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Everything posted by Selvec
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Oh hey, how's this going to be effected by THAT Dark Brotherhood mission?
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It may be in your best bet to treat the 2h spear like a long hunting spear, and not emulate any particular combat styles. Thats probably what would fit with a norse environment. A 2h spear is very situational in its use, generally involving bracing techniques and upper thrusts against bigger enemies. Technically eastern style spear techniques are not 2h spears techniques, but 1h, as most use a one handed thrust and not 2h, since it's awkward as heck to thrust with two hands. An idea, though it may be too complicated, would be to implement a unique animation for when 1h spears are used without a shield, or possibly to have two different types of 1h spears rather then a 2h spear. Now I think about it, I'd rather see 2h spears treated like halberds, as you could implement eastern halberds in the same manner, and just leave glaives and naginata's using the axe motions. Though I think it's worth keeping in mind that this is a norse environment when you make your decision.
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<p>Imperials. Its a very simple decision. A rebelling fractured Empire will just allow the Aldmeri Dominion time to solidify their grasp on the continent. The emperor may not be Dragonborn, but the emperor...well if you've played the Dark Brotherhood Quest then you know the Emperor's fate. Skyrim moving away from the Empire will just let the Aldmeri contain and pick off the Redguards and the Nords. Nevermind that if you read up on the last war you can note that the imperials have a competent general now, and quite a fair bit of forces in play. What allowed the Aldmeri Dominion to conquer so fast was shock and rush tactics. The empire didn't expect it, wasn't ready for what hit it, and couldn't hold. The second time round will not be the same. Skyrim couldn't hold of the Thalmor because Skyrim doesn't have the vast Desert to hide in. Its icy tundra's don't quite match the redguards desert. While Winterhold is a place of great sorcery, it often stays neutral in such wars, and so unlike the redguards, doesn't have the magic power to beat the Thamlor at their own game. (Tribal Redguard Shamans are bloody nasty apparently)</p> <p> </p> <p>Also Ulfric is a bloody hypocritical egotistical tosspot who couldn't even win a civil war against one imperial general let alone rule and defeat an entire empire. Talos himself was Nord and went on to create and rule an empire of multiple races, who made up all levels of his governing system based on their skills, not their race or religion. They forget the very teachings and way of the god they claim to defend.</p> <p> </p> <p>Course what annoyed me was that my Aldmeri Mage couldn't join the Thalmor in any quest line. They were presented as the enemy from day one, when both the stormcloaks and the imperials where the ones that caused my character to end up in shackles about to get beheaded.</p>
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SkyRE Relighting Skyrim Immersive Armor Immersive Weapons Interesting NPC's Inconsequential NPC's And all of the unofficial patches. Think if you start installing anymore then that you better get ready to deal with CTD's and such. Heck even with those you may get CTD's.
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Using Skyrim to help me go from introvert to extrovert
Selvec replied to a topic in Skyrim's Skyrim LE
Its like listening to a 50's radio announcer who's been transported into a fantasy realm. Kinda like how I expect Rincewind sounds. -
There is a mod that has even taken the pauldrons off all the vanilla armor types and made them as separate armor pieces to clip on any armor. Only problem is the shoulders don't rig correctly, so they look sorta odd and float a bit sometimes. The mod never got updated which was unfortunate.
