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Davoren posted:Oh yeah, now I remember, it was Sounds of Skyrim I'm thinking of, guess I'm downloading Immersive then! Just curious, what's wrong with SoS?
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# ? Apr 4, 2014 01:03 |
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# ? Jun 5, 2024 20:23 |
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Back in the day, SoS used to cause pretty bad save bloat, but I've been using the latest version with its MCM for months and haven't noticed any issues.
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# ? Apr 4, 2014 02:42 |
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Yeah, it was fixed. IIRC, the bug was caused by snoring NPCs. (Seriously.)
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# ? Apr 4, 2014 05:31 |
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Real Shelter Came back from TESO to find this on the Skyrim Nexus. Good so far. Also gently caress apollodown and his horrible readmes. Just ignore his mods for the time being.
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# ? Apr 4, 2014 06:37 |
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This must have been the most tedious and horrible mod to make, for such small payoff. I mean, its cool, but.. wow.
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# ? Apr 4, 2014 16:27 |
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Does anyone have a good specification for the Lootification XML file, and an easy way to get the EDID and Type for items in a mod, in bulk? Can I get those attributes using TES5Edit, for example? My thinking is that if I can get a bunch of item information--including, hopefully, some easy-to-read statistics--into a simple, one-table format, I can use Excel to build an little XML builder for Lootification. Modifying XML is tedious. Modifying one table--even with a bunch of columns--is more intuitive. Being able to extract item information in bulk is key, however.
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# ? Apr 4, 2014 17:27 |
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Strategic Tea posted:But Paarthurnax must die! Awesome.
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# ? Apr 4, 2014 17:31 |
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Ynglaur posted:Does anyone have a good specification for the Lootification XML file, and an easy way to get the EDID and Type for items in a mod, in bulk? Can I get those attributes using TES5Edit, for example? My thinking is that if I can get a bunch of item information--including, hopefully, some easy-to-read statistics--into a simple, one-table format, I can use Excel to build an little XML builder for Lootification. You are absolutely right, it is tedious as gently caress. I use MTE's Automation Tools for TES5Edit to mass-export EDIDs to a CSV file that OpenOffice Spreadsheets can import (it's just a text file with comma seperated values) and work from there. I also export the Weapon power/Armor value so I know what type of armor to count it as. Apparently the next version of Lootification is moving from XML to "JSON" whatever the gently caress that is though.
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# ? Apr 4, 2014 18:01 |
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Scyantific posted:Real Shelter I just tried this with Supreme Storms and... it's really bad. There's no transition at all and the amount of rain you see while standing outside isn't the same as what you see under cover. Is everyone just using CoT and should I switch to that?
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# ? Apr 4, 2014 18:11 |
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SplitSoul posted:Yeah, it was fixed. IIRC, the bug was caused by snoring NPCs. (Seriously.) :skyrim:
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# ? Apr 4, 2014 18:22 |
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Anybody know how hardware intensive the HD Morrowind stuff is? I'll be building a computer soon that won't be a monster but will definitely be stronger than the next-gens and I'd like to try that poo poo out.
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# ? Apr 4, 2014 19:58 |
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Agents are GO! posted:You are absolutely right, it is tedious as gently caress. I use MTE's Automation Tools for TES5Edit to mass-export EDIDs to a CSV file that OpenOffice Spreadsheets can import (it's just a text file with comma seperated values) and work from there. I also export the Weapon power/Armor value so I know what type of armor to count it as. Any chance I can get a copy of your spreadsheets so that I can
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# ? Apr 4, 2014 20:59 |
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Agents are GO! posted:Apparently the next version of Lootification is moving from XML to "JSON" whatever the gently caress that is though.
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# ? Apr 4, 2014 23:37 |
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Ynglaur posted:Any chance I can get a copy of your spreadsheets so that I can I don't have any template I use or anything, just judicious use of the fill->down tool. Edit: I should note that lootification works just fine with the entirety of each entry on one line, and fixes the formatting when you run it! Agents are GO! fucked around with this message at 23:56 on Apr 4, 2014 |
# ? Apr 4, 2014 23:53 |
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PantsBandit posted:Anybody know how hardware intensive the HD Morrowind stuff is? I'll be building a computer soon that won't be a monster but will definitely be stronger than the next-gens and I'd like to try that poo poo out. I've only tinkered with HD Morrowind stuff enough to get it running so I can't really say, but our good friends down at the Morrowind megapack thread will probably know better.
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# ? Apr 4, 2014 23:58 |
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What's a good mod for improving dragons? I don't want fighting them to be a chore or anything, but it feels kind of embarrassing to watch a gaggle of guards take one down like a chump.
