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  1. It appears there is a zone of light around the player character or that a darker ambient fog is dispelled as the player advances. It is difficult to describe unless you already know what I am talking about, so here is a video. Notice a distinction between lightness and darkness in the mid-ground of the image that changes with player movement. My basic visual setup is Zangdar's Lux ENB for Cathedral Weathers. I have turned off the ENB effect and still noticed the undesirable effect. I can provide more information on my setup, but I am not sure if you want a list of 768 mods. I am hoping that someone has experienced this and has fixed it for themselves. Here is someone else's video of it from 2011:
  2. I have tried multiple values from different [Workshop] parameters, but haven't been able to increase the buildable area so far. Anyone know if it is possible and which one it is? At least I found bBudgetEnabled=False, which removes the limit for buildings which helps. But I'd like to spread the buildings a bit out more and increase the area to gather resources from.
  3. I, like many others I imagine, am quite irritated that the iridium Hoe and Watering Can don't water/till a 5x5 square to match the iridium sprinkler, but more than that, the whole progression of those tools doesn't really make sense to me. The current setup for these tools is as follows: 1x1 (1), 1x3 (3), 1x5 (5), 3x3 (9), 3x6 (18) It just seems nonsensical to me, so my request is that the areas change as follows: 1x1 (1), 1x3 (3), 3x3 (9), 3x5 (15), 5x5 (25) This way it matches the progression of the quality => iridium sprinklers. I know people say this is too OP, but the way I see it is you need 1 iridium bar to make a sprinkler. You need a whopping 5 to upgrade your tools. :/ I understand this may be something that is hard coded into the game, as I searched high and low for a mod that did something to this effect and came up empty. Better Sprinklers did something like this with the sprinkler areas and even made it configurable, so who knows? Anyway thanks in advance if this is possible or thanks anyway if not. :)
  4. I like vault 88 its big its fun but it needs something it needs more America! is it big? yes, Make it bigger. is there a lot of areas to build? yes Make more!.does it have many dangers and creatures to clear out? yep....MORE!!! Ladies, Gentlemen, I may be an old fashion fallout4 mod playing fanatic and i want more all the time but i say to you is that not what America is all about too? have a lot a whole heck of a lot more than we need? basically clearing rooms and areas of vault 88 is a lot of fun, I want more of that fun; maybe a death claw nest area, underground garden area, a super mutant base whit a pit of uranium, another underground water deposit, and just some tunnels and large areas, like little camp light. thanks for reading.
  5. hello there, as the title says few of us want a "restricted" area mod where we wont be bothered why? 1. you left your home only to return and see some dumb a** settler sleeping in your bed 2. next day you see a bunch of idiots in your home wandering aimlessly or (struck) who where asigned to different stores 3. some settler or piper stole your power armor 4. garvey was seen seating nuka cola from the cooler 5. ..... (possible mishap) nvm, so if any one is capable of a mod which will restrict access to marked/selected location ill be really gratefull some may think how can i mark a restricted area? well i thought bout it, we can use the "floor conduit" and "wires" to mark a area so no one enters it, i know it wont look so good but hey if it works it fine by me (if someone gets a better idea your free to do so) thanks for reading, hope someone can make this.... wish i can make this but im in medicine science so i dunno much bout programming and stuff :p
