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Everything posted by DocClox
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OK, thanks for that. I'll see if I can make Skylight friendly versions of my current ISMs
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mmm... OK. That's very helpful thanks. So, just to be sure I understand you: imagespace modifiers will work, it's just that I need to use brightness as the variable. (Everything I know about imagespace modifiers comes from "what does this button do?" so I've been a bit ad-hoc with my modifiers). And if I wanted a blood-red effect, I can get that from tint, I'm guessing. Blur should work, since I had a blur effect get stuck a while back, and I saw it without disabling anything. Double vision the same I'm guessing. Is that about right? I think that covers everything I'd want to do with the player's vision.
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I'm using Skylight, very happy with it. Nice ENB However, I recently got back into modding. I have a scene where the PC is drugged; the game fades to black and when it fades back up the location has changed ... as have a few other things I'd best not go into here. The thing is, if I have Skylight active the imagespace modifiers don't appear. I just get a normal screen. Disable ENB and it all works like a charm. So the questions are: Is this a Skylight thing or an ENB thing generally? Is there anything I can do as a modder to make my mod ENB/Skylight friendly?I'm not worried on my own account - I just want to understand the issue and if possible make my mod a little more robust.
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Currently I'm more than half way tempted to hack on the LOOT source and make a command line only version. It would better fit my workflow when I'm modding. Anyone interested if I do?
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[Q] MO with Creation kit and script
DocClox replied to masterchief24's question in Mod Organizer Support
You mean this bit? The script compiler does not work in Mod Organizer, because it is a 64-bit application. To compile scripts, you will have to temporarily move the scripts to the data directory....NOTE: Compiling scripts in the Creation Kit under MO is not possible as the script compiler is a 64bit application, which Mod Organizer does not support at this time. The following is a workaround.Only, like I said above, I'm not running a 64 bit system, and even if I was I'm not trying to compile under CK. Did I miss something? -
[Q] MO with Creation kit and script
DocClox replied to masterchief24's question in Mod Organizer Support
Forgive the bump, but I'm still stuck on this one. I've been working using a Wrye Bash maintaned version of the data fodler. That works well enough, but I'd really like to use MO. I can solve the compile problem by editing and compiling from a command window (which is pretty much my preference anyway to be honest. The trouble I have is that I can't set script properties. I start CK, load my mod, choose the main quest, go to the scripts tab and choose edit properties, and this happens. Also I can't edit script or compile them, but I'm not worried about that. For the record: the script does exist and it shows up in the data tab in MO. I can't think why I shouldn't be able to do this, but I can't. Anyone have any ideas what I may be doing wrong? Running v1.2.9 -
I might have to. I'd re-install the O/S but I don't have a working CD drive right now either. Oh well, all part of life's rich wossname, I suppose...
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Wellp, I just got the dreaded 0x800f0a12 error. I can't install Sp1 for Win7. And without SP1 no IE update and without IE, no working LOOT. I've spent the best part of a day googling how to fix the damn problem and short of wiping my Linux partition (not going to happen) I don't know what else to try. *sigh* How badly broken is BOSS these days, anyway?
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It certainly did capture the spirit of the original! I could wish the boss fights were a little less heavy handed (more sniping from ventilation ducts, less running round and round in a big locked room) and I really didn't like that one ambush where you needed a certain sort of character build to have a snowball's chance of saving your colleague's life. The thing that killed it for me though were the brutal load times. I was afraid to get killed because I didn't want to wait for the game to load again. And a lot of the fun of DX is poking your nose in where you shouldn't and seeing if it gets shot off. I'd say it was miles better than Invisible War, but that really is damning it with faint praise :)
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New wave of Nexus Endorsements
DocClox replied to DanielCoffey's topic in General Skyrim LE Discussion & Support
Me neither. Did someone use the word "forced" in another thread? I can't find it anywhere on this one. I'll admit to feeling pestered on occasion, and I could do without the extra noise and distraction in the popup. On the whole though, I like to think of that less as "angst" and more as "expressing a preference". -
Oh well. I suppose the good news is I can stop trying to re-install SkyUI now at any rate. Anyone have any suggestions for a suitable version to downgrade to? Never mind - didn't read the whole of TheBloke's post
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1.2.6 - Do we still need the NCC Downgrade?
