
alexbeugelsdijk
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How about populated skyrim civil war: https://www.nexusmods.com/skyrim/mods/49489/? It adds patrols and battles similar to immersive patrols. I'm using both at the same without any problems. I haven't tested either to a large extent, but from what I've seen the troops added by immersive patrols are arranged so that the battles are close-combat, melee type, while the troops added by populated skyrim civil war are more ranged combat, so its a nice mixture.
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SKYRIMLE Open Cities Skyrim (by Arthmoor)
alexbeugelsdijk replied to frihyland's topic in Skyrim LE Mods
Now that Sheson's memory patch has been released, I have been looking into this mod again. I have a couple of city overhaul mods that add buildings to city worldspaces, and I was wondering if I wanted to make a patch that would enable me to use these mods with Open Cities, what would that entail? -
Yep, it was the hidden extension that was throwing me off. Got it changed to a configuration file and its working now. Thanks.
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Ok, so I see -forcesteamloader must be an argument for skse_steam_loader so that it can apply the parameters
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Not sure what steam version you're talking about. I was using the files from the skse 1.7 alpha build archive. I believe my game is the steam version. If I have steam closed and I try to start skyrim, it prompts me to launch steam.
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Yes, I've tried 768 according to instructions in SRLE and even 1024, but either way memory block 1 stays at 256mb.
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I have an issue where the memory parameters in SKSE.ini are not being applied. Using the skse_steam_loader from the new skse alpha build or Neo's skse_steam_loader from the first page of this thread results in 256mb being allocated for both blocks, regardless of the parameters I put in the skse.ini. Only when I use Neo's original dll file that was posted in this thread with the hardcoded memory block modifications independent of the skse.ini file did I finally see that 512mb was allocated for memory block 1. Anybody have any idea why I can't get the parameters to be read from the skse.ini file?
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Can someone recommend a utility I can use to view total system memory usage while in game?
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I'm finding a lot of the mods I use that add to / modify worldspace have deleted vanilla navmeshes and are causing CTDs when I enter the areas they affect. Using tes5edit, I am able to find the vanilla navmeshes they have deleted and the new navmeshes that they have added. Usually, it looks like the new navmeshes are just a modified version of the vanilla navmesh. By changing the formid of the new navmesh back to that of the original vanilla navmesh, I am able to "restore" modified versions of the vanilla navmeshes. This guide was a big help: https://www.afkmods.com/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/ I'm pretty confident that this should work, since after changing the formid, and comparing the navmesh records between skyrim.esm and the mod in question, there is a high degree in similarity of vertice and triangle data with many of them identical between vanilla and the mod. Of course, there may also be added triangles or deleted triangles based on the changes the mod author made to the navmesh. Anyways after doing this method of changing formids to undelete navmesh basically, I was really hoping this would solve my CTD problems, unfortunately they did not. I get a CTD moving from solitudedocks02 to eastempirewarehouseexterior like clockwork. The problematic mods I'm working on now are solitude docks district and complete solitude. By themselves only, either mod works fine. However, when I load them together, the CTDs happen and they are not dependent on load order. This is despite the mod author of complete solitude saying that his mod was made to complement solitude docks district and recommending that they be used together. It is worth noting that complete solitude also has the majority of the deleted navmeshes in the region of 15 or so. I'm wondering if anyone else has had this problem and found a solution for resolving deleted vanilla navmesh. I found this guide https://wiki.tesnexus.com/index.php/How_to_merge_two_hundred_mods it seems like the author is trying to achieve the same thing as I am right now, but I haven't heard of the program GECK or anything. Any thoughts/suggestions would be appreciated.
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SR:LE with SkyRe / CCO / Immersive Patrols
alexbeugelsdijk replied to BioneYe's question in Guide Support & Bug Reports (retired)
I installed SRLE, Nearox's Vega Core Pack (contains skyre and other gameplay mods), civil war overhaul, immersive patrols, and enchanting awakened and haven't had any problems yet. If you're going to do this, make sure you remove the records from Nearox's vega core conflict resolution patch that are dependent on acquisitive soul gems (using tes5edit), and then either keep smart souls from SRLE or opt for enchanting awakened and its built in soul gem management. I haven't looked into incorporating CCO myself. -
Aiming takes practice
alexbeugelsdijk replied to alexbeugelsdijk's topic in General Skyrim LE Discussion & Support
Well, I couldn't find anything on nexus so I decided to see if I could put together a simple mod for this. In my script, I'm modifying the f1PArrowTiltUpAngle, f3PArrowTiltUpAngle, etc. ini values with a random modifier depending on marksman skill level. This will adjust the vertical aim. Does anyone know the ini tweaks for adjusting the horizontal aim?? Also, I'm getting a CTD after I shoot the bow. My script is below, does anyone know what I'm doing wrong? Scriptname AimingTakesPractice extends ReferenceAlias Import Math Import Utility Actor Property PlayerRef Auto ;setup Float maxskew = 0.5 string[] aimparameters float[] defaultaims ;initialize Event OnInit() debug.messagebox("initiallizing") aimparameters = new string[4] aimparameters[0] = "f1PArrowTiltUpAngle:Combat" aimparameters[1] = "f3PArrowTiltUpAngle:Combat" aimparameters[2] = "f1PBoltTiltUpAngle:Combat" aimparameters[3] = "f3PBoltTiltUpAngle:Combat" defaultaims = new float[4] Int iElement = defaultaims.Length While iElement iElement -=1 defaultaims[iElement] = GetINIFloat(aimparameters[iElement]) EndWhile iElement = aimparameters.Length While iElement iElement -= 1 modifyaim(aimparameters[iElement], defaultaims[iElement]) EndWhile EndEvent ;update on every bowshot Event OnPlayerBowShot(Weapon akWeapon, Ammo akAmmo, float afPower, bool abSunGazing) debug.messagebox("bow is fired") Int iElement = aimparameters.Length While iElement iElement -= 1 modifyaim(aimparameters[iElement], defaultaims[iElement]) EndWhile endEvent ;performs math to randomize aim according to Marksman skill level Function modifyaim(string aimparameter, float defaultaim) Float archerylvl = PlayerRef.GetActorValue("Marksman") Float aimmodifier = maxskew * RandomFloat(-(1 - (archerylvl/100)), (1 - (archerylvl/100))) Float newaim = defaultaim + aimmodifier SetINIFloat(aimparameter, newaim) EndFunction -
Is anyone aware of a mod that makes the accuracy of your aiming dependent on your archery skill level? It doesn't feel realistic that my level one character can snipe an enemy from 200 yards off.
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It's windhelm military enhancement project. https://www.nexusmods.com/skyrim/mods/24603/? I found 4 deleted navmeshes with tes5edit.
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I've installed a new mod that deletes vanilla navmesh and replaces it with its own. I've heard deleted vanilla navmesh can cause CTDs and indeed I have experienced crashes when I've gone to the area the mod affects. I've read that to fix this you can use tes5edit to restore the deleted navmeshes in the mod esp, and then in creation kit drag those navmeshes below ground so they won't be used by npcs. I've been trying to do this and am having real issues finding the single triangle navmesh in a gigantic exterior worldspace and also my computer becomes extremely slow in navmesh mode. I'm wondering can I just set the unwanted vanilla navmeshes to "initially disabled"?