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oldladyonthemoon

Elders
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Everything posted by oldladyonthemoon

  1. I don't think I've ever seen a mod that makes it sound louder... Anyway, the sound won't give you any clue about how to open the lock. Sorry for not being able to help more...
  2. Well, arrows and spells can't go through walls. Maybe you should explore this?
  3. Did you take a look at the missiles in case they have an "ignore collision" setting or something alike?
  4. Wrong game; there is no spider queen in the Elder Scrolls world: https://en.wikipedia.org/wiki/Lolth Here is the proper lore about the Dunmer with a list of the books you can find in game about them: http://www.uesp.net/wiki/Lore:Dunmer and there you have a summary of how they were described in each ES game plus a list of their gods: http://www.imperial-library.info/content/races-tamriel-dunmer
  5. It's most probably a draw distance problem. There are tweaks over there: http://www.hardocp.com/article/2011/11/23/tweaking_skyrim_image_quality/3#.UwCB_oWdFEY
  6. What about using an alias instead with "isdead" or "isbleedingout" conditions attached to it? (Not sure about the actual name of the conditions, sorry.)
  7. That's what I meant by "different database". Anyway, I've never had any troubles running them at the same time and I didn't notice any performance issues as well. I generally run them when I'm not using my computer though.
  8. Experience taught me that they don't have the same database.
  9. These problems seem to have been dealt with. I run my three anti-viruses programs at the same time (I did it this morning) and none of them "protest". I do this under Windows 8, I did it with Windows 7, no problems.
  10. Here is my homework; I hope I forgot nothing. Cluttering: The custom container: Navmeshes: Verification: ( )
  11. I wish I could get back to Windows 7... unfortunately one of the devices in my computer do not have drivers that are compatible with W7. I'm using: - Wise Registry Cleaner, - Clamwin, free antivirus, - Anti Malwarebytes, already mentioned, - Wndows Defender. I'm going to try the "superantimalware" Arthmoor mentioned long ago, just to see. I've always supposed that these tools conveniently found viruses, just to make them indispensable though, so I'm sure the superthing will find something nasty.
  12. Modding is one of the rare things in this world that is not based on profit and where competition has nothing to do. If you need competition to mod, just don't do it.
  13. Do you really need stars when you make a mod? You decide what your mod will be, not the others and if they don't like it, well...
  14. Depends, you must see in game if the new body imported by the mod fits your customised character. The fix is only about fixing the faces not the bodies.
  15. I don't understand what you mean by body mod but the FaceGenData meshes and textures the ck will export belong to a precise character; they are personal to them, unusable by others. Each of your characters that have the grey skin bug will need to have their FaceGenData exported. If you change the name of your mod, you'll have to re-export these data; it happened to me once with these two. So, if you want to use these same characters in different mods, you'll have to load these mods in the ck and export their FaceGenData again.
  16. You have to export the data for each character that has the grey face bug and you cannot re-use the data in another mod. To use them in another mod, you'll have to re-export them.
  17. In case you are using Windows 8, it has a screnn capture tool called "SnippingTool.exe", a lot more practical than the print button.
  18. And, just in case, Bethesda forbids using stuff they made for one game to be used in another of their games. You can obviously do it but you'll have to keep the mod for yourself.
  19. Yep, damn properties! To avoid confusion, you can name your property by using the id of the object. Doing this, the ck will fill the property automatically and you won't wonder what to use. An example taken in my own mod: Message Property ASIS_ChoosePlaceMessage Auto refers to the message that has "ASIS_ChoosePlaceMessage" for ID. In the script: button = ASIS_ChoosePlaceMessage.Show()
  20. So ,what was the problem? In case people run into the same troubles some time.
  21. Hi, I don't know where to ask but my question is directly related to the script tought by this lesson. Here is my choice script: ; pop message box to choose place if TempChoosePlaceMessage.Show() == 0 Game.GetPlayer().moveto(PlayerStartMarkerHighRock) elseif TempChoosePlaceMessage.Show() == 1 Game.GetPlayer().moveto(PlayerStartMarkerHammerfell) elseif TempChoosePlaceMessage.Show() == 2 Game.GetPlayer().moveto(PlayerStartMarkerCyrodiil) elseif TempChoosePlaceMessage.Show() == 3 Game.GetPlayer().moveto(PlayerStartMarkerMorrowindSouth) elseif TempChoosePlaceMessage.Show() == 4 Game.GetPlayer().moveto(PlayerStartMarkerMorrowindNorth) else ;nothing endif It's perfectly functional in game, but there is a problem, if I choose option 4, I must click five times so that the game reacts to it; if I choose option 2, I must click three times so that the game reacts to it, etc. I have the same problem with another choice message, that has less options, three instead of five. This is not normal; I remember using mods whit this kind of messages and clicking on a choice worked immediately. I'm not the only one to experience this, people who use the mod also have it. What's going on and what can I do to fix this? Thank you!
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