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PeggleFrank

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Everything posted by PeggleFrank

  1. I'm almost certain it isn't. I believe it's because a certain variable related to strings is limited to a certain number because of the type of variable it is; it's not something that can be fixed by a mod. I also don't see any mention of it on that mod's page. Maybe some progress was made since then and it is fixable with a mod, but I haven't really paid attention to the issue since it was first brought up.
  2. An issue that was brought up here and on a few other sites was a hard string limit. I can't remember the details exactly, but from what I remember, the game can only remember 65,536 strings at a time, and once a save goes above that number, it becomes completely unusable. While this hard cap isn't much of an issue right now, it could be in the future, especially once we get the 64-bit remaster. We'll be able to install bigger mods in greater quantities, and thus use up more strings. Again, this is just going by memory, but the average string count in most saves was around 40-50k -- more than enough for most saves, but it's dangerously close to the limit. Does Bethesda know about this cap, and is it something they can change easily? If so, how would we go about alerting them? I think, after the memory limitations are gone, the string limit is going to be the next big bottleneck for hardcore modding, so removing it is something that will pay off later.
  3. I'm looking for a mod that doesn't change the walking animation, but allows me to sprint in 180 degrees. I'll use small graphic diagrams to explain. You can sprint in green directions. You move at a reduced paced in red directions. In vanilla, this is what you're limited to when it comes to movement: ↖ ↑ ↗ ← • → ↙ ↓ ↘ 360 walk and run plus (or whatever it's called) allows you to do this: ↖ ↑ ↗ ← • → ↙ ↓ ↘ Or maybe it allows you to do this, I haven't really used it in awhile: ↖ ↑ ↗ ← • → ↙ ↓ ↘ Regardless, this isn't desirable for first-person play, as it allows you to walk at the same speed in all directions. As far as I know, the same animation is used for walking left and right. I'm looking for a mod that does it like this: ↖ ↑ ↗ ← • → ↙ ↓ ↘ If I'm correct in that the same animation is used for walking left, right, diagonally, and forward, then it should theoretically be easier to do something like this than it would be to make something like 360WaRP. Maybe it's just one of those things that's hardcoded, and that's why nobody's done it yet. Or maybe it's already been done. I can't find any useful search results on google, as I keep getting results for 360WaRP, so hopefully somebody here knows of a mod that fits my description. Thanks.
  4. You don't need to uninstall NMM, and you definitely do not have to delete your mods once they're uninstalled. I'd recommend cleaning out your Skyrim directory completely and then verifying the cache via Steam before fully moving over to MO. It'll help in case there's something that you had to edit or add in manually, without the knowledge of NMM. MO has the capability of importing mods from NMM, but it's a bit buggy and it probably won't get everything. The link below has a tutorial on how to import your mods. Once you import them, they'll be under the "Downloads" section. Double click them to "install" them into MO. Installing on MO is not the same as installing on NMM; if you install a mod on MO, it'll be ready to activate but none of its assets will be loaded unless you check it in the main mod list. The mod list also puts the mods on the bottom as having the highest priority, unless I have it backwards. I had to do a clean install because of how many mods failed to be imported, but you might have better luck. Most of your mods should be transferred over to MO, but you can re-download the ones that aren't. Because MO is the only thing that's actually capable of seeing and editing your mods, you'll need to launch Skyrim from it and/or SKSE. All Skyrim-related tools will also need to be loaded from MO. There's a list of applications towards the top right that you can edit; make shortcuts to all of your favorite tools and they'll gain access to your modlist as long as you're running them through MO. http://wiki.step-project.com/Guide:Mod_Organizer_Advanced#Migrating_from_NMM_to_Mod_Organizer
  5. I think it would be more geared towards the five year old having access to the computer while nobody is watching. Assuming they know how to use a mouse, just a few clicks could lead them to a harmful site. Additionally, it'd be illegal for them to view it, being under the age of 18.
