DOWNLOAD MODS
Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...
-
Posts
1,175 -
Joined
-
Last visited
-
Days Won
25
Content Type
Profiles
Forums
Downloads
Tutorials
Gallery
Store
Events
Posts posted by Arthmoor
-
-
So... summer's here folks. Time to clean out the dust and pet hair from those PCs again! Let the poor things breathe fresh air once more.
-
If you could post the contents of the small error window, that would be helpful. It sounds like you have a malformed mod though.
Also, yes, 297.1 is the current stable version.
-
I guess that firmly places me into the large number of people who simply can't get Steam to behave no matter what. It won't even respect my choice to stay in offline mode just for the game.
-
Supposedly the CK will run with Steam in offline mode, but every time I've tried that, it whines that it needs the cloud service to be available. It did that even before I had any mods. All it does is complain to me, then shut down.
-
... catch the lizard by his toe and pass him a piece of software? Wait... that can't be right... can it?
-
The CK has LAA support though. I'm on a 64 bit system. It can have up to 4GB and rarely ever uses more than 2GB. I don't think that's the problem.
I think it's just because the game has so many new form definitions that it slows down the database processing. Plus the graphic detail is so much higher and there's so many more things to display that the render window simply can't keep up.
Cutting back on background processes will only give so much. The CK probably just needs Bethesda to show it more love.
-
Following instructions for altering the Dynamic Map .ini. I can't see "set tnoDM.mod to sv_Construct "West Roads.esp"" allowing for the map showing New Roads and Bridges. Am I looking in the wrong place, or have missed installing something please?
It won't. That's what you need to change. The block as shipped with Dynamic Map should look like this:
set tnoDM.mod to sv_Construct "West Roads.esp" set tnoDM.x to 294 set tnoDM.y to 448 set tnoDM.w to 504 set tnoDM.h to 435 SetStage tnoDM 20 set tnoDM.mod to sv_Construct "road+bridges.esp" set tnoDM.x to 200 set tnoDM.y to 326 set tnoDM.w to 1523 set tnoDM.h to 1072 SetStage tnoDM 20
That checks for the plugin names. Which obviously you don't want it doing anymore, so it has to be changed to read like this:set tnoDM.base to 1 set tnoDM.mod to sv_Construct "West Roads.dds" set tnoDM.x to 294 set tnoDM.y to 448 set tnoDM.w to 504 set tnoDM.h to 435 SetStage tnoDM 20 set tnoDM.base to 1 set tnoDM.mod to sv_Construct "road+bridges.dds" set tnoDM.x to 200 set tnoDM.y to 326 set tnoDM.w to 1523 set tnoDM.h to 1072 SetStage tnoDM 20
This directs the mod to treat those two map images as base objects to display all the time. Technically that means even if you uninstalled my mod you'd still see these map changes, but all you'd have to do then is reverse the edit back to the way it was before.
-
There's not much that can be done about it unfortunately. I've gained a new appreciation for how speedy and responsive the Oblivion CS actually is when compared to the CK. Then again, Oblivion didn't have to do even half of what this thing is doing.
-
Sounds like the registry location for Oblivion got reset when you did the system restore. It probably thinks it's on your F: drive when it's really not.
You comfortable with editing the registry?
- 1
-
Dying to get hold of this, Skyrim needs Mimi!
-
++ 054 - Operation_Optimization_1_1_1-BAIN-22170.7z (4C11179E) (Installed)
Never heard of this one, what's it do?
It's an early stab at mesh optimization on a few select pieces. Long since made obsolete by PyFFI. The UOP and USIP already include the PyFFI'd versions of everything in this package. So it should be removed.
- 1
-
From what I've read, it was more of a hack than necessity to get around the Navmesh bug. Now that that's fixed in 1.6 it won't be necessary.
Pretty much this. Other people were also doing it because they thought the grey face NPC bug wasn't fixed either.
There's a place for .esm/.esp pairing, but mods generally editing Tamriel really aren't it because that just eats up your slot limit twice as fast.
-
The conflict over the marker_error.nif file is fine. The UOP update has a fix for that file which should override the original.
-
With the list you have now, you need to move both UOP packages to slot #7 so that they push the UOMP package down.
Your DLC BAIN's are fine where they are. The snowflake replace should probably drop in somewhere after the QTP3 stuff.
If
is the USIP update, it needs to slot in between the UOP and the UOMP. It also appears you're missing the USIP entirely. So you may need to drop this file completely if you don't have SI.v1_5_0_Manual_install_7Z_version-10739-1-5-0.7z (E3743CC4) (Installed) -
Sounds like you've actually got that backward then. If you sort your insall list by package order, you want the ones with the highest numbers to be the ones you want to show up most. It should be just like how you handle load order for plugins.
It's quite possible you got away with it in this case because the package you picked don't overlap each other, or don't overlap enough to have noticed it.
-
When you say they're "above" the UOP, do yo mean visually as you look at the list, or numerically as they're numbered for package order?
The thin white edge thing is a bug in AMD's drivers relating to anti-aliasing. Something they apparently refuse to even acknowledge in bug reports. I've sent plenty only to have the reports silently tossed out with no explanation. I stopped bothering.
- 1
-
Good to know, none of my NPCs have that checked, which is probably why fixing them in CK 1.5.24 produced a working result. That was definitely not working prior to that update though.
-
It seems to be broken.
The only way I can get it to create the face textures now is to convert the plugin to an ESM, load that up, make a change to the face, then CTRL + F4. And even that is sort of flunky if you have other faces already in there.
That's what used to be the case when we brought the issue to Bethesda's attention during the CK beta. The problem was fixed since then in CK 1.5.24.
-
Minor FYI - updated that AFKMods help link since Bethesda and Nexus both had URL changes since that was written.
-
Highlight the rogue files and hit delete.
While not a particularly great wiki page, this page does go into the gory details a bit and includes the section I added on what the CK skips if you don't add it yourself.
-
Try changing the quest type to Miscellaneous, and set the Player alias to "Unique Actor"->Player. Also check the box up top for "allow reserved". It's possible your alias isn't filling due to a priority conflict.
-
You're on the right track. The script should attach to the Player alias you created. Your quest needs to be flagged as "start game enabled" so the alias will fill automatically. Your script probably needs an OnInit() block to kick things off. Posting the script you have so far would help narrow things down better.
-
Yes. It's more or less like when you're dragging new meshes in to make statics or whatever.
When the window is open in the CK to build an archive, you can switch out to Windows Explorer, navigate to the files you want, and mass drag them back into the CK to drop them on the archive dialogue. You have to drag the FILES though, it won't let you drag a whole folder.
So far it's never forgotten any meshes added to a mod. I haven't done any that also have new textures to go with them.
-
Yes, that's about right. You do need to be aware that it will not pick up the following automatically though:
meshes\Actors\Character\FaceGenData\FaceGeom\<mod filename>
Sound\Voice\<mod filename>
textures\Actors\Character\FaceGenData\FaceTint\<mod filename>
Compiled vanilla scripts that have been altered in the mod.
Compiled scripts attached to quest aliases, whether they're vanilla or not.
Those need to be found and dragged in manually.
From Arena to Skyrim
in Oblivion General
Posted
Google fail :/