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  1. I'm trying with all my might to keep Bethesda's vanilla navmesh intact for areas related to certain exterior cell borders, but due to the need to sculpt the more hilly parts of the land, the green merged bits of the cell border have chosen to rebel. They're either high in the sky or buried below the ground (any connected nodes are selected simultaneously so that they can be raised up—or lowered back—to Nirn together). The trouble is, the green border lines decide to vanish completely after this process. There is no way to refine the navmesh triangles which connect to them, and it's impossible to connect any new ones because the CK doesn't recognize the vertices as viable. This will be about the fifteenth time I have restored a backup and attempted to gently coax the merged borders to stay visible, but I am growing frustrated. Edit: Extreme zooming-in shows that the (previously?) merged vertices of the missing green lines are still present themselves, but they are no longer merged. No matter how much I attempt to align them, the CK refuses to merge them. I can merge other vertices just fine (provided they're located in the same cell), but the border vertices refuse to cooperate. Edit 2: Solved it! It almost never fails. Nearly every time I have to write a post here, something eventually triggers in my brain and I end up finding what I need without anyone responding. In case anyone else runs into this particular issue, don't panic. The green bars of harmonious borders will reappear once you Finalize your navmesh. Don't worry about merging vertices, just get everything as close as possible and the CK will do the rest.
  2. Hi, I built a mod for SF, but it is a huge mod and has 3 cells (2 interior and an exterior cell). I want to create another mod with just one of those cells (interior), but instead of rebuilding the whole interior cell with all the assets, I would like to check if there is a way to export that cell and import it in a newly made mod. I have checked the import/export options of the CK, and can´t find an option to do so. Does anyone have an idea if that could be done? and how? thank you for your comments and help!
  3. Adding to the blocked door in rielle, The staircase going back down to match the stairs going up has a small gap between them. In the creationkit, you can hardly see it. In the game, you have to move to a position between the cells to see it. I've tried moving the staircase down by 2 on the x. That leaves a gap on the other side. It looks like the entire rielle map is offset by 1. If try to move the existing map by 1 using the mouse, it might screw-up the existing rielle. Same moving the addition. Using the mouse, will cause more problems then it solves. I can add a sight blockers around the gap. If you understand the problem, need help.
  4. Well hello again I use mod which add new cell and by seedit i replaced some furniture but... Technically it dosnt helped, example - i had arkey shrine origin but i change it to julianos because i like this small piramide more but when i try activator - blessing of arkey added, if i activate another shrine in origin game - its ok, no problems So how to reload cell? Now i just in testing and i think if i start new game it will be fine, but for now probably there is console command or something to force reloading of cell?
  5. Hi, I'm new to modding and right now I'm working on my first custom world space. This is the first time I'm trying to test it in game, but this is what happens. I run the game with my .esp plugin active (tried from both Mod Manager 2 and through Steam). Then I coc to the specific cell in my world space (that contains a cocmarkerheading) from the game menu. And there's only one cell rendered. It looks like the terrain is cut where the cell ends, and there is just bottomless nothingness ahead :). Anyone came across something like that? I've been searching for a couple of hours now and can't seem to find a solution. Any suggestions are welcome, I'd really appreciate it.
  6. I'm having a problem where cells are respawning way too fast. This is a reset inside half an hour, with a slower timescale than usual. Here's my usual testing routine: Hardcore mode, timescale at 5. coc ConcordUndergroundExt from main menu. Give myself an AK, do SPECIAL/character name setup, kill the raiders around Preston. Move north, clear out the raider camp near the mole rat pack. Move through the woods to Red Rocket, fight mole rats as necessary, dump unnecessary inventory items at Red Rocket. Move north through Sanctuary to the cliff across the river. Scale cliff, clear raider camp under transmission tower. Move south to Abernathy Farm, passing by campsite random encounter location. Finish loop by returning to Concord.By the time I get back to Concord, the raiders have respawned. Doing additional loops also shows that the other camps have respawned, and random encounter locations have reset. I would post a mod list, but none of the mods I have are published anywhere, and most of it is original work. Does anyone know what could be causing this?
  7. how can i make ammo casings save across the levels just like corpses do? i don't mean increasing their lifetime or count
  8. Hey everyone, I'm currently making a mod, and was wondering if it's possible to copy some cells I have previously made in another .esp, to a new .esp without having to rely on the .esp as master file once the process is finished. Does anyone know if this is possible, and if so could they tell me how I would achieve this? Thanks in advance, BayK.