  6. Modding in general is something many of us here find enjoyment in. You can go up to someone on these forums, and ask them if they like mods/modding; they’ll probably say they do. Ask them if they have fun with mods, and their answers may vary slightly more, but they’ll still probably say yes. I used to mod Skyrim very lightly, with only 4 or 5 mods that made small changes, such as increased head bob or minor modifications to skill trees. I then discovered Nexus and the NMM and went on to install over 270 mods - few of them worked together, but the game ran most of the time and I got 30-60 FPS consistently, so I had no issues with it. That being said, I rarely played the game, and my hours on Nexus/the NMM started to rack up, while my actual hours playing Skyrim did not. At some points, I didn’t even play the mods I installed, or check to see that they were working. I simply installed all the mods I wanted after a few hours or so of searching, closed the NMM, and went on to play some other game. Sometimes, I would go in-game just to configure the MCM menus before leaving. Now, all throughout my time in the Skyrim community, I’ve had fun modding and playing the game, regardless of how much I was playing the game or how I was modding it. The question I have is, what do we get from modding? What entertains us, draws us in, and motivates us to continue modding? Do we even need to play the game to be interested in modding it? Do we even need to mod the game to be interested in playing it? Those are the same questions I’d like to ask you. How many mods do you have right now? Do you have more large mods (SkyRe, Perkus Maximus, Falskaar, etc.) or small mods? (small modifications) Do you think you’ve spent more time browsing and installing mods or playing the game? Do you have more fun modding the game, or playing the game? How many mods did you have when you first started out? Did you have more large mods (SkyRe, Perkus Maximus, Falskaar, etc.) or small mods? (small modifications) Do you think you spent more time browsing and installing mods or playing the game? Did you have more fun modding the game, or playing the game?
  7. Modpacks make it easier to get into modding, and/or let you bypass modding completely and just jump straight into modded gameplay. They are, however, a pain in the rear end when it comes to moral issues. Communities seriously devolve when mods are shoved into mod packs against the will of the mod creators. (really, go look at the Minecraft modding communities; there are two and they want to kill each other) Consider it a blessing that it's against the ToS here, and that the ToS is actually enforced.
  8. I've been confused about this for awhile now. From what I've heard, perk mods modify one, individual file for each perk tree they modify. A magic perk overhaul would thus change 5 or 6 files, which would be linked to the Destruction, Alteration, Illusion, Restoration, Conjuration, and/or Enchanting skill trees. This would also imply that two mods that modify the same file will not have their changes compounded, and one will overwrite the other. I've tried to organize my mods around this, and have my magic perk overhaul mods at the very bottom. However, a certain mod I have (wind magic) adds perks of its own, which I didn't realize. When I went in-game, the wind magic perks were still there, and so were the magic perk overhaul perks. I can't fathom how perk mods work at this point, now that what I used to believe has been disproven. I'd like if somebody could just give me a relatively simple explanation of how perk trees work, because, apparently, I have it all wrong.
  9. Every time you fire an arrow, you can draw the next one 15% faster, stacking up to 3 times. The stack lasts 5 seconds, and is refreshed every time you shoot an arrow. EDIT: Also, good job. I had actually started working on a mod similar to yours, but you seem to have already done it. By "similar," I mean really similar; my mod also had the perk tree split into speed and power, and... a lot of the perks are exactly the same as in your mod. I've never really shared it with anyone, so I guess great minds think alike?
  10. Just a thought, but it takes awhile to install certain mods, and some have dependencies that you don't always want to install to your Skyrim directory before trying. Sometimes you don't even know if you want an ENB or not, or you don't know what the effects of an ENB might be. I know we have Mod Organizer, but not everyone uses it, and installing random mods to your Skyrim directory can take awhile and can be dangerous in some situations, like trying to install Climates of Tamriel alongside a CoT ENB in an install with CoT-incompatible mods. I propose a sandbox that uses random, Skyrim-unrelated assets. Lots of them. With textures ranging from 32x32 to 4096x4096, and perhaps higher; there don't have to be actual textures, they can just be checkered. Add ENB on top of that sandbox and let people install different ENB configurations to it without affecting their main Skyrim install. A simple FPS counter in the top left shows the amount of frames you're getting, and you can, of course, edit your ENB in-game to see what the effects are. Additional effects include artificial scripts that do nothing but check for conditions at a set time interval, and customizable memory allocation. This sandbox would include an auto-updating version of ENB (might as well dream, right?), as well as a configuration file that determines the resolution of the sample checkered textures, as well as how many objects there are. It would run on the creation engine for optimal accuracy in determining your FPS with certain mod configurations. In the (very likely) case that it can't be redistributed with an ENB, we could hope that Boris creates an ENB for it that doesn't relate to You could just install new mods and try them out in Skyrim, but having an external place to test them might be nice. This sandbox would only support its internal features and ENB; nothing less, nothing more. It wouldn't have Skyrim.esm or anything else so it would be incompatible with every Skyrim mod. It would just be there for testing purposes, and determining approximate FPS with certain texture resolutions, object densities, and numbers of scripts. Due to this, it could also be distributed for free, perhaps on more than just the Nexus.
