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fireundubh

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Everything posted by fireundubh

  1. [01:07:59.403] Adding 55161 LOD objects. You have to do this each time you change your load order.
  2. [00:45:44.292] 8626 of 11495 cells done. Good thing I have a great computer.
  3. You should add anything that starts with "Bashed Patch" to the ignore list because, with Wrye Bash, you can generate multiple patches with numbers greater than 0.
  4. Let me know which ones you can't find. I'll zip them up and send them over. That is, if my city doesn't burn to the ground first from one of the 8 (and counting) brush fires in the county.
  5. Here's the TES5Edit Log: https://hastebin.com/kacilorivi.vhdl Here's my load order: https://hastebin.com/ewajuhatod.vhdl
  6. One of the most annoying things about Mod Organizer, in my opinion, is the Conflicts tab. Not the tab itself. Or what it does. But what it says. These labels hurt my brain: I propose these changes: You'll also note I changed the column labels as well as their positions. My brain hurts no more. Tannin, make it so!
  7. You can get Dark0ne's e-mail address here: https://whois.domaintools.com/blacktreegaming.com.
  8. I let v0.11 run on all of my mods, but after the script finished ("[Apply Script Done]"), there was an error and nothing was written to DynDOLOD.esp. exception message : '''' is not a valid integer value.
  9. There is no such checkbox. Also, cache files should go into a cache folder. Currently, they're mixing with the .txt files that came with the program.
  10. What's a good way to test that this is working? Also, where does TES5LODGen fit into the workflow? Before or after DynDOLOD?
  11. You can download the next version of TES5Edit in this post. I'm not sure why zilav is posting updates over there but whatever.
  12. How is this different from TES5LODGen, which comes with the next version of TES5Edit?
  13. 20 essential mods? This definitely leaves out stuff like Lauren's Bathroom Poetry and Pre-War Money Retextures. Also, your guide leaves out Jsawyer.
  14. I'm following EssArrBee's guide but there's so much stuff! I wasn't planning on filling up my drive with mods. Or following a guide. But I can't help myself around lists! Isn't there a minimalist guide, especially re: models/textures?
  15. v0.4.2 update: [*]Fixes: Added missing vampire lord armor to the faction armor list for Clan Volkihar. [*]Fixes: Added the warlock outfit to the faction armor list for Necromancers. [*]Fixes: Delay after "you are being watched" message now properly takes 5 seconds. [*]Fixes: Dice rolls are now properly made every 10 seconds. [*]Fixes: Removed vampire lord armor from the faction armor list for Vampires. [*]Fixes: Thalmor NPCs at Northwatch Keep are now assigned to the Thalmor faction. [*]Fixes: Updated DA03VampireFaction to match VampireFaction. [*]Fixes: While you are running, sprinting, sneaking, or have your weapon drawn - and you are detected - dice rolls will be made immediately albeit every 10 seconds. [*]Formula: If you are running, sprinting, sneaking, or have your weapon drawn when a dice roll is made, you will suffer a 25% penalty to your identity score. [*]Formula: While you are not running, sprinting, sneaking, and while you don't have your weapon drawn, you will receive a 5% bonus to your identity score. [*]New Feature: If you are more than a cell away from your pursuers, your pursuers will give up, return to their stations, and your disguise will be restored. [*]UI: While you are running, sprinting, sneaking, or have your weapon drawn - and you are detected - you will not be notified if you are being watched.
  16. The best reason to remove BSA extraction, or conceal the feature behind an "advanced mode," is to eliminate Arthmoor as a critic. His word carries a lot of weight with a lot of people because they assume he's solely responsible for the unofficial patches. Plus, if you remove BSA extraction, it's not like anyone who needs to unpack BSAs loses anything; there's always BSAopt.
  17. Stop saying "use at your own risk." MO v1.2 is just as stable and reliable as v1.1.2 but more useful—and more stable and reliable than pretty much every mod ever made put together.
  18. Nobody said it wasn't. Frees memory but that doesn't really matter if you have enough.
  19. The latest version of MO has a LOOT button: MO won't close if you uncheck that box labeled "Close MO when started." When you run a program through MO with that box unchecked, MO will lock itself and you'll see this message:
  20. Here, I'm a modder. I've been creating mods for Skyrim since before the Creation Kit. We were using TESsnip then. The first mods I released, Let It All Out - More Heroic Shouts and I Put A Spell On You - More Enchanting Options, had more than 50,000 downloads, which pales in comparison to the numbers we see today but I think that was pretty good for the pre-CK days. I've also created mods for Dragon Age: Origins, The Witcher 2, and one of the S.T.A.L.K.E.R. games. And probably other games, too, but I don't really remember.