  9. If I wanted to change the ownership of multiple cells in FONV, is there a smarter, more efficient way to do it than by manually changing each ownership in Cell View? I feel like there's probably a way to do it by script but I am completely new to modding and coding so I have no idea how to do it.
  10. Hi-yo! I'm trying to make a mod where the player has the exact same experience every time they go through a custom interior cell after they hit a button. Same enemies, same weapon placement, same doors. Seems like a job for a scripted cell reset, right? Unfortunately, I've hit a wall on that front. No matter where I put the activator button- even outside the room- I always enter it to find the weapons missing and the enemies dead. The items are flagged "respawns", the zone isn't flagged "never reset", and the code compiles, but the cell just ain't resetting like it's told. Very frustrating. Has anyone got the cell reset function to actually work for them? I'd love to hear how you managed it. And for completion's sake, my script looks something like this, with the appropriate properties. Scriptname TestRoomReset extends ObjectReference Const Event OnActivate(ObjectReference akActionRef) TestRoomCell.Reset() EndEvent Cell Property TestRoomCell Auto Const Keep safe out there.
  11. Hey, I came here seeking great fortune and women. Actually, I was hoping someone could give me some advice on creating the idle dialogue followers have when they enter a cell that has a unique/interesting/impressive view, prompting a "Oh wowwwie Scoobs, this place is GROOOVEY!" kinda deal... in other words, I believe I know HOW to organize this dialogue, but at this rate I will have to examine like, ALL the cells to figure out what specific conditions need to be allocated.... (i.e. "GetInCell SkyHavenTemple = 1.00" ect...). Isn't there some kind of LIST or perhaps a dialogue QUEST that I haven't seen that makes it easier for me to get this dialogue rolling. I'd greatly appreciate any assistance. Thank you for your time.
  12. I believe my game may be irretrievably broken, and I'm hoping, beyond hope, that someone might proffer insights to the contrary. I'm presently in my 3rd play through of SSE with over 565 hrs of game play on a heavily modded (199 installed, 197 active) play through. This entire post is based on the fact that I am trying to complete quests on the other DLC since I believe I finished the questline with Alduin and Paarthurnax. In the last 65 hours I have begun to experience serious gameplay issues. In addition to the issues I will elaborate on here, I also encountered some follower and responsive AI issues, but those seem to be under control.. *** I attempted the Diplomatic Immunity quest on the Thalmor embassy. I could not proceed beyond the point where I am to give Delphine my gear. Game freeze. Old issue with lots of info on the forums. I have had all major patches installed from the beginning. I emptied my inventory of all inventory especially modded.. all books, notes, journals that i could drop/shelve.. stored all my food and ingredients.. stored all scrolls.. Then changed into common clothes.. handed off the vivid weathers book to a follower.. dropped the auto sorting fish on the floor of my bedroom.. the 20 sawn logs on the floor via console (a pair of boots?) and still a no-go. After hours of searching, I used a solution involving console commands and setstage to get through the various steps of the Thalmor quest until I had my gear back.. which worked out fine until I got into the interrogation area where an NPC was missing as was his voiced dialogue. While I was given credit for completing the quest, all the setstages and missing NPC made it an empty 'victory'. Then I added a follower or 2 (I'm a collector of followers) and discovered that earlier followers I had added briefly to 'get them out of my way' had added them to my follower total and decreased my total follower list which was now maxed. Very shortly thereafter, a patch was released which permitted the followers in AFT to go to 64 from whatever it had been (32?) tho I only had around 21-23 including Meeko as active followers. So I installed a mod/patch to increase the follower limit to 64. I had initially used wrye bash to tweak the ini of max followers to 64 when I added the boost patch. I believe I then finished the questline to get the enhanced Dwarven crossbow without issue. I then, very recently, became aware that I had an instance of AFT which wasn't by the same modder who had put up the follower boost for the mod by the same name. This was close to my 550 hr mark. After that I began working on the main questline again (I think). That is the one which ends with the encounter with Alduin. I think I had 3 quests to finish to complete the questline and for all of them I kept running into situations where all AI would stop working / all action would cease at certain points (I could still run around and shout clear skies) so I was again forced to setstage through the last few stages of each quest. I then became aware that the AFT I had and the AFT for which the follower boost was issued had slightly differing file formats. I uninstalled the first AFT mod & boost patch, then reinstalled the same from the mod where boost patch was provided