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Papyrus Script Errors and Warnings Discussion
Selvec replied to blitzen's topic in Skyrim's Skyrim LE
The predator script works, its just he zipped up the folder with the wrong directories linked. Everything in the data folder in the .rar archive needs to be put in the scripts folder, not data. Its further down the forum page... Update your first post in that thread please steve, it's confusing. Edit: Also still CTDing. Still think the issue is DuelSheathRedux. That magic effect error is just to present to often for it not to be some how related. -
Papyrus Script Errors and Warnings Discussion
Selvec replied to blitzen's topic in Skyrim's Skyrim LE
Papyrus logs have to be some of the most confusing and irritating things I've ever encountered in 20+ years of gaming and modding. I've been dealing with a bloated log and loads of CTD's since day one of Skyrim Modding, and I still don't even understand one error message in the papyrus logs. Here's an example of what I'm talking about. This is what my log looks like after a fresh install with updated mods, and a new game from scratch. I've hidden it in a spoiler tag because its that long. You don't even wanna know what this baby looks like after a month of mod updates, all I have to say is thank god of Notepad++. Some of those error's have only just cropped up for absolutely no reason. Like most of the error messages keep saying error because its calling for variables which no longer exist, or it can't find a mod that doesn't exist, but the mod itself doesn't even use that master. I have absolutely no idea what the heck DuelSheathRedux is babbling about either. Finally you get a real nasty issue when you mix and match steamworks mods and nexus mods. Because most of the authors on steamworks don't give a rats about compatibility or clean mods, and you probably can't tell which mods are not clean. Gonna try that predator script thing. I'll be able to tell if it's gonna cause issues globally as I use a host of mods which change creature behaviour and AI. Hopefully it will fix my CTD's, as I notice the CTD I had on the log above happened not long after our dear friend lvlpredator popped up. -
Blog Piece: Nexus plans for stability and infrastructure improvements.
Selvec replied to Dark0ne's topic in Site Updates
Well I don't know about other members, but the reason I don't get angry when the sites have issues is because I'm not paying a constant ridiculous fee. I paid a one time fee, that has gotten me premium access for life. I don't need to b&@*$ or complain because I'm not throwing money at the websites every month, so I expect the service to not be 100% full proof. I can tell you right now that I rage and swear my head off everytime a maintenance date occurs during my playtime on SWTOR for example, because I pay a sub fee every month and thus expect results. The membership system here is great and makes you feel relaxed as a member, I love it. If I may make a few suggestions. It sounds like you need at least one dedicated community support technician. Someone devoted purely to sorting out support issues, bug problems etc, and you need a method to deliver those bug reports better then leaving comments on an article. I'd suggest making a very simple form, with only the bare bones requirement of information, that lets people report bug issues on the website. Nothing to complicated mind you, just something like "Mod Name", "Bug Type" and "Explanation". Dates and everything can be set by database tickets. Your movement to a new cluster is a shame. I don't suppose you can clone the drives for the skyrim nexus server over the course of a week, and then do all the transferring to the new cluster on a completely external network, thus eliminating the chance of issues with the cluster setup causing problems with the rest of the network? While allowing the original skyrim nexus to truck along till the cluster is ready? Once you've tested the cluster and are sure it will work, take down the site for a day, do another clone of the skryim nexus drives, and move them again to the new cluster in one day, then pull the cluster online. It may be a bit problematic, but it will reduce running costs if you can just switch over to the cluster while removing the devices handling the current skyrim nexus. You'll obviously need to take down the skyrim nexus website at some point for a day to prevent inconsistencies appearing in the two databases. @jjc71: Why would they? They opted to using Steam and Steam Workshop. Nexus is great, but Zenimax already tossed their chips in with Valve. -
I'm looking at working on making a patcher with SkyProc that takes weapons from a chosen .esp and makes them work with AttT. Logic List: 1. Open user chosen mod 2. Duplicate each weapon in mod 3. Delete Weight and Value from each duplicate 4. Look at HeldType, Change to new held type based on current one for each duplicate 5. Change item title to add "- Sheathed" if one handed or dagger and "On Back" if anything else. 6. Add script package AttTBackup to weapon, change string value W2 in script to duplicate weapons name 7. Change name to remove "Duplicate" and any number on the end 8. Change name to include "aa" at front, and "backup" at end. 9. Go through every weapon that does not have "aa" and "backup" in title 10. Add script "AttTCustomWeapon". 11. Edit script value swapping to use "aabkclear" script 12. Edit script value w1 to reference weapon name 13. Edit Script value w2 to reference weapon name with aa and backup in front and back. 14. Save/Compile Notes: Logic list can be cut down with names can be assigned upon duplication. This is very much a work in progress, and I honestly do not expect it to ever be complete as I have very little experience in Java coding, and about as much with CK. If someone who does know Java well wishes to give me a hand, or take over the project, or even make their own project, feel free. Any updates on the project will be posted here.