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# ? Apr 5, 2014 00:32 |
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AriadneThread posted:What's a good mod for improving dragons? I don't want fighting them to be a chore or anything, but it feels kind of embarrassing to watch a gaggle of guards take one down like a chump. I still like Deadly Dragons. I got that and set it to expert right away because I was feeling pretty cocky - I got all these followers and arquebuses and apocalypse spells and poo poo, just need something to shoot at, and holy poo poo did I get the fear of dov put into me when the first one came winging down. Pretty sure all those followers were in bleedout within the first thirty seconds.
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# ? Apr 5, 2014 00:39 |
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The Mad Archivist posted:I still like Deadly Dragons. I got that and set it to expert right away because I was feeling pretty cocky - I got all these followers and arquebuses and apocalypse spells and poo poo, just need something to shoot at, and holy poo poo did I get the fear of dov put into me when the first one came winging down. Pretty sure all those followers were in bleedout within the first thirty seconds. Hrrrrm, I don't know if I want that level of murder, but it looks pretty customizable. I'll give it a try, thanks.
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# ? Apr 5, 2014 00:45 |
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OBIS is probably my favorite content mod right now. It makes the world feel so fleshed out. I just wandered by Valtheim Towers and heard some sort of commotion nearby. I looked up at the bridge between the towers and there was a battle going on between two different kinds of bandits, each one inhabiting their respective sides of the river. All I saw was an archer plinking away at someone shocking the poo poo out of him, so I moved up the south tower thinking one or the other was some kind of quest NPC who needed my help, only to find that both were bandits and hostile to me. Awesome. I love it when stuff happens in the world outside of your own questing.
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# ? Apr 5, 2014 01:15 |
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horse mans posted:I just tried this with Supreme Storms and... it's really bad. There's no transition at all and the amount of rain you see while standing outside isn't the same as what you see under cover. Is everyone just using CoT and should I switch to that? You mean you don't use CoT, the CoT version of Supreme Storms , and the Prod80 CoT weather patches? Try running those three instead.
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# ? Apr 5, 2014 01:45 |
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Strategic Tea posted:But Paarthurnax must die! Is that how bad it actually is? I've been debating downloading it, because Arthmoor seems....unique, but I'd also like to not have to kill Paarthurnax. If the writing is that lovely, I might as well just console command it.
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# ? Apr 5, 2014 04:04 |
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Rookersh posted:Is that how bad it actually is? I've been debating downloading it, because Arthmoor seems....unique, but I'd also like to not have to kill Paarthurnax. From memory: Have you agreed to kill Paarthurnax yet? No, he's the reason we were able to defeat Alduin! Only because he betrayed Alduin, which means he will betray you when it is convenient! Did you talk to Tiber Septim like this? Tiber Septim didn't ally himself with a dragon! DRAGONS-HAVE-TANTRUMS! *screen shakes like the Greybeards are talking* Don't make me yell at you again! I was wrong to disagree with the Dragonborn
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# ? Apr 5, 2014 04:13 |
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Yeah, I remember the original version of TPD just skipped straight to the Blades suddenly realizing they shouldn't have disagreed with the Dragonborn, and it was a lot more tolerable. I was surprised to see how the new version adds in that really, really bad extra dialog.
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# ? Apr 5, 2014 04:21 |
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Rookersh posted:Is that how bad it actually is? I've been debating downloading it, because Arthmoor seems....unique, but I'd also like to not have to kill Paarthurnax. It's pretty bad, but it takes all of two seconds to click through and it's text only, no attempt at voice acting. If you're a weirdo like me who somehow considers using the console to be cheating, but is perfectly ok with using all sorts of mods it gets the job done. Random mod endorsement: I decided to use Improved Dragon Shouts on this character since the base ones seemed really anemic and I'm only using magic for light (for the most part), and holy poo poo what a difference! It finally feels like she's actually dragonborn, fire breath owns now as does the ice version. She speaks, things die. it's so rad.
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# ? Apr 5, 2014 04:53 |
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How would I go about making a compatibility patch for Dance of Death and SPERG? Even with the perk restriction system turned off on DoD, decapitations require perks for some bizarre reason and all of my foes remain un-beheaded. Ideally, I would like to trick the game into thinking that I have the requisite perks for DoD to trigger decapitations, but not actually get the benefits of those perks (which are overridden by SPERG, anyways). Even better would be getting the SPERG perks to interact with DoD, but that sounds a little tricky- is it? Should I bother, or is it way too complicated for someone not familiar with the CK to figure out? Do any files exist out there that address this issue? I've searched around, but come up with nothing.