  6. Hello, i was making a simple mod that would expand settlement's buildable area. I simply selected one of the "box" thingies in the settlement (in creation kit) that mark buildable area and enlarged it and moved a bit to fit my need. What i noticed is that it comes into conflict with other mod i use, the popular scrapping mod "Spring Cleaning". It makes sense, after all both of them affect the settlement. I would like to make peace between the two somehow so i could use both but i dont know how to do it and so i have few questions that hopefully someone can help me with. Is it possible to set those mods up in a way that would allow them both to function? I tried to select both fallout 4 esm file and spring cleaning esm file while making the mod, i hoped that since the spring cleaning esm was selected that would make it compatible, but it did not, did i do something wrong? can it be done? I also tried to edit the spring cleaning mod itself, i figured it would be okay since its just a small change for my own use and such, but the mod is in esm file, and i do not know how to edit it so i could change the buildable area boxes, how can i edit esm file? I also though maybe it would be possible to merge both mods but i think that might cause even more issues. I think that probably the bast way to go at it would be to do the changes i want in the spring cleaning mod itself, that would (hopefully) not affect scrapping lists/recipes and still enlarge the buildable area for bigger settlements. Thanks for reading, hopefully someone can help me out. EDIT-01: Someone responded to my comment in the mod area and linked a separate mod that patches this issue up ( Link: http://www.nexusmods.com/fallout4/mods/12702/? ), i tried it out and it seems to actually work, i have both spring cleaning and my mod loaded and both seem to work fine and not interfere, buildable area in few settlements that i modded so far is greatly increased and scrapping works fine, already scrapped objects didn't return like they did before. I will continue to test this to see if there are any issues but so far it seem to work well! EDIT-02: I have another question and didn't want to make new topic just for it so i figured maybe ill add it here. The question is how do scrapping recipes work in game and how to add new ones?
  7. Hey, i have been looking for a mod that can disable the boundaries of the workshop area in your settlement. A few days ago i found a mod like this: https://www.nexusmods.com/fallout4/mods/3846 The Problem is that this mod only changed the boundaries of a few settlements. Of course there is also Place Everywhere but in order to build outside of the Area you must first place it inside the borders and only then can you take it outside. I would love to see a mod like this where you could change the entire commonwealth.
  8. Hi everyone! Recently my insane mind thought of a challenge that made me shiver with anticipation! Until I tried it... The challenge was to use Deadly Dragons' (https://www.nexusmods.com/skyrim/mods/3829) assault to summon a large amount of Wyverns (Because Skyrim dragons aren't dragons!) on a freshly made character and see how many I can slay before my first death (there was more to it, but you get the gist). But alas, whilst scouring for the location in where the epic battle would take place, my grin turned into a frown as my searching of the plains of Skyrim revealed that EVERYWHERE would be a problem... Fire, frost or lightning 3rd-person-archery-blocking grass or blinding-white ENB snow, giant-killer sabrecats or radiant events that force you to stop in place, not to mention the murky darkness of the night, a nearly solid wall of black that prevents all vision of mine own and that of the greatsword-wielding schoolgirl on the screen. These conditions prevented my mind from unleashing it's craze upon this realm, and since the evil Creation Kit is more of an error-ridden decoration on my machine, I hereby call upon the heroes of Nexus for aid. TL;DR I need a large, open plane to serve as an arena. This place needs to be devoid of anything and everything; no animals, no grass, no rocks, and no NPCs or their related events (i.e. no thief "hold this for me" encounter or werewolf/bear attack). Don't overthink it, this is not a request for a house mod or arena mod, all I need is an open area of considerable size and no terrain obstacles or elevations that has absolutely -nothing- in it, preferably compatible with Deadly Dragons' assault but I can make do without it. And that's it, simple right?
