imgur.com/wtlD8kU.jpg
  9. I tried it out and didn't look quite right. Are there seperate settings for interiors and exteriors in the ENB inis that I can manually merge?
  10. Okay, so here's the situation. I really like the interiors of Phinix Natural ENB and the exteriors of Natural Lighting and Atmospherics. They are both wonderful ENB's but, for me anyway, only the exteriors of NLA impress me and vice versa for Phinix. I must ask, is there a way to mix these two ENB settings in order to get the best of both worlds? Thanks in advance. -J
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