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TheNexusLurker

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Everything posted by TheNexusLurker

  1. Ok. After reinstalling Skyrim, cleaning the Skyrim Masters again, checking mods of in groups of five and creating serveral back up lists, and patching the game several times, Ive manage to narrow it down. The problem is ASIS. I don't know why its ASIS but, by a pains taking process of eliminate that took around an hour I can assure you, its ASIS. I just can't figure out why or how its doing this. lol. This is my load order.
  2. When I try to wait for longer than two hours, I get interrupted and the game tells me "Ahh what a nice nap" or whatever skyrim says when you've slept. So basically if I chose to wait 12 hours it will just stop waiting at 2 and tell me I had a good nap. I don't know what's doing it.
  3. If that's the only instance you have of cotton in your games, you could get its I'd and look for it in Tes5edit. Type "help cotton 4" and get the I'd for the item. Then you load up tes5edit with all your mods and type the cottons I'd in the box at the top left of tes5edit. That should give you an idea of what's going on and what mod the behavior belongs to.
  4. Also some people don't know about this command. It's called recycleactor. Open the console and select the object or npc of desire and type in the console Recycleactor This will send the sleceted object or npc back to its point of origin, in its original position. Good example of how this is useful are the windhelm market stalls. Careful about doing it to non vanilla npcs though.
  5. So basically there's no way to tell Ghorbash to attack the dynamic things replacement object? Are dynamic things objects actually objects in the CK or are they just some function of a script?
  6. Uhhh do you have extensible follower framework or mixed unit tactics? That's the first thing I think of when you say shout.
  7. Uhhh I take it either your mods list isn't sorted by priority or mod organizer printed the list upside down?
  8. Yea that's what's got me confused as well. One other problem is I can't think of any other instance of an npc who interacts with a static effected by dynamic things. I guess you could say the forge or tanning rack but, I don't think those are targets. Ghorbash seems to sandbox attack the dummy rather than using a predefined animation. Can't be sure though because I'm not very good with the CK. Lol. I'm guessing the problem occurs because the dummy doesn't have an animation associated with it, it's just a target. No idea beyond that though..hopeless. lol.
  9. Yes. When I remove dynamic things he will attack the training dummy as intended by vanilla skyrim. The problem is his ai demands that he target a training dummy in the orc strong hold he lives in (can't remember the name right now) but, in game dynamic things replaces that dummy. Even with the CK loaded with dynamic things, the dummy is still vanilla. Apparently when the game loads is when dynamic things replaces stuff. Lol.
  10. Dynamic things makes Ghorbash in the orc strong hold stop training. He just stands there and stares at the dummy instead of following his normal AI routine for attacking the dummy (training). I believe this because the id of the training dummy changes to a dynamic things reference once the game loads. What I don't understand is how to change his AI package to refrence the object thats going to replace the vanilla training dummy. Can any of you modders out there explain this one to me please? I don't know if this is the only static that NPC interface with, that's included in dynamic things but, this could be helpful for other mod conflicts as well. I'm sure a a lot of people still use Dynamic things. So please help me out if you can. Thanks.
  11. Ahh I never actually got around to finishing the cave. I ended up starting over because, I was having some design issues with clipping as far as balcony vs cliffs. Also I didn't understand that you wanted the home to be out in the watery ice fields. My design was supposed to be based on land. Ultimately I just assumed that you weren't coming back and kinda foroot about it. I would try again though if I had my mod list sorted out. I'm having some issues with slow motion attacks right now. Lol.
  12. Do your self a favor and get mod organizer. It will tell you what textures overwrite other textures. It will also allow you to install patches without merging them into the main file. In MO patches can simply be placed under the file they overwrite, so there's no need to keep track of that unless you want to. Also it will tell you if you are missing master files and their names. It looks more complicated than it is but, its really not complicated at all.
