Jump to content

DrNewcenstein

Members
  • Posts

    398
  • Joined

  • Last visited

Everything posted by DrNewcenstein

  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.
  15. I have Immersive Armors installed and it was active when I tested it for my previous post. In my current game (started before the aforementioned test), the cart was bouncing around, clutter blew around whenever I opened a door, and animals bounced. I disabled all mods, going back to Vanilla Skyrim with only Skyrim.esm and Update.esm in my Data folder, and if I panned the camera hard in any direction, the cart bounced. I changed my V-Sync setting from Application Managed to Adaptive and all that stopped.
  16. Does it crash when casting other spells at the same location? If you load the mod with Thundercrack in the CK, do you get errors relating to the spell, such as missing texture/specularity/transparency/glow maps or meshes?
  17. There's something in those areas that's spawning, or trying to spawn, that's causing the issue. Whether it's an environmental effect or a random creature spawn, especially where said creature has a texture or behavior mod, or if there's some randomized NPC vs NPC, NPC vs Creature, Creature vs Creature, etc, or some sort of imagespace change. You may also want to group similar items, such as putting WetAndCold - Holidays directly under WetAndCold.
  18. This is a vanilla issue that, as you said, can sometimes straighten out by simply quitting to the main menu and restarting a New Game. I just checked it while typing this, and I may have found the fix: If you have an Nvidia card, open the Nvidia Control Panel, go to Manage 3D Settings, and set Vertical Sync to Adaptive, then start a New Game. This should also eliminate issues of static objects scattering around the room when you open a door, and distant animals bouncing up and down, if you're having those problems. If the cart still wigs out on its own, go back and set V-Sync to Off and try again.
  19. Wow, really Creation Kit!? Turns out that I had backed up my Plugins.txt (Users/name/AppData/Local/Skyrim) into my Skyrim folder and that was causing the problem. Deleted it from there and it fired right up.
  20. Sounds nice. However, the problem with the game handling these schedules is the player - specifically, a lot of this stuff doesn't happen unless you're there to see it, which is why when you fast-travel to a city and arrive at 10PM, for example, you see the blacksmith still toiling, then jump up to try to get to their scheduled marker. If you've ever followed Maro for the DB after reading his schedule, you'll know that unless it's his Solitude Day, he'll get halfway to where he's going and turn around because it's tomorrow, and he has to be somewhere else that day. It takes forever and a day for his loop to match his current location, especially when he stops to fight or scratch his ass. Another potential problem is the "50 guards". Put that many people in a scene, and expect nothing else to happen. Ever. If you don't CTD, you'll wish you had. 5 guards that are 15+ levels above the player is more likely, so that if you do want to rob them, you're going up against Perk-laden guards. And don't forget the hired Assassin that follows behind the merchant/guard caravan sniping you in the head. Then you have the 5000 gold, which ain't gonna happen. Merchants might have it, but they won't pay it. 500 tops, I'd think, or whatever the total value of goods they're buying. That said, I believe it's do-able. There's already a mod that lets carriages move about the roads beside the intro, so that part's solved. Whatsisface in Whiterun with the meat stall allegedly goes hunting, but never leaves the city, even during the DB quest where they tell you to try to get him when he's out hunting. Whether that's fixed by the Unofficial patches I can't say, as I don't use them. That can be fixed by the mod, though. I've had some success with having NPCs follow a set of waypoints, but not actually do anything at each of them. I had one that was supposed to go to an Inn for 8 hours and then travel on, but decided he liked the Inn so much that he stayed in it for 42 days before I deleted the mod, so there might be some issues with them crossing cells. However, there's Irilieth, who will leave Dragonsreach, then leave the city, then return to the city, then return to Dragonsreach. What makes her so special, I don't know. Same with the Companions, to some degree. It's definitely something I'd be interested in helping with, though.
  21. http://www.nexusmods.com/skyrim/mods/13004/ MAK's Remodeled Armor for CBBEv3M has belts of all vanilla armor types - Daedric Chain, Ebony, Imperial, Leather, etc - that can be worn over/with any armor.
  22. The decaps for humanoids is actually 2 pieces of "armor" that are equipped on the body and neck, unlike the Glenmoril Witches that have a separate headed and headless body mesh. IsharaMeridin has a script that force-equips the neck cap on the body, and I've been working on a mod for a while now where certain characters remove the heads of other certain characters when they kill them, but the one thing that's keeping it from progressing is the lack of a NIF plugin for Max 2015 so I can make the heads. I've got a bald, eyeless, toothless, no-eyebrows, and discolored generic head mesh, but can't quite get it all together with the neck gore and proper textures.
  23. The core game files would have to be cut into fine pieces to start with any sense of standardization or compartmentalization. For Actors alone, you would need to separate all the individual components - Race, Stats, Factions, Inventory, Behavior, AI packages, etc etc. This would open up limitless customizing options, where you can use one modder's Stats For Lydia and another modder's Lydia Face Replacer and another modder's Lydia Behavior Replacer ad infinium, but you'd hit the 256 ESPs cap quickly. Sure, you can use an external app to merge the various hypothetical Lydia Overhaul mods into one, but then how reliable is homebrew software when the core "professional" product has such a buggy reputation itself? Skyrim crashes BECAUSE you click "Play", with no mods. If all you have in your Data folder is Skyrim.esm, it crashes. Without an unlimited mod count, an unlimited memory capacity, and a complete rebuilding of the core game system, I don't see a better way of doing things than we have now.
×
×
  • Create New...