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# ? Apr 5, 2014 06:06 |
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Scyantific posted:Also gently caress apollodown and his horrible readmes. Just ignore his mods for the time being. I swear, if I didn't know any better i'd say he was a goon. His mod descriptions read like a subtle troll for anyone who takes the Nexus too seriously. Shame they're so incomprehensible though. All I want is a mod that re-enables the disabled dynamic civil war features. Not try to parse through what his civil war mod does via reading an essay of random garbage. Edit: Hahaha, okay, yeah, he's definitely taking the piss out of Nexus with his mod descriptions. His F.A.Q. reads like a peremptory list of crazy poo poo that only comes up on that horrible website. quote:Question: "QUIT SCREWIN' AROUND!!! *shakes Apollo* IS THIS MOD COMPATIBLE WITH SCHLONGS OF SKYRIM OR NOT?!?!?!?!? I NEED TO KNOW THIS OR I WILL LOSE MY FREAKING MIND!!! That's fantastic. There's a bunch of poo poo in there that basically has him taking the piss out of various common complaints Nexus users would be likely to have. Archonex fucked around with this message at 06:23 on Apr 5, 2014 |
# ? Apr 5, 2014 06:11 |
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I'm a terrible sperg so I have to ask - Is there a mod that adds in the armour of the characters in the ESO trailers? Don't judge me
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# ? Apr 5, 2014 13:37 |
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Archonex posted:I swear, if I didn't know any better i'd say he was a goon. His mod descriptions read like a subtle troll for anyone who takes the Nexus too seriously. My problem with his mods is they don't do nearly as much as he claims. The Civil War overhaul for example just moves the fights from the forts to the cities. You have to do the same quests beforehand, but you just go take the city instead of the fort. This ends up being worse, because none of the cities are actually built for fighting. It's also really strange because why remove content from the already fairly short Civil War? Why not just have it so after you take the fort you fight for the city? The units he added range from alright to really dumb as well. The Stormcloaks are for some reason fighting alongside the entire Hammerfell army and a bunch of mercenaries/Giants. Their ranks are also filled with a variety of cultures, from Argonians to Dark Elves. You know, lore appropriate clean faces style "lore appropriate". The Imperials on the other hand suddenly have 8 foot tall super soldiers, magic agents who are perma invisible, and super mages. And finally the "you can lose now!" bit sounds really great on paper. Until you realize the coding for the enemy units is just "ignore all enemies and rush the objective.". It's totally "satisfying" to be holding the bridge, at 5% enemy reinforcements left, and suddenly get told you lost the Battle for Whiterun because 4 guys spawned at once, and even though you tried tagging all of them, 3 of them just kept running past you to hit the bridge. Even as you hit the units they'll keep running to the objective, making the whole "battle" part a yakety sax chase sequence.
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# ? Apr 5, 2014 13:57 |
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I don't even know what added this line but holy poo poo it made me laugh so hard: "I'M NOT SHOUTING, ALL DRAGONS TALK LIKE THIS!"
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# ? Apr 5, 2014 23:37 |
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So a quick question from an idiot newbie modder. I'm running SkyUI but have on little problem that I'm not quite sure how to fix, that being that the map lacks location and quest markers. For reference, I *think* it may be related to the fact that I'm using DS3 Tool so I can play with my DS3. It does somewhat neuter the other nice stuff about SkyUI, but overall it works fine except for small error messages on occasion from (again, I *think) vendor/storage/item menus defaulting to the vanilla UI style. Any ideas on how to fix this? It's the only issue I've run into at all and at least it's fairly minor, all things considered.
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# ? Apr 6, 2014 00:33 |
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Using an app like Xpadder will get around that problem.
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# ? Apr 6, 2014 01:00 |
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Mr. Carrier Pigeon posted:So a quick question from an idiot newbie modder. I'm running SkyUI but have on little problem that I'm not quite sure how to fix, that being that the map lacks location and quest markers. For reference, I *think* it may be related to the fact that I'm using DS3 Tool so I can play with my DS3. It does somewhat neuter the other nice stuff about SkyUI, but overall it works fine except for small error messages on occasion from (again, I *think) vendor/storage/item menus defaulting to the vanilla UI style. Any ideas on how to fix this? It's the only issue I've run into at all and at least it's fairly minor, all things considered. Are you using that "Correct PS3 Buttons" mod? Because A) That'll override SkyUI. And B) That has that bug with the map not showing quest markers.