DocClox replied to DocClox's question in Mod Organizer Support
Thank you for clarifying that. I didn't get a chance to read the message at the time and currently I'm at work and so can't repeat the exercise. I hesitate to say this, but you seem to find my contributions tiresome. I'll be quite happy to shut up if I'm being a nuisance. -
1.2.6 - Do we still need the NCC Downgrade?
DocClox replied to DocClox's question in Mod Organizer Support
Ah, you know how it is. You get so used to clicking "ok" that you sometimes dismiss a box before your brain catches up and says "hang on, that was important". I did get the gist of it though, and if I'd been intending to make a formal bug report, I'd have repeated the installation and given exact text. That aside, it raises a couple of points: Firstly, CBBE reinstalled (without any reported error) using the downgrade. Do I take it that the 1.2.6 version would also have installed despite the reported errors? Or at least installed as well as NMM would have done it? Secondly, it might be helpful to give a bit of context to those errors, just so we can tell the difference between NCC not working and a bug in the mod's install script. Something like "The install script for this mod has reported an error - the mod may not be correctly installed". (Apologies if it already says that; I didn't see anything of that nature, but like I say I didn't get much chance to read it carefully). -
1.2.6 - Do we still need the NCC Downgrade?
DocClox replied to DocClox's question in Mod Organizer Support
The mod was CBBE. I don't have the exact error, but it ran through the forms and then complained of not finding files inside the archive when it tried to do the installation. Worked fine after the downgrade. In case it's relevant, I did just unpack 1.2.6 archive over the existing install. -
Is the NCC downgrade still needed for 1.2.6? I'd assumed it wouldn't be but I'm getting errors installing NMM packages.More to the point, those errors go away if I re-apply the downgrade. So I guess the question becomes should I still need the downgrade package?
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I joined Nexus around 2009. It's had its ups and downs in my experience, but on the whole it's been pretty reliable. It's lost users due to the occasionally heavy-handed moderation, but I don't know of anyone really complaining about access. Until recently at any rate. Of course, previously when they've hit a wall, it was generally possible to find the mod you wanted by hunting through the servers looking for one that both was working and which had the file you wanted. We can't do that with the recent "we'll tell pick a server for you" interface in place. And if they're so hard pressed that users hunting for working servers is hurting them ... I'm starting to worry. I wonder if they've hit some sort of limit in what they can handle, either due to bandwidth costs outstripping revenue, or maybe database scaling issues following the decision to support Every Game In The World. I hope not. I fell out of love with Nexus a long time ago, but as a mod database they still provide a useful service. I'd hate to see Steam Workshop as the only reliable, large scale provider.
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The only thing that I can think of off the top of my head that closes all the shops is the Siege of Whiterun. You didn't have a dragon or vampire attack as the Siege started by any chance? I can see how that might have glitched things. That said, I've noticed that from time to time the merchants in w/run seem to stay closed all day for no apparent reason. Usually when it happens I think "must be sunday" and go do something else/shop somewhere else; they've always been open again when I returned a day or two later. The matter of the cowering NPCs however - that does suggest something might have popped loose somewhere. Though it might still be fixable by spending a day or three out of the city.
