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Posts posted by Arthmoor
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Just a reminder - Entries are due in by 11:59 EST tonight. It's time to finalize whatever is left to do and get those sent over for integration.
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There's already a working patch included with the Roads of Cyrodiil Patches download on the RoC page.
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I've played it, and yes, the DRM-free claim is correct. Although that's only true for an updated copy. The original copies (the one I bought) has DRM on it, but it's not Steam. It's their own thing that Atari made them attach at first. They had that stripped during one of the first major patch updates - and nearly got themselves sued over it.
I would expect the enhanced versions on sale now to be entirely DRM free. Buy retail obviously, because if you get it on Steam, Valve will force you to use the Steam client anyway.
It's an excellent game. Well worth the money. CD Projekt Red is one of the good guys who deserve to be supported.
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So I probably don't need to tell everyone that since Patch 1.6 there have been some problems with creating quests that contain dialogue. We all refer to it as the "dialogue bug" and it's been a pretty big thorn in everyone's sides if you're making quest mods.
The gist of the problem is this: You have quests with dialogue. These quests are marked as "start game enabled". Your quests start, but the dialogue is not properly initialized. Your dialogue therefore fails, any attached script fragments MAY fail, and your scenes don't play. We've been waiting for a fix for it for some time now. That wait is over.
Recently, I was approached in private by one of the Bethesda developers (if they wish to identify themselves, they can, I won't out them) to test a potential workaround for this issue. After some initial testing, and seeing that it appeared to work, I asked them to contact Alexander J. Velicky, the author of the Falskaar mod, for another opinion since I knew he has a ton of dialogue related issues as a result of all this. He too has since confirmed the workaround fixes the problem. Fortunately, it's actually fairly simple to do.
The process, using Steam:
1. Go to Steam. Switch to the tools view.
2. Find the Creation Kit, open its properties.
3. Click "set launch options"
4. Enter a command like this: -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file)
5. Save the changes.
6. Launch the CK and DO NOT disturb it while it processes.
7. Once it closes, remove the launch options you entered so you can use the CK normally again.
8. Move the file to your Data\SEQ folder.
You can also do this from the Windows command line:
1. Open CMD.
2. Navigate your way to where Skyrim is installed. (By default: C:\Program Files\Steam\steamapps\common\skyrim)
3. Type in the following command: creationkit.exe -GenerateSEQ:pluginname.esp (Where pluginname.esp is your mod file)
4. The CK will launch and perform some processing.
5. Move the file to your Data\SEQ folder.
Note that the command line process may only work once. I've never been able to get it to work again since the first try. So I had to switch to the Steam method, which Alexander suggested.
The SEQ file will need to be regenerated any time you add a new start-enabled quest to your mod, delete one from the mod, or toggle the "start game enabled" flag on a quest in your mod. So it's important to remember this.
When I tested this, the command line option only worked once and has failed to ever work again. The Steam method works without fail each time, but it's a pain.
Good news is, once the developers cleared Alexander and I to share this knowledge, I contacted Zilav (TES5Edit) and he'll be including support to generate this file through TES5Edit as well.
The file itself is nothing more than a series of form IDs for each quest in your mod that's been flagged as start-enabled. It's encoded though, so you can't just type it out by hand.
TES5Edit will be the easiest method for generating this file since it will place it in the proper folder for you, rather than the CK simply dropping it in the same place as creationkit.exe.
Distribute the generated .SEQ file with your mod in the usual fashion.
At this time, we have not been told whether or not this will be included as an official menu option within the CK. So for now just proceed as though it won't be added to the UI.
Modders should be the one to generate this for distribution, but in a pinch, users can also follow the steps until modders can get around to generating it.
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Dawnguard has actually been pretty well received on PC, it's just too recent so probably wouldn't have been fair to create dependencies on it.
Also, some good news on the tools front if nobody is aware yet - TES5Edit is out.
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Newspaper may not be a good choice. Mine decided it was edible, which isn't a good thing considering all that ink. If you don't want to deal with the wood chips (and who could blame you) then you should look into getting some washable green felt or something. The pet shop ought to know what you want if you ask them about it. Looks better, easy to clean, and he won't try to eat it.