  11. Great. I personally wasn't against paid modding, but I'm glad it's gone regardless. Hopefully the mod authors hosting paid mods didn't get hurt too badly. Also, why did the apostrophes get taken out?
  12. Ah, that makes it a lot easier. I thought you wanted somebody to write everything, including the description. I'll work on this when I get home.
  13. I might give it a shot, but don't count on it being finished. I have quite a bit of photoshop experience, and a beautiful-looking game for screenshot purposes. To be honest, though, this is something that's pretty difficult to do for somebody other than you. You made the mod, you know how it works inside and out; I don't, and nobody else does. I'll try and write up a summary of the mod, then write some sections explaining how each and every part works and why it was designed that way, and then I'll submit it to you just to make sure that it's actually correct and that I'm not pulling things out of my rear end. I can make it pretty, and I can guess how it works. You don't have to guess how it works; you know how it works. A file description is a thousand times more important than any amount of fancy headers. That's probably the main reason you haven't had any volunteers, being honest.
  14. Some spell mods have obscenely high prices for spells. I can't remember the name, but I remember one mod (Forgotten Magic I believe; perhaps Apocalypse?) where spells could be found as random loot... or bought from a vendor in the College of Winterhold for 2k-5k gold each. Removing the limit of how many times you can upgrade a skill per level through trainers is also a good way to sink your money. Especially once you start paying thousands of coins for each level, you'll be looking for ways to get more money rather than ways to spend it.
  15. Not in a million years. This system has a lot of ups and downs. Removing both the ups and the downs doesn't help anyone, and it would be pointless for Valve to pull everything back now.
  16. I'm assuming you're talking about the Workshop, because the Nexus doesn't have paid mods. Correct me if I'm wrong. If I had to wait 30 seconds every time I endorsed a mod, I would never endorse a mod. Right now, I don't have to watch an ad for 30 seconds every time I endorse a mod, and I still don't bother endorsing mods (I'm a terrible person, I know). It's a very realistic alternative that isn't perfect and ideal like I'm sure everyone wants it to be, but to be honest, I would prefer having paid mods than an ad system for endorsements. I wouldn't mind having one ad on every page of the Steam client, but that has some issues: one, adblock will probably never exist for the Steam client, meaning one ad per page would upset a lot more people than it would on a regular web page not accessed through the client; two, there's not really much to advertise, as Steam mainly relies on people buying games through the Steam service as a revenue stream, so it should be advertising games instead of the Steam service itself (which it already does and nobody really minds or dislikes it); and three, paid modding will eventually come back, even with ads on the steam client generating massive income; ads on the steam client will simply allow Steam to get bigger, and it will not prevent them from implementing paid mods in any way whatsoever; only postpone the implementation. I think Chesko's original plan of releasing his mods and updates 1 month in advance for paid users was a good idea. He's not really around anymore, but I wouldn't mind if more modders started using that method. Implementing a system like that directly into the Workshop so that modders don't have to release their mods in multiple places would really help, I think. Of course, I'm just rambling. The only solution that I feel really has any merit to it is the delayed updating system.
  17. I'm pretty sure that's just a temporary form of identifying multiple mods, even if they're the same. The real mod names are at the end, like "The Ruffled Feather - Enhanced Distant Terrain v1.1-13268-1-1." The mods are probably named uniquely every time you download them just so that you don't have to overwrite or manually rename files if you, for example, download an update to a mod, but the mod's name, description, and version number haven't changed. That would probably never happen (most mod authors at least change the version number when updating), but I'm not one to complain about extra infrastructure. I don't know why some of them aren't extracting; I use winrar, which can open all of those file types just fine (zip, rar, 7z), and I would imagine 7zip is the same way. Personally, I've noticed some mods not downloading correctly through Mod Organizer. They pend for as long as they like, and then, for whatever reason, are cancelled. It usually takes 2-3 tries to actually get it to download. Maybe they're just corrupting. I actually couldn't download Sounds of Skyrim at all this morning. SoS: The Wilds was refusing to download correctly after ~30 tries, so I just gave up and installed some other sound mods instead. It seems to be file specific, because I was able to download any other mod just fine. It feels like this is the Nexus' fault, but Dark0ne said the forums were overloaded and not the main site, so who knows. EDIT: Oh, and those random numbers and letters at the beginning are completely ignored by any standard mod manager (like NMM or MO), which reinforces my point. I could still be wrong though.
  18. Stand very close to the NPC/corpse. Sometimes other hitboxes can get in the way, like those of bushes or shrubs. Objects like that can't be killed or resurrected, so it'll look like the kill and resurrect commands aren't working.