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# ? Apr 6, 2014 01:02 |
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Head Hit Keyboard posted:Are you using that "Correct PS3 Buttons" mod? Because A) That'll override SkyUI. And B) That has that bug with the map not showing quest markers. Welp, that would be it. Thanks for the help.
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# ? Apr 6, 2014 06:33 |
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zonohedron posted:I tried that, too, with no luck. However, I found the thread for the mod on the Nexus forums, where I discovered that the mod apparently has to be loaded last, or quest stage 40 doesn't show up. I changed my load order, saw that quest stage 40 showed up in sqs, set the quest to stage 40, and had the dialogue option to argue with Delphine. I don't get why there is any new dialogue. The mod should be a "Yeah I totes killed him trust me bro(lie)" dialogue option that flags the quest completed.
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# ? Apr 6, 2014 06:51 |
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Somewhere between two saves an hour and a half apart, I lost my horse. It's the one from Windhelm so its RefID should be 0009848c, but when I player.moveto that ID, I just get brought to a patch of grass outside the fort I was clearing out, with no horse in sight, but the console shows I'm locked on that RefID, with [D] after the code. Which the UESP wiki seems to say means my horse is marked for deletion? I would really like this horse back in one piece as it's carrying a bunch of really important poo poo, and there's no way in hell I'm redoing an hour and a half-long dungeon clearing. Active Mod Files: code:
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# ? Apr 6, 2014 15:09 |
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SirDan3k posted:I don't get why there is any new dialogue. The mod should be a "Yeah I totes killed him trust me bro(lie)" dialogue option that flags the quest completed. I think this would be a simpler solution, yes; you wouldn't have an argument that was convincing to some people and ridiculous to others, and it's not like anyone who doesn't know Clear Skies can verify it without your help. If you tell Arngeir about the deception, he can help you maintain it. It's not like there aren't fifty sets of dragon bones you couldn't haul over as proof, too. (That'd be neat - 'prove' it by handing Delphine a dragon bone and dragon scale, so if you haven't been stockpiling them you have to go really kill a dragon first!)
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# ? Apr 6, 2014 15:24 |
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horse mans posted:Somewhere between two saves an hour and a half apart, I lost my horse. It's the one from Windhelm so its RefID should be 0009848c, but when I player.moveto that ID, I just get brought to a patch of grass outside the fort I was clearing out, with no horse in sight, but the console shows I'm locked on that RefID, with [D] after the code. Which the UESP wiki seems to say means my horse is marked for deletion? I would really like this horse back in one piece as it's carrying a bunch of really important poo poo, and there's no way in hell I'm redoing an hour and a half-long dungeon clearing. At this point, wouldn't it be easier to just buy another horse? Or go grab Arvak from the soul cairn? Edit: this probably means your horse is dead, btw, it sounds exactly what happened with that dude camping by the Silt Strider in Dragonborn before I set him essential. Agents are GO! fucked around with this message at 15:46 on Apr 6, 2014 |
# ? Apr 6, 2014 15:37 |
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Agents are GO! posted:At this point, wouldn't it be easier to just buy another horse? Or go grab Arvak from the soul cairn? Neither of those options would include the astounding amount of crap my current horse was carrying. Also, no, getting halfway through the Dawnguard or whatever DLC to get a horse would not be easier seeing as how my level 12 Requiem character has never even successfully killed a Draugr. I just want to know why my horse was marked for deletion, and how I can at least get a list of what it was carrying so I can recreate it. Catalyst-proof fucked around with this message at 15:47 on Apr 6, 2014 |
# ? Apr 6, 2014 15:44 |
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horse mans posted:Neither of those options would include the astounding amount of crap my current horse was carrying. Try using the resurrect command on it along with enable, then use prid (that formid) then moveto player. Edit: do not use resurrect 1 variation: that resets the resurrectees inventory. Basically move the horse to you rather than vice versa. Ps: don't store poo poo on your horse. :p Ps edit: your uusername / glitch combo is astoundingly great. Agents are GO! fucked around with this message at 15:51 on Apr 6, 2014 |
# ? Apr 6, 2014 15:49 |
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# ? Jun 5, 2024 20:23 |
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Agents are GO! posted:Try using the resurrect command on it along with enable, then use prid (that formid) then moveto player. Thanks, I'll give that a shot. I really like being able to store poo poo on my horse because at Requiem's pace, I have to take out 3 or 4 bandits, grab all their poo poo, store it on the horse, then advance further into the fort. Once the body count piles up I lose track of who I've killed and where. EDIT: Managed to open its inventory, pull everything out, and resurrect it. Wooh! Catalyst-proof fucked around with this message at 16:05 on Apr 6, 2014 |
# ? Apr 6, 2014 15:59 |