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Heh. You'll get hissed at and puffed at long before the tail starts swinging. If he's not doing any of that he's a pretty well adjusted lizard. Mine took a bit of breaking in before they stopped doing that with me.
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Iguanas can be moody at times, so who knows. The shedding might be bugging him a bit, my iguanas used to soak in their water when it was time for that. This is also a good time to let him soak in the bathtub for a bit too, it will help. Just don't be tempted to help him out by peeling bits off yourself. THAT will cause grumpiness because it tends to hurt.
His breathing looks like any other iguana I've seen so I don't think there's anything wrong there. You've only had him for a short time. He's probably still slightly stressed at moving into a new environment.
If he was angry with you you'd know it. His flap would be extended, he'd be puffed up as much as he could manage, and you'd probably have already been slapped in the face with his tail. All in all, he seems pretty content with life.
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Shedding = growth. That's a good thing
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I never had to do anything to get mine to use the water. I don't think you have enough in the dish though. I had one that was about 5 inches deep and was told to fill it to the top with water. They like to soak in it when it's time to shed, and they will also drink from it, but they apparently won't do any of that if it isn't deep enough. No need to worry about him drowning in it, they're quite good swimmers too. It's even a good idea from time to time to let him have run of your bathtub as long as you're around to make sure he doesn't tire himself out.
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My iguanas always used to poop in the water, I think it's what they prefer to do. You do have a water bowl in there for him, right? Fortunately since they tend to dirty the water rather than the stuff on the floor of the tank, it makes it really easy to clean up.
They absolutely love high places since that's their natural thing.
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Cool iguana. I used to keep them myself until they became too much to handle.
The background was definitely stressing him, they can't tell those are fake trees.
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I'm wondering how you're going to get around the fact there's no tool for merging things together?
The CK's version control system would work, but that's a big pain to set up. There are no other tools available yet that can do the job.
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I'd definitely love to see one happen, but right now I'm buried in too much other stuff to get involved in one.
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Will be keeping an eye on this
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It's a good filler, and as mentioned, some good material for PC mods. Just think. Instead of seeing one house built from the ground up, why not a whole village full of houses that you can populate with NPCs of your choice?
Also, if they don't include the Skeletal Butler from the Game Jam video there's something wrong with them
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Yep, unfortunately once the script has been severed like that you're stuck with the damage. I'm really not happy with the way these things have been handled.
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Sticking with RegisterForSingleUpdate() protects against having the mod pulled out from under your save and then proceeding to spin countless attempts to update something that's no longer there. At worst, with a single update, all you'd get is one last attempt by the game to execute the event.
Even in cases where the plugin and the script files have all been removed properly from the game, you can get disastrous save game bloating in a matter of minutes. Uninstalling Sounds of Skyrim Civilization is a prime example of this. Even if you delete all the files, you'll get epic level save bloating in minutes, with a Papyrus log well into the hundreds of megabytes if you have them enabled.
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Excellent news. Glad to see that finally worked itself out.
Sucks about the VA situation, but I'm sure you'll be able to recast the roles.
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Just keep in mind that anything you've edited up to that point will still be overridden. It all depends on exactly what you're modifying.
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Always sad to see another influential site go down.
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There's currently mixed opinion about that.
My stance is that it should be included because you never know when something you're modding might have been patched by Bethesda. Without Update.esm any edits you make to something it changed will get reverted back, undoing a fix. The more varied locations and things your mod touches, the more likely you are to run into this.
The only real downside to this is that you may need to check it later to see if more edits got added to Update.esm that you're overriding. Which isn't particularly easy right now without good analysis tools.
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That's a great addition... it'll remove the laziness that causes me to keep neglecting to update my backups
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I'm slowly starting to get used to it and can see why they did it. It's just counter to instinct to hit 'c' when you want the y axis.
Searching older Versions of the Unofficial Skyrim Patch pls Help
in Skyrim Mods
Posted
Not getting the answer you didn't want does not equate to ignoring you.
So I'll say it one more time. The unofficial patch releases will support the current version of Skyrim, and only the current version. Old versions will not be provided. There is too much potential for support issues to be caused by those who refuse to update their games, and as time goes by and more official patches come out, more and more modders will move on.