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DrNewcenstein

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  1. In response to post #35028890. #35036275 is also a reply to the same post. $750 MILLION in sales in the first 24 hours and they haven't cleared a profit? Where'd the development money go then, cuz it sure ain't in the game. Truth is, they're holding the CK back because they know that the top modders will put out something that beats the crap out of the DLC their interns made.
  2. And there you have it - no need to burden yourself with exploring your options, as they've been explored for you and decisions were made so you don't have to make a conscious effort.
  3. No, I'm saying you don't put in bAllowMultipleMasterFILES=1. The line you enter under the General heading is bAllowMultipleMasterLoads=1. And yes, further down under Archive, you enter the DLC BSAs. That part's not being questioned.
  4. There definitely needs to be something to force guards to ignore combat assaults against a common enemy such as vampires or dragons, especially if you're not a vampire. If you are a vampire, however, even if you're role-playing a Blade-type of thing, then you should get the penalty. It would also be a good idea if the news that you were Dragonborn spread as fast as the news that you killed someone 5 miles from town by accident, so none of the guards talk smack to you about anything relating to Dragonbornish activities, like Shouting (unless of course you blow fire, ice, or unrelenting force through the town even by accident). Hassling you over Aura Whisper is idiotic, to say the least. It's a whisper. No one heard it except the werewolves and the person standing right next to you. I find it amazing how so many people know about Aretino doing his Dark Brotherhood ritual, or the face-sculptor in the ratway in Riften, or that you bought the vacant house in town, but only 3 people know you're Dragonborn i.e. the only known living being with a rightful claim to the throne of the Empire. If you're playing a Nord, you should automatically be the front-runner for High King because of that.
  5. The game will read loose texture files and models as long as they're in the correct sub-folders, so you don't have to repack them into the mod. And yes, there are quite a few that are not lore-friendly, like Kozaburo's "Jessica Rabbit" hair or the Justin Bieber hair. However, the anime hairstyles are equally not lore-friendly. While most of the hairs are well-made and textured better than the vanilla hairs, not many "fit" within Skyrim's overall visual themes. Then again, neither do the knock-kneed bubble-butt thunder-thighs female body replacers or the skimpy armors and sexy walks and jiggly-boobs-in-heavy-armor mods, but who's counting? Another mod you might pick up instead is the lore-friendly vanilla hair retexture. Makes the vanilla hairs look a lot better, at least from a texture standpoint.
  6. You don't have to add AllowMultipleMasterFiles, only AllowMultipleMasterLoads
  7. I've actually run into a gas trap like a torch-bearer at the Special Olympics and experienced a flaming death. But as for the sparks, I suspect it's the same reason you can't tear down a spiderweb door with Fire Breath.
  8. No idea, but the internet disproves the theory postulated in your sig.
  9. On a similar note, I've tweaked Brelyna Maryon's head in the CK, yet when I export, she shows up with the vanilla head and her face texture is off-color. Opening the exported head mesh in NifSkope shows the correct head, however. I've deleted all saves several times and started several New Games since modding her, but she still shows up with her vanilla head and brownish face. Her head is not being exported to my mod's folder, but rather to the Skyrim.esm folder. I've opened/exported-from/closed the mod several times, as well.
  10. From what little I've dabbled with it while trying to figure out why it doesn't work with my Improved Housecarls and Hirelings mod, I've found that Warmaidens uses custom directories. As well, IIRC, it includes custom head and body meshes which are also in custom directories, as well as their textures, and their custom ApachiiSky hairs (though I'm not 100% on the hairs being included). It also depends on the texture resolution. If you can, set up a dual-monitor display and use the other to track what's being taxed, the CPU or the GPU. If it's the GPU, you might need to tweak its performance, or if Warmaiden's uses 2K textures, you might need to drop down to 1K.
  11. Oops, missed your earlier post when my browser warped over it. In that event, if a mod changes those settings directly through the CK as opposed to a Script function, wouldn't that cause possible conflicts with other mods, especially those that also edited those settings? I can only imagine it starting out as a Cluster and ending as a F...well, you get the idea. And you're right about the FastTravel function - use that instead of COC if you want time to elapse according to the game settings. You might also want to interject the Screen Fade as with carriages just so that the player doesn't blink out. I'm not familiar with Bat Travels, but I'm assuming you turn into a bat? I'm thinking it'd be bad to have the player transform into a bat and then warp to the destination, so the Fade Out/Fade In effect would be better, not just for aesthetics, but for stability.
  12. Elapsed Time is calculated based on walking speed, not running, sprinting, or horse-riding. Distance is a factor, but I'm not sure if the total distance + time calculation assumes you are following the Preferred Path of the navmesh, or if it's going by the most-direct route/straight line. If you toggle AI detection (tdetect in the console) and set an active waypoint/quest marker in Riften (i.e. Speak to the Jarl, speak to Shadr after dealing with Sapphire), and begin at Markarth, then press Q (I think that's the one), your character will walk to Riften, and everything you encounter will ignore you because of the Detection being turned Off. Time will pass according to the timescale setting, and you can easily compare that elapsed time to Fast Travel time. Timescale is set by default to 20, but can be changed in the console by the command: set timescale to x (note the spaces are important) Where "X" is a number from 1 to whatever you can think up (one of the Dragon mods has a dragon that can change Day to Night in seconds, by increasing the Timescale. I've seen it go to 4000). Time less than 1 (i.e. 0.5) can cause problems with NPCs not being able to cross cells via teleport doors. I'm not seeing a script that governs travel-time in the Scripts folder, so it's likely hard-coded in.
  13. I used to crash in the same place outside Fellglow Keep (near the chicken), regardless of what I was doing, which was usually just running. Some areas are buggy at certain times for no discernable reason. If Thundercrack is based on the Storm Call spell, it may be crashing when it tries to place the activators. Did you cast it while still on the ledge just coming out of BFB, or on the ground below as well?
  14. .3DS is actually more useful than .OBJ, in my view, but the problem with the .3DS format is that not every app uses the same Import/Export functions, meaning certain apps cannot access all the features embedded in a given file. The same 3DS mesh imported into Bryce will have different levels of functionality in Truespace, for example. If you wish to see the data types and overall structure of a NIF, open one up in NifSkope and look through the Data windows. If you want to see the guts of an OBJ file, open it in a text editor.
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