  9. Hello Comunity, Every time i cross a certan area in FNV my Game crashes. The Game area is not acceable anymore, after the Wolshorn Ranch in direction to NewVegas . I reinstalled the Game 4 times now. Reinstalled les, and les mods each time (using NMM). Nothing worked. I sorted my load order with "LOOT" Created an auomatic merge patch with FNVedit and so on. Only thing that worked was to disselect the merge patch, but that results in missing textures an big red "!" all over the place, I hope that somebody can help me. Yes i have: NVSE NVSR NV4GB this is my load order: FalloutNV.esm=1 DeadMoney.esm=1 HonestHearts.esm=1 OldWorldBlues.esm=1 LonesomeRoad.esm=1 GunRunnersArsenal.esm=1 ClassicPack.esm=1 MercenaryPack.esm=1 TribalPack.esm=1 CaravanPack.esm=1 YUP - Base Game + All DLC.esm=1 Active Wasteland.esm=1 FOOK - New Vegas.esm=1 Interior Lighting Overhaul - Core.esm=1 FreesideOpen.esm=1 FOOK - New Vegas DLCs.esm=1 ELECTRO-CITY - CompletedWorkorders.esm=1 Interior Lighting Overhaul - L38PS.esm=1 NVStripOpen.esm=1 oHUD.esm=1 Project Nevada - Core.esm=1 ELECTRO-CITY - Highways and Byways.esm=1 Project Nevada - Cyberware.esp=1 NevadaSkies.esm=1 Project Nevada - Extra Options.esm=1 FCOMaster.esm=1 YUP - NPC Fixes (Base Game + All DLC).esp=1 Better Game Performance.esp=1 CONELRAD 640-1240.esp=1 FOOK - New Vegas.esp=1 FOOK - New Vegas DLCs.esp=1 EVE FNV - ALL DLC.esp=1 Project Nevada - EVE All DLC.esp=1 Active Wasteland - Dead Money Goggle Tints.esp=1 dD - Enhanced Blood Main NV.esp=1 FP gun follows crosshairs.esp=1 ILO - Nevada Skies Patch.esp=1 ILO - PipBoy Light.esp=1 KillableKids.esp=1 Interior Lighting Overhaul - Ultimate Edition.esp=1 Active Wasteland - Vanilla Replacements.esp=1 ILO - YUP Patch.esp=1 FreesideOpenPatch.esp=1 Active Wasteland - Goggle Tints.esp=1 Radar.esp=1 Followers Ready To Fight.esp=1 Project Nevada - Cyberware Additions.esp=1 YamsPinupParade.esp=1 vault22FloralOverhaul.esp=1 Project Nevada - Rebalance Complete.esp=1 The Mod Configuration Menu.esp=1 TheSinkRemodel.esp=1 Active Wasteland - Dead Money Replacements.esp=1 Active Wasteland - Coffee Maker.esp=1 NovacMotelRoom.esp=1 ILO - GS Shack.esp=1 ftcAtomicWranglerApartment.esp=1 No more giant manhole covers.esp=1 Project Nevada - All DLC.esp=1 Active Wasteland - Dead Money Coffee Maker.esp=1 Companion Sandbox Mode3.esp=1 StripOpenMain.esp=1 Machienzo - Arizona Killer Crowd Quest Fix.esp=1 FCO - GlowingOne.esp=1 FCO - Playable Races.esp=1 Brotherhood and House Alliance.esp=1 AtomicWrangerEnhanced.esp=1 Better Burned Man.esp=1 OWB-Path Lights - Darker Nights.esp=1 OWB-Path Lights.esp=1 NevadaSkies - Ultimate DLC Edition.esp=1 FCO.esp=1 MyMergePatch=1 attached is a sreen from the mentioned bridge. I appologise for my bad english. Greetings from germany
  10. I've been working on a little project to learn how to use the DA Toolset. I was a little bit dissatisfied with how repetitive World Map encounters are, so I decided to do something about it. It's gotten a little bit out of hand, I think. :tongue: I made a brand new level with several sub-areas to replace the Chanter's Board sidequest "Loghain's Push" - the "Civil War" pin on the map, in other words. I dunno if this will be part of a larger project. We'll see. http://i.imgur.com/Ho1RQwh.jpghttp://i.imgur.com/f5L43Mn.jpghttp://i.imgur.com/Dokl35E.jpghttp://i.imgur.com/6tMYb1f.jpg Yeah, I basically made an entire new village in the Bannorn. It can be revisited for trading and stuff. What I need help with is scripting. There's some things I wanna do with the quest to make it a little more complex... http://imgur.com/a/53sQi ...But it's just hopelessly over my head. Does anyone familiar with scripting for DA's engine want to help me out? :tongue:
  11. Hello, one frustrating thing for me in fallout 4 is how smal some settlements are space wise. I was looking for a mod that expands settlement building space but couldn't find anything, i also tried to make one myself but i am not really prolific with modding these days, i fared better with previous bethesda games, not so much with fallout 4 unfortunately. If i could make such mod myself i would make all settlements much bigger, on par with spectacle island or maybe even bigger, so player could create small towns for their settlers Does anyone know of a mod that expands settlement's territory, as in, the space it controls and can build on? And if not, then can someone create such mod or help me do it? Examples of where more space would be useful would be hangman's alley for instance, any why isn't sanctuary hill's covering entire island? if it were up to me it would cover entire island and the river around so the outer side of the river would be the boundary. I think it is pretty obvious mod for anyone who likes the whole settlement managing aspect of the game, i know that it is not most people's favorite part, but i also know there are some (like me) that do like it, so there should be mods like this around, the lack of them would point that either i suck at searching (which is probably true) or maybe its just hard to create such a mod. If anyone knows anything about this id love to hear about it.
