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rogerpenna

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Everything posted by rogerpenna

  1. I always used and loved SuperbENB. However, I changed my videocard from a GTX460 to a GTX670. For some reason, after changing the videocard, although running smoothly as hell, Superb was giving a BIG problem: the AO was being seen THROUGH the walls. The game became somewhat transparent. It became impossible to play with SuperbENB and I ended up uninstalling it. However, I still have not found another ENB with a similar realistic nordic tone to Superb. I just installed SHARPSHOOTERS ENB and damn, after some playing with it, I am positive I do not like it at all. Its too colorful. The sky is too blue. Contrast is too strong all around. Please, I need suggestion of an ENB similar in style to Superb!
  2. I remember that in Oblivion I had a mod that allowed me to create my own markers on the map and give them a name. Is there something similar for SKYRIM? I would love to create my own markers like "destroyed house", whatever.
  3. Problem solved. It was really caused by SoT, the author of the mod checked the info about that package and recognized the problem. he said anyone having the same problem can just deactivate Sands of Time and the NPCs will return to their original locations in about 12 hours (the cycle). he will fix the problem in the next SoT update. despite the bug, I still recommend SoT, because its a great mod imho, and the bug seems to be uncommon.
  4. updates from the SoT thread :smile:... I had exactly the same thing happen to me...First off, funnily enough it doesn't break quests, I did the Cidnhe Mine quest when I had this happening in my game and though I had seen Grisvar the Unlucky wandering Skyrim, he teleported into Prison when I needed to kill him. I do need to ask you something though as the wandering Reach people only took place for me when I had another scripting Mod that wasn't playing nice with SoT installed along side SoT in my game....Are you using any Script Mods not from the Nexus sight?...Or other Mods that may be scripted to continuously search for opportunities? Oh...and Melanie the Healer and Krull the Fletcher are both SoT additions and belong in Riverwood.
  5. the SoT author is saying it´s not his mod that is causing the issue... http://forums.nexusmods.com/index.php?/topic/600490-sleeping-dangers-sands-of-time/page-559
  6. ok, I checked the packages. The thing in common is that ALL of them have the package 0001E618 (Default Eat Edit Location), and that package is affected by Sands of Time mod.... I suppose I should post this info at Sands of Time topic?
  7. ok, lets go Anton - Sands of Time Rondach - SoT Snilling - SoT Mulush - only affected by Skyrim.esm Lorumend - can´t find her. Probably added by a mod Hjorunn - Unofficial Skyrim Patch Banning - Skyrim.esm Gorr - can´t find him. I think he is added by Interesting NPCs Ogmund - Skyrim.esm Grisvar - Skyrim.esm Verner - USP ok, I suppose thats enough to know they are not all being affected by the same mod.
  8. ok, I downloaded TES5Edit. I think I found Anton Virane. I can see nothing abnormal :P http://i.imgur.com/F1Ew5K7.jpg
  9. 1 - no, I have not talked to any of those NPCs. In fact, I have not even gone to Markath and Solitude yet. Nor Darkwater Crossing. 2 - sorry, I dont have TESVEdit. Where can I download it?
  10. response to me at the Interesting NPCs mod troubleshot thread "Clario does not replace Anton. He just happens to be located in the same area. No vanilla packages are altered. Try looking for a mod that alters citizen schedules and how they move. This mod adds NPCs, it doesn't fiddle with vanilla ones unless it's for a quest, and only when that quest is running" Gee... what mod can be causing this... :( here is my mod list (dont know how to copy a text with the mods, so I made screenshots) http://i.imgur.com/KD6ky8e.jpg
  11. ok, Gorr was added by Interesting NPCs mod. And in the Understone Keep of Markath, instead of Anton, there is this guy named Clario Moorsley... apparently, he is added by the interesting NPCs mod. I wonder if all these people were "displaced" by Interesting NPCs mod? Like... they added new more interesting NPCs in the place of those, and instead of disappearing with them, or killing them, sent them all to Riverwood Inn?
  12. I do not know what mod caused this but some NPCs who should be elsewhere have appeared in Riverwood and are not returning to their rightful places. And many are those are from places I have never set the foot yet in this gameplay. One of them is the chef AND his helper... also the Ork guy that supervises Markath melter. Is there anyway for me to return them to their original places? I am afraid that them being in Riverwood might break some future quests of the game? As for what mod is causing this... I have no idea. Maybe some mod that spawns NPCs? Like Sands of Time? Riverwood Inn seems to be the busiest inn in Cyrodil with the mods I installed, none of them supposed to crowd inns and taverns. List of NPCs inside Riverwood Inn right now in my game: Anton (Markath chef) Rondach (Anton´s assistant?) Snilling (farm in Solitude) Mulush Gro Shugurz (Markath´s smelting chief) Lorumend (?) Hjorunn (Solitude Sawmill) Banning (Markath stables, sells dogs) Gorr (?) Ogmund (Markath inn) Grisvar the Unlucky (Cidhna Mine, Markath) Verner Rock Chuckler (Darkwater Crossing) Krull the Fletcher (??) Embry (well, this one is from Riverwood and is a drunkard, so he is in the right place) Melanie the Healer (??) Voada (another Anton assistant!) Vigdis Salvius (old woman farmer from around Markath) Anneke Crag Jumper (wife of Verner, should be in Darkwater Crossing) plus the two fool bandits from Vilja´s quest.