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Finished it. Works good now. Moving on to a new project though, and thats developing a skyproc patcher that patches weapon packs to work with AttT. Once I figure that out, I need to figure out how to do the same for DSpSoB with Shields, then maybe weapons. Edit: Gonna take a long while. Looking at SkyProc makes me feel ill. Not sure why, I've done Java before, but this one just hurts my head.
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Wrapper runs in conjunction with the executable I think. The injector actually forces it's stuff into the process. You want the files from the wrapper folder. DOF, Ambient Occlusion, Reflections are some of the biggest hitters. But all ENB features in general have a large effect on performance. Most ENB's turn off ambient occlusion and reflections however by default due to a number of issues with how they effect textures, and you can generally safely turn off DOF while maintaining enhanced colours granted by an ENB, without effecting the experience its trying to deliver.
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I suggest you make the requirements to be a lich involve some hefty magical skills. Its unlikely a low level mage would succeed in such an envdevour. Might I also suggest you move away from a potion aspect, as it takes away from the share depth of knowledge required to transform yourself into an a lich. Make it a ritual instead, in which the player must bind their life force to a phylactery from a convulted ritual quest line. You may also decide to include the requirement of NPC's helpers needed to undertake the ritual. Furthermore, if it's possible, maybe include a delaying aspect in the transformation from living to skeleton. Introduce a decaying process into the after effects, over the course of several rest periods the player transforms into the skeletal creature. Same as with the vampire and werewolf transformations. This is more in line with traditional lich information as well, since a lich can be a decaying corpse as much as a full skeleton.
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download the latest d3d9 from this website http://www.enbdev.com/mod_tesskyrim_v0132.htm Extract it into your skyrim folder as you would an ENB. Overwrite everything by clicking yes all. Then extract everything from your favorite ENB EXCEPT THE D3D9 FILE. Start your game up, load a save file, press ~ to open the console then press Shift+Enter. A menu will open on the left hand side. From here you can edit the settings of ENB while in game and view its effects. What you are looking for is NightTimeBrightness and InteriorBrightness I believe, edit those by making them higher. You can click the button on the far left of each ini setting and hold your mouse click then move the mouse in a circular function to make settings go higher or lower faster. Click save configuration when you have the desired ENB effect, then press Shift+Enter and ~ to resume playing. You can press Shift+Enter normally, but pressing ~ means you won't accidentally start attacking people while messing with ENB's in game gui. This only works with the latest ENB for Skyrim and will not work for older versions.
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Well its because the weapon positioning mod that goes with ATT isn't placing certain custom weapons on the back of the character. It has to be because of somethings not in the right category in immersive weapons. Because it does it for other custom weapons no problem.
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I'll have to figure out how. Sounds like TES5edit is much faster. At the moment I'm having issues with some of the weapons not appearing in the position I want them. I think this is because they are not listed as "Weapons". Like in my favorites menu in game they appear as "other". This is most common of stuff like the Iron katana. I'll have to experiment some. But otherwise everything working smooth as a babies bottom. BTW I think Ace also changes speed values and such. I'll have to see. Who knows, maybe I can just import all the stuff from the normal immersive weapons pack and replace the old stuff. The only things I need to stay are the attached scripts for AttT.
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I just realized I'm using the ACE version of Immersive weapons lol. So no point in uploading it since all the damage things will have been changed.
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Well so far I have probably over half the weapons converted, i might take a break and test it out. Unfortunately I need to assign scripts to weapons. Thats the main issue. From what I'm looking at in TES5edit, I'll have to use CK, as TES5edit doesn't seem to do scripts. What would be perfect would be a way to import these lists into a word document so I can just cross off what I've done. I already have my next project planned out after this, and thats to make the "duel blades and shield on back" mod work with a few shield mods, as AttT's shield on back can cause CTD's sadly. Oh and I think I have a theory on how to fix the CTD's caused by assigning scripts to steel weapons with AttT. I need to test that out also. Also I'm following a tutorial video on AttT's page. So I don't know how to convert that to TES5edit. I'll think about talking to hoth if I manage to get it done though. Just a personal project at the moment.