  13. Ok here's the bizarre part. I don't have any light/torch mods installed at current and this is what happens. In this picture I spawn 20 guards then save my game. This Is what I see. https://photos.google.com/search/_tra_/photo/AF1QipPMRutZAUs1_s8YQ9qZ2O36NfYS6QxEo3IlGqOI I then load that save I just made while still playing the game. This is what happens. https://photos.google.com/search/_tra_/photo/AF1QipM5gnqi4IffKkZivnWk1xPu_Cn2d-lH6SuElK4x What the heck is this? LOL! Update - All in all iv'e found that this is indeed a vanilla issue. I ran vanilla skryim with no mods except alternate start, I went to dawngaurd and spawned 30 guards and it had the same effect as the pictures above. The problem was a lot less noticeable in the bright lighting of vanilla skyrim but, still present. I'm still really curious to know what causes this and if there's a way to cancel that "additive lighting effect" from light sources. Note: So far it seems all light sources that are reloaded by reloading a game, while playing, are no longer a problem; even if they are gaurds who equip and unequip their light sources.
  14. I think this might actually have something to do with patching Procing Realistic nights and or torch/lighting mods into Requiem or ASIS. Currently testing this theory because I was using Grim and Somber enb and Realistic Nights as well as lighting over haul and had no torch problems at one point as seen in the photo bellow. https://imageshack.com/i/hlVHh4vWj
  15. Ahh ok thanks guys. Ill have to check with the author about whats going on with their mod then.
  16. Im seeing main files with dates that say 2013 but, the pages are being updated now in 2015. Does this mean the files have not been changed, updated, or uploaded since 2013 or is that date just the initial upload date to the right of the file?
  17. 1. No more Z fighting, 2. Less lighting limitations 3. Built in stable Ugridstoload 4. The ability to increase shadow draw distance (not just stretch the mask), 5. Sheltered weather 6. Less moronic citizen AI (see immersive citizens) so they wont block me and each other ect. 7. Smooth weather changes 8. NPCs that have perks like the player and can use spells and potions like the player 9. More diverse voice acting so CK added characters don't seem so obviou 10. Try to make the land as large as the lore implies, like in Daggerfall. (I realize that last one is mostly just nuts given the amount of work it takes to make a modern game but, hey its my party and ill cry if i want to?) 11. Oblivion inventory interface / theme and the ability to totally edit every aspect of it in the new CK (assuming there will be one...if there's not I'm quitting.)
  18. Well reducing the radius seems to be the biggest factor in reducing the problem. I did try to adjust FNAM - Fade Value but, the root of the problem is else where. It seems that lights add together to increase total brightness. I'm wondering if its just light of the same color or if its all lights. Either way you will get this when there are too many torches. https://imageshack.com/i/exNknteHj
  19. Well I managed to pull that off. The radius of torches are now noticeably smaller. However they are still quite bright. Is the brightness a RGB color thing?
  20. Yeah if modellers get onboard, I plan to add support for other mods with children of other races, this at the moment only has little adults. I have permission for one mod, just need to add support. Wrong mod? Yes I had two windows open and accidentally went back to this one and typed a reply intended for another topic.
  21. Wrong window repley. This message can be deleted.
  22. Is this mod going to add children of all races? Are the beasts and elves going to be able to have children? I haven't seen a mod yet that adds all off them. Most of them look too fancy as well.
  23. Awesome. I'll try that as soon as I get back to my pc. Between MO, various patches, mod hunting, load order, loot, enb, ini files and wyre bash, ect, I haven't figured out how to use tes5edit properly. I've only used it to clean the masters with the assistance of gophers videos. Hopefully I can watch some good videos on it and make those changes. Thanks for assistance hopefully it will solve the problem.
  24. I'm having a problem where torches are extremely bright and their brightness level seems additive. Please help this is driving me nuts. I've had this problem on and off with a number off different mods. I have no idea what causes this. I've seen people post about this problem before but, it seems like the majority of players never notice this or it doesn't happen to them. Some say its an engine limitation and it happens when there are too many lights in one area but, that doesn't explain how one guard can create this problem. Anyone with a torch in my game is now brighter than a thousand suns. Ive googled this like millions of times over the past year or so. What is this?! Here are two examples. The First one is of a guard in the middle of a pitch black night from the Realistic nights mod. The second one with a crowd of adventures from Populated lands and road mod, in the middle of a pitch black night from the Realistic nights mod. Guard> https://imageshack.com/i/p5YG96nxj Adventurers> https://imageshack.com/i/extZTQ2qj
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