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Everything posted by flobalob
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Yes edges should look like this. @ antstubell you did change your screenshot to JPG right?
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I suspect that the Nexus is transferring the file to a nearer server behind the scenes. Either try again a few minutes later, or if in a real hurry, download manually and then use the option in NMM to "Add Mod from File".
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"Data Files" on Skyrim Launcher is grey'd out
flobalob replied to raidermace's topic in Skyrim's Skyrim LE
Good. -
The fact that your rooms/corridors are in a straight line largely defeats the purpose of having roombounds, If you are trying to improve performance I would suggest adding some right angled corners. The portal between the large room and the downslope is connected to the downsloped corridor (1) but NOT to the large room & there is a gap between the roombounds (2). Also I resized the portal to cover the entire open section (3). The lights are flickering because you have too many of them overlapping (Press "L" to toggle light radaii). The game engine can only reliably light any given object with 4 lights (and the player may themselves provide one if using Candlelight/Magelight or a torch) Edit: just noticed that all of your lights are shadow casters (note the purple crosshair) the use of shadow casters should be limited to 4, at most, in any "rendered area" change some of them to omni lights (the ones ithout crosshairs)
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The portal between your room bounds is too small, it should be at least as big as the opening in the corridor. Edit: looking at the second pic a bit more carefully you should also lower the bottom of the left hand roombound as well, it's z-fighting with the floor.
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reinstalling skyrim looking for compatable mods
flobalob replied to LexSama's topic in Skyrim's Skyrim LE
Really, I've been using SkyUI since it got advertised on Skyrim Mod Sanctuary 7 (mid December) and haven't had a single issue with it. -
reinstalling skyrim looking for compatable mods
flobalob replied to LexSama's topic in Skyrim's Skyrim LE
How could you possibly leave out SkyUI by SkyUI Team also More Craftables by AeonVita If you like Dwemer armor (I'm doing a heavy armor playthru for a change) Space Wiking Dwemer Exoskeleton by SpaceWiking Dwemer Autoblade by acey195 and just for the sake of a shameless plug :) Statics 2 Containers by flobalob -
The Bethesda tutorials aren't bad as a starting point, and there are also other video tutorials made by modders that cover more advanced stuff on the wiki
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Teleport markers need diff name for same cell
flobalob replied to antstubell's topic in Skyrim's Skyrim LE
@kryptopyr Now thats what I call thinking out of the box :) Sounds like a plan. -
That doesn't look so very different from mine. You may want to check out your SkyrimPrefs.ini in the same directory. I wouldn't recommend just cutting & pasting anybodys ini file (even mine) without BACKING UP YOURS FIRST
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Teleport markers need diff name for same cell
flobalob replied to antstubell's topic in Skyrim's Skyrim LE
It you use an activator then yes you can change the text, look at the hidden chest in the ruined house NW of the Whiterun Watchtower. But that still leaves the problem of followers getting left behind. -
Sorry, last time I had anything to do with dialogue in conjunction with a creature (as opposed to an NPC) were the creatures The Scamp Creeper & the Talking Mudcrab Merchant in TES3. anybody else remember "Sure. Thash what I said? Did I stutter or shomethin? Talking. Mudcrab. Merchant. Read my lips. Ehr. Mouthparts? Read my mouthparts? Shomethin ain't right. But never mind. Jush one-a life's little myshteries. So. You gonna buy shomethin? Or sit here jawin' all day."
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Teleport markers need diff name for same cell
flobalob replied to antstubell's topic in Skyrim's Skyrim LE
The problem with using an activator to tleport the player is that NPC's wouldn't be able to follow,as there would be no navmesh teleport information like you get with a door. Think of the simulated elevator in Vault 22 in Fallout New Vegas. The script had to explicitly check for every posible follower and teleport them if they were curremtly following the player. -
By property, do you mean what you can change instead of "Health" or "Stamina". if so the full list is here
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I haven't seen anything on the wiki about it either, I'm just going by what you see in-game. e.g. activate a shrine and stats/skills that are temporarily boosted are green rather than white. Similarly, catch a disease that reduces them and they turn red. You can simulate this by typing "player.modav health 10" or "player.modav health -10", press "?" to look at your character/skills and your health is green or red respectively.
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You mean This one.
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When you updated your video drivers did you follow the "Recommended" steps or do it properly? Because following the "recommended" version is NOT good.
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gasti89, You do realise that modav will turn the stat value green like a temporary boost effect, but there is nothing to cause it to "wear off". An alternative to modav is int playersHealth = Game.GetPlayer().GetActorValue("Stamina") as int Game.GetPlayer().SetActorValue("Stamina", playersHealth +1) It's longer but won't change the colour to the affected attribute/skill etc.
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It's meant to so that, so that if you completely banjax your ini you can delete it and Skyrim will create a new default one, next time it runs.
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Question About Activate Parent Relationships
flobalob replied to rosestorm's topic in Skyrim's Skyrim LE
Here, try this (It compiles but I haven't yet tested it) scriptName CustomActivateToggleLinkedRef extends ObjectReference { - Opens/Closes the linked ref when this object is activated. Make sure the linked ref is something that CAN be opened } ObjectReference myLinkedRef bool Property OpenClose = TRUE Auto {TRUE = Open - False = Close} Event OnActivate(ObjectReference triggerRef) if (triggerRef == (Game.GetPlayer() as ObjectReference)) myLinkedRef = GetLinkedRef() as ObjectReference If (OpenClose == TRUE) If (myLinkedRef.GetOpenState() == 3) ;Is the door closed? myLinkedRef.Activate(triggerRef) ;Activate the linked foor Self.Activate(triggerRef) ;Activate self to force normal animation e.g. chain pulled EndIf Else If (myLinkedRef.GetOpenState() == 1) ;Is the door open? myLinkedRef.Activate(triggerRef) ;Activate the linked foor Self.Activate(triggerRef) ;Activate self to force normal animation e.g. chain pulled EndIf Endif Endif EndEvent -
It's possible that you have the weapon rack behind a collision layer. Some of the wall sections have collision layers way in front of the actual surface. Press F4 in the render window to toggle collision visability.
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Question About Activate Parent Relationships
flobalob replied to rosestorm's topic in Skyrim's Skyrim LE
Not without writing your own script to do so. -
It's under Static\Architecture\SkyHavenTemple
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Thats fine, just be aware that if, for example... You add an item to the levelled list "LItemJewelryRing" and another mod also adds an item to "LItemJewelryRing" Then the last mod loaded wins and adds it's item, the first mod loses and it's addition(s) are ignored.
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Global Variables Problem - Need Assistance
flobalob replied to bluemarvin's topic in Skyrim's Skyrim LE
I think scripts get attached/copied into your save game so if you visit an area that has an Item with a script attached and save, then quit change the script, and finally reload the save you will still be running the OLD version of the script. Although I wouldn't guarantee that this ALWAYS happens. To be on the safe side, when testing always use "COC <Insert area name>" in the console before loading any savegame.