by same author. I also reinstalled an updated version of USSEP which had also been recently issued.. After setting my load order (which I did by just placing them where LOOT had the earlier mods before, I ran wrye bash (making sure to untick the 4 plugins which specify no merge) and ran FNIS. It was then I was met with a notification that there were dirty mods (I had cleaned all dirty mods ages ago and there had been none until then except the 51 dragonborn or dawnguard references which normally persist.). I ran SSEEdit to clean the 3-4 affected files. I then loaded most recent save and, when I discovered I could still play, decided again to clear my journal of quests and chose a Solstheim quest. Kill General Falx. I returned to Snow Elf Palace and retrieved Serana who would now follow me after the AFT mod updates.. completing the quest without issue. I went back to Raven Rock and decided to head to Miraak's temple. I fast traveled to the abandoned shack intent on hoofing it to the temple. As soon as I change cells.. CTD. So I went to another spot where I was to continue the served cold quest and killed a couple NPCs no prob. I decided to try heading to the temple from the South and proceeded North.. soon thereafter.. CTD. So, there you have it. I'm trying to get to Miraak's Temple and can't get anywhere near it or I CTD. My buffered cells loading is 36 (so that means my uGrids are 5 if I understand correctly).. I haven't messed with any of that directly. I was contemplating switching my buffered cells to 24/25(?) in the ini to get through the content (since I read that that has worked for some people with less than stellar rigs.., but it was made clear that the change would forever make my save game fixed at this lower resolution setting. While my PC is average, I had been running fine with some shadow settings at Ultra and most others at high. Now, even with all high, CTD. PC Specs Phenom II x6 1055t (Stock) GTX 970 (No boost) 8GB 1600 DDR3 (stock) Win10 250GB SSD (with all game files local, not in prog files) 1TB Storage HDD I have no idea how to run the papyrus thing... I haven't updated to most recent NMM. Thanks in advance for any advice. If this is something I was supposed to post to technical forum or other, just point me in the right direction and I will delete it. I checked the options and this seemed the most likely candidate.. edit: I see that when I ran into the AFT issue,
  13. Hello there! I have problems with certain mods. On the pictures it's EEKs Bannered Mare. But also mods like Palaces and Castles Enhanced SSE or home mods do cause that problem as well. It appears that meshes just disappear when moving. NPCs do disappear as well. When I move back things get respawned and reset. So do the NPCs. I really don't know how to fix this. I have quite many mods but it there one know one maybe which is known for causing that trouble? Thank you!
  14. So I don't really want t make a house mod, but rather a mod that allows the player to purchase the Riften Warehouse, and upon purchase changes the warehouse changes into a guild house for the Guild Starter Mod, using X-markers. I've found a few guides for X-markers, dialogue to buy houses, and in general just making custom houses, but none of them cover changing things that exist in the game already. Since I'm new to the creation kit, I don't know if I should be scared of editing the cell, since I don't want to interfere with the quest there. My thinking was as long as I make being thane a prerequisite to buying the warehouse it wouldn't f*#@ with the quest since the quest is over by the time you are thane. I also wanted the warehouse to be purchasable from the jarl's assistant using preexisting dialogue files. So things I need help with: -Is it safe to edit the RiftenWarehouse cell or should I make a duplicate and swap it. Will the changes not do anything unless I enable the .esp? -Is it safe to add dialogue to the jarl's steward? If it is, how do i manage the change of stewards during the civil war? I plan on playing a stormcloak but just in case? -How do I make being thane a prerequisite to purchase? -I'm inexperience, any tips? Anything I forgot or problems that might arise? -How do I make it so the mod sets ownership when the property is bought. I now the in-game console command, but I've got no idea how to implement it into the mod.
  15. Ok so I have this plugin that I'm working on in which a player can talk to any NPC in the game that's in the _JobMerchant Faction and buy their shop for 1000 gold. I have all the dialogues set up and everything but I don't seem to find any script in changing the ownership of the current cell I'm in. I also need to change all of the items within the cell so their the owner of the player as well. Is this possible? I need the script to run during dialogue mode and since I am making this quest as a radiant quest, is it possible to do this in a way where the script changes ownership based on who I am talking to? I know this sounds like a lot to ask for guys but if this can work out I'm sure it would be a great mod, if not then I'll just have to do it the old fashioned way and just make a custom shop somewhere in whiterun and do everything there. No pressure guys lol, I appreciate any suggestions thank you.
