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Post by ghastley on May 1, 2018 20:53:00 GMT
Thanks; I assumed it would be like the Morrowind CS - delete the wrong one and you remove every instance of that item from the world instead of your one item. ... It happens when you try to move a static between cells. I was dragging a rock from the object window to the render window, about the time I released the mouse the CS went "not responding". Yes, deleting the form instead of the reference still tries to do that. But I think now you'd get a bunch of errors trying to save, instead of it actually doing so. What probably happened is that you dragged the rock into the render window over one cell, and then tried to drop it in the next one. The CS registered the cell it was over when it crossed the edge of the window, and then threw a wobbly when you let go in another. I always have the cell borders turned on when doing any exterior editing, just to avoid this.
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Post by ghastley on Apr 30, 2018 16:06:07 GMT
Which number do I seek: REFR form or STAT form? Definitely REFR. You want to fix the placed rock, not the definition of the rock. It happens when you try to move a static between cells. Your only option is to delete it from one, and add a new one to the other. What gets really annoying is when you havok settle something and it falls down a slope into another cell.
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Post by ghastley on Jan 12, 2018 18:25:46 GMT
If you're going to play "naked babe in boots" you need to think on a grander scale. Ok, so she's also wearing the Fists of Randagulf, but she's got a lot to carry. That Chrysamere's heavy, too.
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Post by ghastley on Jan 12, 2018 18:14:52 GMT
The mod is on Nexus, and it's intended as a follow-on after the Thieves Guild quest-line. So you can't start it until you're Guild-master. If you re-install, plan on a lot of play just to get there.
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Post by ghastley on Jan 10, 2018 19:48:22 GMT
Over the holidays, I played through my Oblivion mod, Evergloam, again. That sends the character to the realms of Nocturnal and Azura. Nocturnal's Evergloam is in perpetual darkness, so it doesn't make for great screenshots, but Moonshadow is almost all Dusk and Dawn (each lasting eleven and a half hours). My character arrived at Azura's beach residence early one dawn, before the mists had cleared. This was taken on a triple-monitor surround setup, which is why it's so wide.
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Post by ghastley on Dec 6, 2017 18:56:06 GMT
Mention of the Temple District reminds me that the obvious gate remains do get removed from there, and you're left with the Dragon Statue, broken roof, and the broken streets. (The repair mod just fixes the streets, and leaves the "monument" alone.) So Bethesda did assume that the dead gates weren't immutable, and mere mortals could dismantle the remains.
In mod terms, the restoration is generally a simple job of disabling the ruined gate, in most cases. But some code needs to run to determine when that happens, and which ones are eligible. The exceptions are what makes it a bit tricky. There are, for example, gates opened at the location of another structure that is replaced by a "destroyed" version. Should the repair process put that back, or remove it completely? Would that leave a hole in the landscape? And then there's the question of how quickly a gate gets removed. Out in the wilderness, it may just get overgrown with vegetation, but ones near towns would be demolished (good quality igneous material to be recycled). All of this can make a mod's complexity snowball, and start involving conflicting opinions, which is probably why it's not been done already.
Turning off the "sell anything perk" is equally a simple job, but what replaces it at that level?
And if you really care, download that CS and do it!
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Post by ghastley on Oct 30, 2017 19:58:22 GMT
Could it be a backpack mod? Some of those affect encumbrance when the backpack is in use. It may take an inventory access to cause the adjustment event.
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Post by ghastley on Oct 30, 2017 14:58:31 GMT
Remember that the Nexus has options on the search to let you exclude things like translations, skimpy stuff, presets, etc. Finding when not logged in doesn't use those (or takes some defaults). You'd need to look at the tags on the mod(s) not found to know why they don't show.