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Damn, but this thing's tough! Early stages and I just walked into a well signposted but unavoidable ambush. Lvl 48 char, two pre-summoned dremora lords, stoneflesh running and a ward up. The dremora were each downed in about one hit each so far as I could see. As was my PC. This is at adept level. That's not making it tough. That's incitement to use god mode. I'm torn between uninstalling and cleaning my save file, or just cheating my way through the rest of the quest to see how it works out. [edit] I persevered a little (possible plot spoilers): Balance issues aside, it's a very well put constructed mod, and I've done enough modding of my own to appreciate the amount of effort expended in its creation. For that matter, I expect it will appeal to the legendary-is-too-easy crowd. I can't really say it's my idea of fun, though. Maybe I'll re-load it when next I get to level 80 and see if that helps at all. [edit edit] Corrected a typo where I gave my PC's level as "4" rather than "48". Although to be fair, anyone who can get to be Arch-Mage before level 5 probably isn't going to have much trouble from this mod, either :)
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non-issue Open the Mod Authors forum to anyone who is logged in
DocClox replied to a question in Forum Support
I'd have thought the best development hub was still on the Beth forums. I'll grant the signal-to-noise ratio is probably better on this site. Still, I rather suspect that relative noise level of Beth's CK forum is a function of that site's success. And that if we attracted a similar crowd we'd get similar noise levels. -
Is there a mod that... (Mod Detectives)
DocClox replied to rootsrat's topic in General Skyrim LE Discussion & Support
It's just really that one line that sends me psychotic. Though I can see how the sneering high elves might wind some people up. Hey cool! Thanks, I'll try that out when I get home. -
Install SKSE with MO - SKSE.ini not regcognized
DocClox replied to thaiusmle's question in Mod Organizer Support
I had a couple of problems getting this sorted out as well - no idea why. Try right-clicking the SKSE script mod folder in MO and choosing "open in explorer". If the file isn't there, copy it into the filer window. If it is there, make sure it's in the right place. -
New wave of Nexus Endorsements
DocClox replied to DanielCoffey's topic in General Skyrim LE Discussion & Support
Well no, nor am I advocating one. I do seem to remember Nexus having that system in place when I first visited the site (about a year after FO3 was released, I think). And while it had its good points, I don't miss it all. You're quite right about the amount of negativity on Nexus.But that's not my point... My point is that if the "U download it, U endorse it" mentality sets in, then in time both SkyUI and Cheesy will have 76k endorsements. Or, more realistically, each mod will have endorsements equal to the unique download count. In which case, why not use that instead? And then they can cease petering me to assist them in maintaining a redundant metric. Like I say, that's not what I'm advocating here. I'm just saying that if my only options are either "Bravo!" or silence, then I'd like not to be pestered if I choose silence. And quite often, Nexus leaves me feeling pestered. -
New wave of Nexus Endorsements
DocClox replied to DanielCoffey's topic in General Skyrim LE Discussion & Support
Not really replying to any specific point, but I've been thinking about Nexus endorsements in general. I like to think of endorsement as a recognition of a genuinely useful mod. These days though it seems as if we're being encouraged to think of it as a moral obligation. Rightly or wrongly, that bothers me. If I'm ethically obliged to endorse everything I download, then I have no way to recognise the value of a mod like SkyUI or Live Another Life over something like Immersive Cheesy Game Show Hosts of Skyrim. (Because, you know, the title starts with "immersive" and ends in "... of Skyrim". At 2am on a Saturday morning, sometimes that's all you need :)) I seem to recall Nexus allowing me to rate things from 0 to 10. I didn't mind that nearly so much. I tended to be a bit stingy with my approval, but I had finer grained control and so I rated more mods. These days everything is effectively 10 or 0, and stingy as I am, I don't find many mods worthy of a 10. But (IIRC) the numeric ratings eventually proved controversial. Angry users maliciously would maliciously award zero points to a mod and then brag about it in the comments thread. That upset people and so Nexus tried to encourage a more positive approach. The end result of which is that now we can only approve and thus withholding approval starts itself to seem like malicious disapproval. And so not only have we lost the ability to say anything "bad" about a mod, we're now losing the ability to say anything "good" in a way that actually counts for anything. So that's why Nexus comes across as "nagging" in my mind. Because if my opinion isn't going to mean anything then I'll keep it to myself, thank you. Everyone views these things differently, but that's my take on it. -
New wave of Nexus Endorsements
DocClox replied to DanielCoffey's topic in General Skyrim LE Discussion & Support
I've been endorsing a lot of mods lately just to clear the reminder from MO. For some reason it doesn't leave me feeling nagged the way that NMM did. I never endorse anything on the Nexus web site unless it's very good indeed for some reason.