  12. Hi everyone, I wanna use the CK to trap some ghouls in a cage. And they are supposed to stay in there. Problem is, as soon as I move to a greater distance they walk out through the cage bars as if they don't exist. So I want to restrict their movement to the small area of the cage. Is there any movement restriction marker or something similar? Wasn't able to find something in the CK and on the topic so far. Help much appreciated P
  13. Alright so I'm probably an idiot who's installed mods that shouldn't go together but bear with me. I had it working for about 10 minutes, I could load into new cells and everything just fine and then it randomly crashed and now I can't do anything except load my save and sit in that one area. I move too far and the game crashes, I try to fast travel or load into anywhere else and the game crashes. I have a crapton of mods so. My computer specs are an i5 4670k, GTX 750Ti, 16gb RAM. I'm using Mod Organizer. I've run LOOT, both the one built into MO and the standalone through MO. I'm also running SSME, I've tried 512mb and 768mb and it crashed on both. If you need any more logs or whatever just let me know where the log should be located and I'll be sure to post it. Thank you! Load Order Skyrim.ini
  14. So i got this idea for a mod. Wouldn't it be realistic for the Mini Nuke to leave a Rad Infecded area at the place of detonation for a period of time? i just got the feeling it would be a challenge for the survivalist out there. Im not a modder, so im kinda outta the question of making it myself. Greetings ValidAccess
  15. Has anyone ever done anything, mod-wise, with the massive desert beyond that locked gate at the Mojave Outpost? It's f'ing enormous!!!! It's the size of the whole rest of the New Vegas world, if not larger! I just now on a whim decided to tcl through that gate, and there is an enormous amount of explorable space, that you can walk around in. Granted, the area is rather empty and boring, what with it being nothing but empty sand dunes, but it is still fully explorable, and seems to me has massive potential. A modder or dedicated group of modders could make a mod the size of the base game in that space, given enough time and the right skills. The only thing about that, though, is that it is the same world space as the rest of the game, so a large mod of that sort could decrease performance, unless worked around in some way. Still, though that seems a small obstacle for the great amount of potential space that could be used there. It's crazy how passionate I am about this empty desert! I don't know the first bit about mod making, though, so it's possible that I'm overestimating this desert's potential. Doesn't change my sudden love of this place, though! :D
  16. Greetings everyone. First post out here and as English not my primary language, I apologise possible spelling or grammatic errors. Anyway, lately I have been spending lots of time hunting interesting mods to enchant gaming experience... and more you get, more you want and thus here I'm, head filled ideas without skill or knowledge to make them happen. There are plenty of mods to increase immersion of game but one thing that really bothers me are distances - Mojave Wasteland feels so... small. Time adjusting mod that allows different time scale for indoors and outdoors helps with elements like thirst and hunger but close proximity of everything makes whole area really densily populated in awkward way. People seems to be everywhere but rarely truly glustered. I really liked feeling of distances of Fallout 1 and especially Fallout 2 where distances were long and encounters within wilderness relative rare while populated areas were indeed populated in contrast. I understand that making huge empty wasteland to be experienced in 1st or 3rd person would had been rather... repulsing for many players and most likely would had made console version of game impossible. So... assuming outdoors can be split in cells of themselves or something, having similar barriers as Goodspring has before truly finishing character creation, whole outdoor could be cut in pieces, thus preserving everything existing currently in game and then... A) Add Mount & Blade like world map (personal favourite when it comes