  21. No Combat Boundaries v1.2 Most Recent Changes Google Drive shared folder Overview No Combat Boundaries is a simple plugin that disables combat boundaries in every encounter zone, which allows enemies to follow you to different zones. For example, if you engage a huge troll in a cave and then run scared outside, the troll will follow you outside. Note: Combat boundaries may prevent game-breaking behavior. Please save before drawing quest-related enemies into other zones. Unofficial Encounter Zone Patch No Combat Boundaries also adds missing location references to 18 encounter zones. These missing location references are missing in Skyrim, Dawnguard, and Dragonborn. The next versions of the USKP, UDGP, and UDBP will include these fixes, at which time the integrated patch will be removed. Skyrim - DushnikhYalZone (DushnikhYalLocation "Dushnikh Yal" [LCTN:00019171])Skyrim - FortDunstadZone (FortDunstadLocation "Fort Dunstad" [LCTN:0001917E])Skyrim - FortGreymoorZone (FortGreymoorLocation "Fort Greymoor" [LCTN:0001917D])Skyrim - FortNeugradZone (FortNeugradLocation "Fort Neugrad" [LCTN:00019183])Skyrim - GloomboundMineZone (GloomboundMineMineLocation "Gloombound Mine" [LCTN:0010FE2D])Skyrim - RiftenRatwayZone (RiftenRatwayLocation "Riften Ratway" [LCTN:0003B871])Skyrim - RiverwoodZone (RiverwoodLocation "Riverwood" [LCTN:00013163])Skyrim - VolskyggeZone (VolskyggeLocation "Volskygge" [LCTN:000192C2])Dawnguard - DLC1_AncestorsGladeZone (DLC1_AncestorsGladeLocation [LCTN:03003583])Dawnguard - DLC1_SoulCairnZone (DLC1SoulCairnLocation "Soul Cairn" [LCTN:03003B8F])Dawnguard - DLC1_VCDungeonZone (DLC1VampireCastleDungeonLocation "Castle Volkihar" [LCTN:0300357E])Dawnguard - DLC1DarkfallCaveZone (DLC1DarkfallCaveLocation "Darkfall Cave" [LCTN:0300A87A])Dawnguard - DLC1DarkfallPassageZone (DLC1DarkfallPassageLocation "Darkfall Passage" [LCTN:030162AC])Dawnguard - DLC1GlacialCreviceZone (DLC1GlacialCreviceLocation "Glacial Crevice" [LCTN:030162AF])Dawnguard - DLC1zFalmerValley01Zone (DLC1zFalmerValley01Location "Darkfall Grotto" [LCTN:030162B0])Dawnguard - DLC1zFalmerValley02Zone (DLC1zFalmerValley02Location "Sharpslope Cave" [LCTN:030162B2])Dawnguard - DLC1zFalmerValley03Zone (DLC1zFalmerValley03Location "Forgotten Vale Cave" [LCTN:030162B4])Dragonborn - DLC2TelMithrynZone (DLC2TelMithrynTowerLocation "Tel Mithryn Tower" [LCTN:0501CDEA])Civil War Issues v1.2 re-enables the combat boundaries in Fort Amol, Fort Dunstad, Fort Greenwall, Fort Hraggstad, Fort Kastav, Fort Neugrad, Fort Snowhawk, Fort Sungard, and Korvanjund. These are Skyrim-only locations; therefore, the optional Dawnguard and Dragonborn plugins were not updated. Several Civil War quest scripts use GetLocation().GetRefTypeAliveCount() to lazily count the number of alive actors in a location. During the Civil War, if you pulled a relevant actor out of an aforementioned location, the respective quest stage would not be set. This would break the Civil War quest line. It is possible that some of those locations do not involve the kind of quests that perform this count. Please be aware that this issue may still occur during Civil War quests that take place outside, but only by going to the extreme lengths of pulling a counted actor to a different location. Please also note that you could run into this problem with any mod that allows you to control any counted actor, make any counted actor a follower, or move or teleport any counted actor to another zone. EDIT: @fireundubh has once again released his mods for the public, but not through Nexus.
  22. Fixed. Download v1.2. See sticky in mod thread.
  23. You're partially correct. According to CW01Script, the number of alive actors is tracked the lazy way: function checkLocRefTypeAliveCount() int aliveCount = Fort.GetLocation().GetRefTypeAliveCount(CWFortMonster) if aliveCount > 0 Else SetStage(SuccessStage) endifEndFunctionGod, that's terrible, but I guess we're dealing with leveled actors in the CW. Still, the better way would be to store all of the actors as properties, put them in a formlist, and then iterate through that formlist and test the status of each actor. Fortunately, this issue affects only: Joining the Legion (CW01Script, CW01BScript)Compelling Tribute (CWMission07Script)Rescue from Fort Kastav (CWMission04)Rescue from Fort Neugrad (CWMission04)Any Civil War quest where something needs to happen when all soldiers in a location/battlefield are dead (CWMissionPollForSoldiersScript)Any Civil War quest involving taking over garrisons (CWCampaignScript: lines 1139 to 1306)The best I can do is re-enable combat boundaries in the respective locations.
  24. Which quest? I don't see anything about bandits on the Imperial side. "That fort" isn't terribly specific.
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