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Deleted81892User

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Everything posted by Deleted81892User

  1. i would recommend going AMD Ryzen and RX470 or 480, much more affordable than intel/NVidia and goes as fast as you are going to need. maybe 16GB of RAM for future proofing. planning on this for my new PC, not looked at parts yet though. i do have the RX480 already, its sweet ;)
  2. its either missing meshes or textures from mods you have on, just reinstall them from the original download or its likely to be a bad load order, you need to get the tool to reorder the loadlist, put major scenery altering things first, item adding things later.(there is a forum topic sticky somewhere about this) and have you run a leveled list merger with the tool? you could always reinstall entirely, sort through your mods, get rid of ones you dont really need.
  3. these: Better Bodies.esp GIANTS Ultimate (lots more monster anemies) Vampire Realism II Vampire_Embrace Vampiric Hunger (these 3, work together, can play whole game as a vampire) if you dont mind non lore: THE_UNDERGROUND_2 (rather buggy but immense fun) Predator ( aliens !! )
  4. i have had MGE distant land working right for all the time i have used it, until i went and used MGSO settings exe (morrowind sound and graphics overhaul) from the wrong directory> inside data/ instead of from main MW directory (i had 2 installs of it :/ ) everything BUT distant land and shiny water in MGE works perfectly. i have tried re-extracting and installing MGSO and resetting MGE settings, deleting and regenerating the data/distantland folder.... nothing has fixed it. are there any files that have hidden setting things in that can be reset or deleted that may be interfering with MGE? i have so many mods installed i dont really know what belongs to what anymore any help will be appreciated :) EDIT: managed to fix it now, the registry key for MGEgui was pointing to a morrowind subdirectory instead of the main directory.
  5. i dont know where it was, but i found a dragon which just flew almost straight up, kept on going til it got to the cloud layer.
  6. wandered past a sarcophagus, draugh wight breaks out, it then runs off.....next sarcophagus, same thing. my khajit must be real scary :) a scripted encounter i found, escaped prisoner runs up to me, gives an item, says he will come for it later, he then runs off. i walk round the next corner, a guard is looking for the prisoner, i say i have not seen him, this exact moment- the prisoner runs up then runs a couple of circles round the guard shouting ' i surrender' , then quickly runs off round the corner... once got decapitated by a vampire... it said something like 'dont throw your trash around...you wont find that in the morning' as a werewolf, ran up to a guard they said 'you may want to put on some clothes to cover your delicates'
  7. if the console command is like in oblivion: enablefasttravel 1 might work, if not, i dont have any other ideas.
  8. if you are running on Windows 7, you can right click on your save folder and restore a previous version of it, a list to choose from should (hopefully) show up...... this may work for you. you can copy the saves you want before doing it. i dont remember if other versions of windows have this option.
  9. when i first played Skyrim, it did not run smoothly, was quite choppy. fixed it by turning OFF all the 'use application settings' options in Catalyst control centre. ( ATI graphics) also had loads of flickery textures, i think this is fixed by turning antialiasing in CCC to minimun. i hope this helps someone :)
  10. ? try putting it in oblivion\data folder, opening it up in the CS, and changing the worldspace view to 'morrowind', then try heightmap editing
  11. Qquix- i tried that, it does not recognise the 'hungry' variable :( David - i had not tried a global.... but just tried your suggestion and it works, thanks!! ......but... i would like to be able to REDUCE the amount rather than SET it to something if possible, any ideas?
  12. Does anyone know how to make a script reduce a float value in another script by a specific amount, is it possible/easy? scripting it the same way as to change a 'short' does not work. these are the relevant parts of my scripts (which work in place): -------------------------------------------------- ;this is for a potion effect scn VTWEAKvampirefeedscript ref vampirefeedREF Begin ScriptEffectFinish set vampirefeedREF to GetSelf If ( PCVampire >= 1 && vampirefeedREF.GetIsReference Player == 1 ) set VTWEAKhungry.hungry -50 ;##this line not work## MessageBox "That hits the spot!!" endif end -------------------------------------------------- ;part of vampirescript If ( PCVampire >= 1 ) if ( Player.HasVampireFed == 1 ) set VTWEAKhungry.hungry -100 ;##this line not work## MessageBox "Your hunger for blood has been satisfied... for now." endif endif -------------------------------------------------- ;hungry timer script excerpt scn VTWEAKhungryscript float hungry float fQuestDelayTime begin gameMode set fQuestDelayTime to 0.001 if (pcvampire <=0 ) return endif if (pcvampire >= 1 ) if ( hungry < 180 ) ;this is a plceholder time until i get things running smoothly set hungry to hungry + getsecondsPassed else Message "you are hungry" endif endif ---------------------------------------------------- any suggestions will be appreciated
  13. you need to change your flying spell into an ability, then create a new spell with this as a script effect: ScriptName flyingspellScript Begin ScriptEffectStart If ( Player.IsSpellTarget flyingability == 0 ) Player.AddSpell flyingability ElseIf ( Player.IsSpellTarget flyingability == 1 ) Player.RemoveSpell flyingability EndIf End hope this helps.
  14. the monsters to kill get unbalanced at high character levels, so i would recommend getting Marts Monster Mod, it adds loads more variety and livens up the wilderness. i have it running on a 256mb graphics and 1gig of ram in vista.
  15. does anyone know why this script does not update properly but is otherwise functional?
  16. aha, got it to work, i just tacked your first fixed script to the end of vampirescript (im using the UOP fixed one) takes about 7 seconds to get applied or removed, but it would take a vamp a bit to warm up anyhow :) wierd the script doesn't work on its own. i do have the latest official patch- 120416 and the unofficial- 3.2.0 and MMM, OOO. my mod is loaded last. thanks anyway :thanks: EDIT: ...after some more testing it seems that actually the effect is not being updated properly, going outdoors may apply it or not, until opening and closing the journal which sorts it. going back indoors is a similar thing. i tried out the other script, which does the exact same wierdness.... aagh
  17. thanks, ill try out those scripts :) EDIT: well, assuming those scripts work, i cant get either to activate, i tried them as script types object/quest/magic effect, none worked. it must be someting else i am doing wrong. i am just reloading a savegame to try it out, and some other scripts i added work fine. the spell added is an ability that does weakness to poison and damage fatigue. it had burden on but removing that changed nothing. what could possibly make the script not activate? im baffled
  18. i am having trouble with how to do a script, theoretically it should make a vampire player get weak when outside between 6am and 8pm, but i don't know what is wrong with it. any help will be appreciated. here is my (terrible) non-functional script ; scn VTWEAKvampdayweakscript begin gamemode If ( PCVampire >= 1 ) && ( player.isininterior == 0 ) && ( GameHour >= 6 ) && ( Gamehour < 20 ) Player.AddSpell VTWEAKvampdayweakness ElseIf ( GameHour >= 20 ) || ( GameHour < 6 ) Player.removeSpell VTWEAKvampdayweakness ElseIf ( player.isininterior == 1 ) Player.removeSpell VTWEAKvampdayweakness endif end
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