to long distance traveling due interacting nature) or Fallout 1 & 2 like versions. Both options would improve sense of distance without much trouble with pathfinding/obstacle avoiding with NPCs like caravans and patrols if thinking straight. Because no random terrain generation even exist as far as I'm aware in whole game, few static locations per terrain type could still do the job. Should this model get popularity, amount of variation would probably expand as people would make their own variations of 'random' locations. Too bad this option might be impossible to be done as existing game doesn't have anything to support this form of approach if I have understood correctly. B) Fill 'gaps' with lots of empty outdoor land. This would negate need of actual cells for existing locations but would reguire serious amounts of work. Even if most mountain areas would be actually impassable or merely path with cliffs both sides and deserts expantable huge areas of flat surface, simply having edges of existing locations smoothly attached to new ones with fitting (rail)road net-works alone would require lots of work. This variation would also requires re-pathing of npcs using when moving across the Mojave, expanding required work even futher. Either way, work would need serious interest, skill and time to be carried out and I'm happily surprised if anyone actually have motivation to push this idea forward. However, should mod with either variant exist, additional locations should be far easier to place to game in reasonable sounding or looking locations without making making wasteland feel even more growed as it is already is. Thank you for reading.
  17. Hi! I'm new to scripting. I've been trying to learn how to script but I've never actually made a script. I'm making a mod and i have a room with a prisoner but there is a magical barrier and the player must use a spell to disable it for a few seconds so he can enter the room and talk to the prisoner. The spell must only work if the player is near the area so that the prisoner cant escape if the spell is cast on the other side of the building. So i guess I'm looking for a ''disable object for 5 sec if spell cast in specific area'' I appreciate any advice ;)
  18. I'm not entirely sure if this is the right area for this sort of post, but it seemed to be the most fitting at first glance. I remember seeing a mod a while back that changed the titles of the saves made in the world from "Skyrim" to the actual location you're in. So, instead of seeing a bunch of saves titled "Skyrim" when scrolling through your saves you'll see "Whiterun Stables" or "The Rift." I've been searching around for it, but I'm not having any luck. Anyone happen to know of it and where it can be found?
  19. Hey! I am busy creating a new area for Skyrim, and I was wondering: what features do you like about player-homes or areas? What can't be missed? And what should absolutely not be done? As for my preference: It has to have a certain theme or something that combines everything together. I do like loads of decoration, as long as it is logical for the decoration to be there. (So no random stuff all over the place) And a story about the place is nice too, but not necessary. So, what do you think? You may give examples of vanilla or modded areas of course!
  20. Hello, I just made a completely new setup, and it is running smoothly with 200 mods installed, no problems so far, all the utilites are installed, like SSME, stableUgridtoload, SKSE 1.7 (memory allocation patch not implemented, did not work, this is why I use SSME ), safety load (configured to not to work just when loading.) etc. My only problem is that I get occasional CTDs when I enter a new area, for example I got CTD when I entered riften from outside, same happened with Whiterun as well. Riften was `clean` unmodded at this time. However I won`t get CTD always, most of the time I can enter without problems, let just say once from 15-20 loads I get CTD. This is not occurs when I loading up saves! So this is not a typical savegame corruption issue. Also because my game is quite fresh, these are new saves anyway. It is also really hard to pinpoint what is causing it, because it is happening occasionally. Any ideas what could be wrong?
