
Wormheart
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Everything posted by Wormheart
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All the credit should go to Annon for figuring this one out :)
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Skyrim Revisited Pre-Release Feedback
Wormheart replied to Neovalen's topic in Skyrim Revisited (retired)
You can rename it without breaking anything, you can even rename the folders under it I believe, AV doesn't care just so long as they are in the folder SkyProc Patchers\Automatic Variants\AV Packages All of the information about what they actually replace in the game is stored in the *.json files, the folder names can be anything (the texture names do have to be what they are now though). -
I didn't listen to them all, but the ones that I did sound good. I hear what you mean about the second one, must be another ambient sound in that area, I'll try and remember to explore the area for the source if I'm ever there.
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Oh, I have this in my load order. I did notice once that Tauriel was using a torch while I was sneaking, I thought perhaps there was a dialogue menu I needed to go into to set it up, I'll have to have a look again some time but I don't have Tauriel enabled in my new start(s). I have not enlisted any vanilla followers in a while to see if they work and I think Vilja has this built in.
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From the looks of it, this link should solve your issue as well as your mod folder is outside your Mod Organizer directory.
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So Far: DaintySloadExterior01 - Birds of Skyrim placed sound, Ambient Seagulls Placed Sound and regional sounds from Sounds of Skyrim - The Wilds BrinehammerExterior02 - Birds of Skyrim placed sound and regional sounds from Sounds of Skyrim - The Wilds That is it for Birds of Skyrim, the rest will be SoS and Amb gulls and probably a longer list. I'll edit this post with more. Edit: OK, 71 cells have both the region sounds from SoS and placed sounds from vanilla skyrim (replaced by Ambient Seagulls) only 1 had the waves sound but no region :P Here are 11 cells that have editor ID's (so they can be coc'd to easily)
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Have you run the launcher at least once from steam to create the registry keys and maybe the plugin lists the game uses? I don't know the inner workings of Skyproc or DSR to know where they pull the location of the files from or if they have a specific error message for that situation, but it is something to try.
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Only one cell contains both the BoS gulls AND the waves from Ambient Seagulls: DaintySloadExterior01 Sounds of Skyrim adds gull sounds to the region sounds with what looks to be a low chance to play 0.01 (out of 1 I presume) so any cell marked with the regions: WeatherCoast, WeatherCoastFog, or SoSWildsAudioExtIceCrackling and also have sounds from BoS or Amb gulls will overlap but I doubt it would sound "unnatural", gulls are very vocal birds.
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Ambient Seagulls retains the waves sound, the gulls are not overpowering. I'll see if those sounds are used in places that manually placed gull sounds are not.
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Thank you :)
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I think for Dual Wield Parrying, you need to use "Dual Wield Parrying Random Attacks Dawnguard" if you have Dawnguard and play with a controller. I don't think the skse version allows you to left hand attack and block without some really clever remapping.
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Skyrim Revisited Pre-Release Feedback
Wormheart replied to Neovalen's topic in Skyrim Revisited (retired)
haha, I meant when computers move out of compatibility with the software, or I just get tired of it's limitations, or get spoiled by another game ;) -
Humm, I've used that trick before without issue. Try coc qasmoke from the main menu, that should get you into the main test cell with nearly every Skyrim item available. (great for testing tweaks to vanilla gear, etc)
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Sounds of Skyrim - The Wilds also has seagulls. Just had a quick listen to the Birds of Skyrim seagull sound outside of the game and I hear a motor in the background.
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I also took a look at the lvlpredatorscript, even checked Skyrim, Dawnguard and Hearthfire for what references this would actually need to enable and there is only one reference in Skyrim that is Initially Disabled with no Enable Parent, the rest are already enabled or have an enable parent, so I commented out the single line for the Enable() part and no more spam. It could break mods or even Dragonborn but I won't know about that one until it comes on sale, so I probably wouldn't recommend it, it isn't something that is continuously running trying to enable something it can't. Though if you do want to try it, commenting out the single line will still allow the rest of the script to function, it will still (try) and disable anything that has a link to another reference that has the solo keyword. I don't know if it will start spamming about disabling a reference with an enable parent, but nothing has shown up yet. Re: testers wanted! I'd love to but I'm a lousy tester, I can't NOT tweak a mod to fit smoothly into my load order, creating patches and cleaning up more than just ITM's. I'm afraid it would skew the result for anyone who doesn't go into that kind of detail (or if I mess something up with my tinkering :P)
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General Support Thread
Wormheart replied to Solist's question in Guide Support & Bug Reports (retired)
Sorry if I missed it, but are you using the new Mod Organizer beta 0.99? That behaviour almost sounds like what I had running the new beta, reverting to 0.12.9 fixed it. Just something to look into anyways. Edit: Just fixing the quote. -
Skyrim Revisited Pre-Release Feedback
Wormheart replied to Neovalen's topic in Skyrim Revisited (retired)
I've been watching the progress on CNHF for a while now and I have to say, it's the one I will probably use from now until I can't play Skyrim any more. -
Anyone else run Automatic variants (or other Skyproc patchers) through it? I tried AV and it failed saying something about invalid esp's. If it works for anyone else I'll check my setup but for now I had to go back to v0.12.9 to generate any patches.
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This is my folder structure if it helps. (Version 1.81)
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General Support Thread
Wormheart replied to Solist's question in Guide Support & Bug Reports (retired)
as far as the DLC goes, it does find additional ITM's, they likely aren't a big deal though. (Looks like the XNDP - Navigation Door Link was decoded some more and the previously Unknown has been found to be unused, so any door references that only have different XNDP\Unknowns are being removed. I'm not yet sure if anything else might be removed from mods but only doors and leftover-now-empty-other-bits were removed from Dawnguard and Heartfires) -
For some reason I kept crashing trying to enter Fort Fellhammer Mines (not far south east of Dawnstar), tried a few things that didn't work and then I tried the iLargeIntRefCount tweak. I figured if the default is 100 that I would start small and work my way up until it worked (if it worked), I first set it to 1000 and it worked right away, I never tried lowering it to see where it crashed again though. I figure I can bump it up if I find anywhere else that needs more but if I find something that needs 5 to 10k or more, I'd just uninstall the mod that cell is added in, as I don't see a need to have that many loose items in a single cell. As awesome as it would be to actually see a dragons den filled with gold, just make new meshes instead of actually filling it with gold ;)
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SKYRIMLE bookshelves script SKSE (by McGuffin)
Wormheart replied to rootsrat's topic in Skyrim LE Mods
With this mod, books will still need calculated object bounds, it is easy to do (a lot easier than I remember being described in Unlimited Bookshelves) but it is tedious. I wanted to write a Skyproc patcher that read in all book records and updated the object bounds based on a list of pre-calculated values. However, I have zero java experience so I didn't make it very far :P -
Just off the top of my head, USKP fixes entering the mining animation while sneaking (the player would get stuck sneaking I believe), Ars metallica includes that fix of course, but also adds a little bit of smithing xp when the player mines ore. I have no idea what SkyRe does to it, I have never used it. :)
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General Support Thread
Wormheart replied to Solist's question in Guide Support & Bug Reports (retired)
I have not tried the beta yet, though I am eager to try the new favourite menu :) It also requires the new SKSE which is in beta I believe. -
There is also version IIÂ that is a different style and comes with thinner books as an option.