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Post by ghastley on Oct 11, 2017 20:41:37 GMT
Sometimes there will be a clue in the Papyrus log. That's assuming it's script-related, and unless you just added a mod that's the most likely. It's not on by default, and is controlled by bEnableTrace in the [Papyrus] section of Skyrim.ini or SkyrimPrefs.ini (I think they override in that order, if it's set differently in each one). The output goes to Documents\My Games\Skyrim\Logs\Script and the latest is always Papyrus0.log although there may be older ones as ...1.log, ...2.log, etc.
You're likely to see a lot of things that failed, and most of those are OK, because it's just the game allowing for DLC's that aren't loaded, and things like that. And the crash may also have happened before it could written out, but it's one place to look.
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Post by ghastley on Sept 25, 2017 14:29:36 GMT
This appears to be Rincewind's Skyrim. Can't fight, can't cast any useful spells, but has high enough athletics to RUN AWAY!! Only gets involved in adventures that happen to his competent (or very lucky) companions.
I've tried playing him that way. I created a Conina the Hairdresser as a companion and gave her high weapon skills so he wouldn't have to fight for himself. It didn't work. The game mechanics put him in the lead (not his natural place) and force him to defend himself, so he's advanced skills out of character.
The same happened when I did Nijel the Destroyer with the same Conina. He was supposed to develop only Block, and be a general wimp, but he ended up getting kill-cams with his unimproved iron greatsword.
On the other hand, if you're going for the realism you suggest, maybe the wild animals would only hunt you when they're hungry, rather than attack out of pure spite. Bandits might demand tribute instead of assuming they'll take it from your corpse. And all the undead wouldn't be.
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Post by ghastley on Sept 18, 2017 13:45:51 GMT
Interestingly, the SKSE64 alpha lets me run SkUI 4.1 (not the 5.1 re;lease, because I didn't like the crafting changes). And my own Hulk Out! mod with its race and size transformation. So now it's wait for an official release, and there will be a flood of "new" mods for SSE.
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Post by ghastley on Sept 8, 2017 14:52:09 GMT
The problem with Wrye Bash is that it does a lot more than the other Mod Managers, and so that confuses a lot of people. In my opinion, it's unmatched for its ability to undo, whether the new content is bsa's or loose files. The "bashed patch" allows you to use mods together that would otherwise be alternatives, by combining content from multiple replacement files into one.
You'll still need a number of other tools with it, (like LOOT), but most can be launched from Bash, which makes it a useful start point for running the game, the construction/creation kit, TESxEdit etc.
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Post by ghastley on Aug 14, 2017 14:13:11 GMT
I have a number of pieces that I've developed for a character that all have a related theme. Short spears that act as long blades (biased to thrust damage) but increase Spear skill, via stat swap script. Clothing items for the spear-wielder. The shield is scripted to allow Block use, but be neutral to the Unarmored skill, even though it's technically an Armor item. A home in the grazelands. What I'm looking for is ideas on how to tie these together. Companion mod? Player home and NPC that sells the gear? Quest?
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Post by ghastley on Aug 4, 2017 20:41:49 GMT
While most head/hair replacers are interchangeable, the McKom heads have the ears included, so don't work well with hair that includes ears, and the opposite is also true. If the hair was intended for mcKom heads, it won't have any ears. Many head mods are just texture replacers, and work with vanilla meshes, or require another mod to replace those. I could only find rigged hair (i.e. longer styles using bones other than just head) for McKom's, so I made a few of my own, but haven't published those yet. If you like long hair, that may be an issue. It's possible to run with different races using different bodies, so if you want BB on Dunmer, but Roberts on Orcs, that can be done, but you'll be making changes in the CK to get there. E.g. This was done for female Orc only. All other females were regular wimpy.
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Post by ghastley on Jun 19, 2017 17:42:20 GMT
I'm in progress with moving all the content of this to a separate folder, so I can more easily extract only the D&D files. That means re-making the nif's that have texture references with folder names in them, as well as all the references in the esp. so it's slow going.
The worst part is getting distracted into playing the game when I'm supposed to be just testing something. And I'm working on a few Skyrim mods at the same time, so those have the same problem of game-playing. Anyone want HDT hair for a Skyrim Orc?
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