  21. Noob question here: my partner and I are working on a quest that begins in the Lothering windmill. The issue we're having is that the area transition doors work to go inside the windmill, but not to go out. There are waypoints in place, but when you transition to go back outside, you end up in a nonexistent limbo area. We've been searching for tutorials on how to transition to exisitng game areas, to no avail. Any tips would be greatly appreciated. :smile:
  22. Oh, here's what I have: I wrote a mod based outside Solitude that involves Dunmer and the mountain erruption. Its lore friendly and includes a new player house, new town, new quests, and new areas. What I want: anyone who wants to work on this with me. I think it's better if something on the larger side has multiple makers so that ti's style is more varied. I can use anyone who wants to make any part of this, large or small. I'll be posting a list of specific elements later on.
  23. Hello, This is my first post as I'm truly more of a do it yourself programmer/modder, but I cannot figure this out. I am trying to make a detect dead spell that behaves exactly like the vanilla one, but is toggled on and off rather than concentration casted. I've managed to get it to work on living actors, but corpses seem impossible to affect in this manner. Below is what I've tried before. I think this may require a custom scripted spell, but I can't figure out how to write a script that affects corpses not targeted, but rather within an area of the caster. Attempt 1: I modified the original detect life spell to be called as a constant effect ability by the "ToggleAbility" script. (This script uses a fire and forget spell to turn on an ability, and then off again when the spell is cast again). Result 1: Created a spell that detected dead things, but they remained highlighted after the ability was removed (I believe that the constant effect was applied to the corpse and then no longer retained any relation to whether or not the player had the ability or not) Attempt 2: I modified the Frost Cloak vanilla spell to have an increased range and create the detect dead highlight rather than being hostile or doing any damage. The Frost Cloak spell casts a Concentration/Aimed-or-TargetActor type spell at any living actor within the range. Result 2: The cloak archetype seemed to be unable to affect existing corpses in any way. I WAS, however, able to create an effect on living things as they turned to corpses (died). But the effect only on their death, it had no effect when cast again with the corpse already being dead. The problem here, seems to be the lack of an area of effect archetype that can affect corpses in the area of the player. Does anyone have any ideas? Thanks for reading!
  24. Some time ago I was asked to help find modders to help with Black Marsh Project by <a href="http://www.youtube.com/user/IbsensGhostUK?feature=watch">IbsensGhostUK</a>. They informed me that the project is nearly complete and that there are only small things holding the project back from completion, that they need additional modders to help with the project as one or two people with little free time just isn't enough. If you're at all good at modding Oblivion, please help bring what will be the greatest Oblivion mod in years to fruition, there isn't much more to do, just finish ups.If you are somehow unfamiliar with it, here is a trailer of InsenGhostUk's Black Marsh mod so that you can see how far along it is <p> </p> <p>Not sure where to place this thread (or where all this code came from for this thread itself), and it doesn't matter if you despise Argonians, it's a whole region, Black Marsh will be the greatest reason to keep Oblivion installled, <strong>do not let this epic and lore friendly mod go to waste</strong>, so much effort has been put into it already and as stated by its creator, it's practically done.</p> http://www.blackenterprise.com/files/2009/07/uncle-sam-wants-you.jpg Here is where you can check for progress http://www.darkcreations.org/forums/forum/39-tes-iv-black-marsh/</p>
  25. Greetings, For Mass Effect 1 -- I want to change the BGM that plays on an area to a customized one, particularly around the Upper Markets located on the Citadel // Upper Wards. Well, you know - the section where we observe the view of Citadel's wards with Ashley & Kaidan. And if there's a way, how can I do that? I might have all the tools needed for creation; ME3Explorer, and basic knowledge about file formats and stuffs, that I hoped can make the discussion easier to follow, hahah. Much thanks for considering this.
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