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Alright, I'll give that a go.
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I might have to load up that second editor, I need the list present all the time, either that or screenshots I guess. Not the easiest system to use is it?
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Cheers guys, works great. Thanks for the help.
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Hello I'm trying to make AttT compatible with Immersive weapons. I'm about half way through, but I'm finding myself hitting an annoying question. How do I know which weapons are Bethesda weapons, and which are weapons added by modders? The process I have to use requires me to keep Skyrim.esm, Dawnguard.esm, Spike.esm, AttT.esm and Immersive Weapons.esp open, with immersive weapons.esp as the active mod. This view unfortunatly shows ALL the weapons, both modder added ones in Immersive weapons, and basic skyrim weapons. I'm having trouble telling the difference. I have a mod that add's vanilla weapons already, and I don't feel like modding 100+ extra files. I'm sure there is an easy way to tell the difference. Could someone please enlighten me? Cheers
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I disagree with the BOSS thing again, but only because I believe its a matter of wording, and not an argument on BOSSes function. In my view, if something changes something else, and that action generates problems, then its caused the problem. Wither the problem actually exists due to a lack of information, or because two things don't get along together is another matter. Its like saying I died in a game because the game is bad, when in fact it's not that the game is bad, its that my cat jumped on my lap and caused me to push the controller in the wrong direction. Outside force influencing events, causing issues, and thus creating problems. Simple cause and effect. Better example might be cables on a car battery touching and causing an electric shock because I slipped while changing the battery. The cables conflict with each other naturally, but are in a state of neutrality due to relative locations, however, when I slipped while holding them, pushing them together, I'm placed them in a state of conflict, and thus the shock and problematic reaction. Sorry if I'm going to much into this. I just spent half my day staring at CK weapon sheets changing the same things over and over and over, so thinking about something else is nice. Topic related stuff: --------------------------------------------------------------------------------------------------------- Interesting thing. I had this part in to in a log a few days ago. "[01/10/2013 - 04:50:19AM] Cannot open store for class "dlc1scwispwallscript", missing file?" I had to reinstall skyrim, and then deactivate each mod via NMM (Deactivate, not just turn off.), then reactivate them one at a time. You may have to do the same thing. So you've reinstalled, but did you deactivate all your mods and then reactivate on the ones you want? If not, try that and see what happens. Could be one of the mods your using has done something for some reason that it shouldn't have. I remember reading some place once that reinstalling and then trying skyrim with all your mods activate at once from the beginning can cause Skyrim to have a cry.
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LE Armed to the Teeth: Immersive Weapons - Patch
Selvec replied to Selvec's topic in Skyrim's Mod Ideas
Decided to try it myself. Hopefully there will be a patch for this added by the end of the night. -
So I downloaded Armed to the Teeth recently, and noticed the guys doing the updating for the custom weapons haven't done anything since mid last year with it. That made me a sad panda. So I'd like to request some helpful soul make a patch for Armed to the Teeth which allows weapons from Immersive Weapons to show up on your back with all the other blades. I'd do it myself, but when I tried the CK didn't seem to like what I was doing. I used the technique explained for vanilla weapons, but using Immersive Weapons instead of Skyrim.esm. Armed to the Teeth: http://www.skyrim.nexusmods.com/mods/9614 Armed to the Teeth: Custom Weapons http://www.skyrim.nexusmods.com/mods/15373 Immersive Weapons: http://www.skyrim.nexusmods.com/mods/27644 Alternatively, if someone doesn't have the time to do it themselves, but can explain what I need to do thats different from the vanilla technique to make this work, then I can make this mod myself. Cheers