  13. in cases such as these, its an extra file. Do not deactivate the older one.
  14. I think you'll find that it does. Taken from wikipedia: "Note also that if a piece of land, say a large park, is described as five kilometres square, that means it has the shape of a square, each side of the square being five kilometres long. This means that the park has an area of twenty-five square kilometres (and not five square kilometres)." http://en.wikipedia.org/wiki/Square_kilometre **Edit** I think you're mis interpreting the meaning of the little 2. It actually means squared, (as in z multiplied by z) not square. 4² = 16 5² = 25 25² = 625 etc Sorry Tambo, but I think you are the one making the confusion here. 29²km = 841 square kilometers but 29km² IS NOT 841 square kilometers. your own quote from Wikipedia betrays you. 29km² reads as twenty nine square kilometers which is NOT the same as 841 square kilometers your Wikipedia quote talks about 5 kilometers square, which means a square with 5 km in each side. 5 kilometers square is NOT written as 5km². 5km² is 5 square kilometers. 29 square kilometers = 29km² = area 841 square kilometers = 841km² = area these two different areas are not equal.
  15. Tamb0... 29km² does not equates to 841 square km. Because km² means "square kilometers". 29km² = 29 square kilometers 841km² = 841 square kilometers 29 x 29 km = 841km² = 841 square kilometers What you mean is an square area with a sides that are 29km long. Or "an area with sides that are 29km".
  16. If I am not mistaken, Skyrim´s map, excluding the parts of the map that are not playable (stuck behind invisible borders), is about 28 square km. So no way all of Tamriel is 29 sq km. Its probably 29x29 km, which translates to about 900 sq km.
  17. AGH!! If I had found this thread earlier. A few weeks ago I posted about the same problem at Bethsoft Forums. I uninstalled every damn mod I had (but not the map mod, never thought it would affect the world). Everyone gave up on the issue. I did a fresh install and started re-installing my mods. To my surprise, as soon as I installed the High Quality World Map classic version I got the same problem with tan squares at distant mountains AND the very low LOD distance... People must be warned of this problem. Its TERRIBLE.
  18. reinstalling from Steam means downloading EVERYTHING again?? gahhhh... is there any way to save the game to a disc so I can reinstall without downloading it all again?
  19. hmmm... no, just checked and they are not read only... :(
  20. I use SuperbENB and it was so beautiful. I decided to start a new game and now I noticed I can´t see anything from distance! I mean... Bleak Falls Barrow can´t be seen from Riverwood... I can´t see the Jarl´s Palace at Whiterun from the frigging mead factory in front of the city! I checked the in-game settings and everything is at maximum distance. Same thing when using the launcher...
  21. Hi Sam, a few questions (I am the same guy who did some questions regarding city size on your Youtube video): - most vanilla Skyrim houses are "entire" models. Are the houses you made for Rochebere modular or did you model entire houses too? - just curiosity, but how do you check if the interior of each house matches the exterior, for windows, doors, size of rooms, etc? thanks
  22. can´t I delete a post? I had not noticed mine was the last post in the thread... already edited and added a quote to the previous post, but can´t delete this one. :(
  23. this looks AWESOME. Can you give us an idea of how big is Rocheberre compared to the standart Skyrim/Oblivion cities??? (I´ve played Daggerfall, so the little size of cities in Oblivion/Skyrim always annoyed me)
  24. why Morrowind, if there was such a mod for Oblivion??? HELMET FOV http://oblivion.nexusmods.com/mods/8991 HELMET FOV BETTER TEXTURES http://oblivion.nexusmods.com/mods/32120 http://oblivion.nexusmods.com/mods/images/8991-2-1217511863.jpg http://oblivion.nexusmods.com/mods/images/8991-4-1217511863.jpg it looks good and immersive... only problem is that so much of your screen is filled by the helmet, and the games are so pretty that you miss the complete visuals sometimes... try out the Oblivion mod for ideas... I suppose the helmets are the simplest part... even a rookie can do them in Photoshop in very little time, considering its a simple alpha map. Black and transparent and thats it. Again, there is a mod exactly like this to Oblivion. Importing it to Skyrim, with the original´s author permission, should be quite simple.
  25. I like followers. Although many people enjoy a solitary Elder Scrolls Experience, I always liked to have followers, and many others also do, considering mods like UFO, and Vilja, and Interesting Followers, etc. Unfortunatelly, you can hardly use followers for more tactical combats. In the end, even the most intelligent of them are hardly capable of any combat tactics. They can be made to avoid physical traps. Or to only attack when you start attacking or are attacked. But can you tell a follower to enter the backside of house, so that while you fight with a powerful NPC, your sneaky thief follower stabs him in the back? Or make your mage follower use a spell of fire vulnerability so you can use your fire sword on the enemy? My idea... a pause based combat system, much like that of Baldurs Gate and Neverwinter Nights, of Dragon Age and even Mass Effect. The idea... you press a key and time pauses. When time pauses, camera goes 3rd person, and you can cycle between you and your followers. You can set a waypoint to a follower to move to, tell the follower to attack someone, or use a spell, as well as select the follower weapon and spell. Is that possible? 1 year ago so much was not possible at Skyrim modding as its today. Of course, being able to use such tactics at Skyrim would make the game quite easy compared to Vanilla, so mods that make the game more difficult and realistic would have to be installed.
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