  19. Depends on a lot of things. I have an i7 and a GTX 760 on one 1920x1080 monitor, and I get 30 FPS constant while outdoors; up to 120 indoors. With your graphics cards, it should be running a lot better than that, but again, there are a lot of factors that could explain your low FPS. I would disable your ENB (just move all of its files out of the data folder), just to see if the texture mods have anything to do with it. Likewise, disable your texture mods for a bit and just play the game with your ENB and the rest of your non-graphical mods. That should make it obvious what the cause of the low framerate is.
  20. The path should be 'Scripts\Source' you have it as 'Scripts\Scripts\Source' move it into the next folder up and you should be golden. Well... oops. File structures like that are common in another game that I used to mod, so I guess I didn't think much of it here.
  21. When you open your data/scripts/source file this is what you should see If you don't you did something wrong. There are a few things I'm missing based upon your screenshot, but this is a mostly fresh install so that should be normal. Since I last posted in this thread, I've re-installed SKSE, verified the Skyrim game files, and re-installed the Creation Kit; all to no avail.
  22. Jaysus swords has some small exquisite knives, though you'll need the compatability patch that goes along with it.
  23. Thanks. I scrolled down a bit and found what I was looking for: the load mechanism. I set it to load with SKSE and I think it's working okay. EDIT: No, nevermind, it's not working still. The only mod that loads is skyUI, and I didn't install that with Mod Organizer. SKSE and my ENB load without Mod Organizer regardless.
  24. I have a small application I amateurishly wrote a long time ago. What it does is it launches an ENB injector, then launches the skse_loader. This prevents me from having to manually launch and close the ENB injector every time I start the game. Now, if I load Skyrim through Mod Organizer (without skse_loader), it works fine. If I try to load it through skse_loader, it also works fine. However, I cannot get it to run my custom application and enable mods at the same time. Is there any way to get Mod Organizer to recognize that my custom application is launching Skyrim and thus enable my mods? Or must I launch my ENB injector manually and start skse_loader from Mod Organizer? For clarification's sake, my custom application just launches an ENB injector, starts skse_loader.exe, and then closes the ENB injector once the game has launched. If I wanted to, I could trick it into thinking that Mod Organizer is skse_loader, and then immediately launch skse_loader from Mod Organizer before the ENB injector closes itself, but that's a bit of a hassle and somewhat defeats the point of the application I wrote: to make launching Skyrim with an ENB through skse_loader quick and easy. I just want an alternative solution so I can launch Mod Organizer, launch my application, click start and have Skyrim load from there, with my ENB ready and SKSE loaded. It's late at night, so if anyone wants me to reiterate, feel free to ask. EDIT: I'll just put it like this. The first method; a method that would work if I wasn't using MO. This is what I would do if I wasn't using Mod Organizer and was using something that installs mods to the game's actual directory, like Nexus Mod Manager. Things in parethensis are things that I'm not actually doing myself; they're done automatically. 1. Start my custom application, and tell it to launch Skyrim. 1a. (My ENB injector loads) 1b. (skse_loader loads) 1c. (skse_loader launches Skyrim) 1d. (The ENB injector closes, and I can play; all from one click to start my application) The second method; the preferable method. This is what I want to do using Mod Organizer. However, this does not work because Mod Organizer doesn't think I'm launching Skyrim and thus doesn't load any of my mods. The only things that load are my ENB and SKSE. 1. Start Mod Organizer, and tell it to launch my application. 1a. (My application starts) 2. Tell my application to launch Skyrim. 2a. (My ENB injector loads) 2b. (skse_loader loads) 2c. (skse_loader launches Skyrim) 2d. (The ENB injector closes, and I can play) The third method; the last-resort if I can't find any other solution. Right now, this is the only way for me to launch Skyrim with SKSE, my mods, and my ENB. It works, but it's extremely tedious to do every time I want to play Skyrim. 1. Launch my ENB injector manually from a shortcut, unconnected to Mod Organizer. 1a. (My ENB injector loads) 2. Launch Mod Organizer, and tell it to launch skse_loader. 2a. (skse_loader loads) 2b. (skse_loader launches Skyrim) 3. Alt-tab and close my ENB injector. 3a. (My ENB injector closes) 4. Alt-tab back in and play. 4a. (I can play) The third method might not seem that much longer than the first or second methods, but it requires a lot of extra clicks and I launch and close Skyrim very frequently, making it annoying to do frequently. If it takes a long time to start doing something, I'm much less inclined to do it. I hope that clears up the situation.
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