  16. How about a mod that will teleport you through random cells throughout the game? Like, you drop 10,000 septims on a spell, or a ring that can only be used twice before it needs a new soul to recharge, or something from some psychotic merchant deep in the ratways of Riften and you can use it to teleport into any possible cell in the game with maybe a favorites menu to add to it. Or it just takes you to a different cell that's a hallway filled with hundreds of portals all leading to different cells that you'd have to figure out yourself. Then, we could all go back to Mistgrove and chill, or have an escape back to one of your homes, or a chance to get dropped into a random dungeon and have to fight your way out of it. To balance it, i think it'd have to be a VERY taxing spell, or maybe a power of sorts. Maybe a shout? It could be something that only works once every 24 hours and steals all your magicka and stamina and slices your health in half. It'd probably have to be limited to cells the player had been to previously, to keep people from walking into Serena's bed chamber or something... It'd totally be compatible with any cell-adding mod, as it'd really just run a command, but there could totally be new cells thrown in too! Like maybe you get dropped in a pocket dimension cell and it's just an island with sparce grass and a single mudcrab, or you get teleported to a grassy valley with a rabbit running away from you. Or there's a room where all you can see is Molag Bal beating that priest... Nothing but that... Or you go to a realm and you find random summonable creatures. Just so many random places you could end up at. I don't have the knowledge necessary to create this type of mod, but there's already a command to go to a cell, so how hard would it be to make a mod like this?
  17. So I'm having a huge issue with a mod I'm making. I thought everything was going good until I actually loaded up the mod in game to do some testing and I found that something strange had happened. So in the CK my cell looks fine as far as layout and everything, but when I went in game to test, my character was stuck inside objects. So I used tcl to fly outside of the part I was stuck in and then I discovered that all the objects I had added to my cell are converging to a single area inside the cell. So I loaded the mod back up in the CK and everything still looks good in the render window, so then I did some digging in the warnings box. I found errors for every single object I had placed that is saying they all have "Potentially Invalid Y Value on reference". I've never had this happen before and I'm not sure if I accidentally clicked something in the CK that I shouldn't have that cause this, but needless to say I don't know how to fix it. I'm really hoping there's some fix for this, otherwise I will have to start my mod all the way over Can anyone help me out? I'd much appreciate it
  18. before updating everything worked fine, but now it just crashes 100% after loading into the game. i have about 120 mods installed, but they all worked fine, apart from the occasional random CTD every now and then. today i updated NMM and i can't play anymore. how can i fix this without reinstalling every mod? All my masterfiles are clean. this is what some textures look like http://i.imgur.com/skhj9ps.jpg load order
  19. I have this problem where when i leave any cell i crash to desktop, i have tryed everything except validating integrity of game cache on steam ( because it resets all my skedit cleaning ).
  20. So was going to casually going to load up the creation kit and make another charcter for my townmod, when suddenly the body or face window thing didnt load. Okay i said to myself and restarted the kit. When i started it up again there were mutlible errors with my factions on the mod, for example my townfaction was allied with the "CWSonsFaction" (Stormcloak army faction) and enemies with "CWImperialFaction" (Imperial legion faction). I pressed yes to all and then ANOTHER error came up stating that there was no jail marker set for the my town crime faction. Non of the "Normal" errors came up and when it finaly loaded all my cells ive been working my arse off with were gone. I verified the steam files and came up with one error and fixed it, loaded ck up again and same thing happpened again. Ok i said to myself, ill just remove the factions maybe this will fix it. Nope, didn't fix it. Is there anyone else who have had this error and is there any way to work around it? (sorry for bad enlish, i hope you understood, i'll explain anything that needs explanation in the comments. pls halp edit: Not all cells disappeared only the ones ive made.
  21. Excluding the global variables for adjusting cell respawn rates, how can I change the timestamp of an interior cell? Example: When I enter/leave a cell, the game engine "Flags" that cell with a timestamp, this timestamp is compared with the ingame time and cell-respawn variables to determine if this cell gets Reset(). How do I artificially "Flag" a cell with a new visited timestamp without actually entering the cell, for example with a Papyrus, or the console. I need to be able to set this timestamp with complete disregard to iHoursToRespawn, etc. as if I genuinely entered the cell.
  22. I'm really sick of going into places and then having them respawn with all new loot, enemies, etc. in just like a few days. Sometimes I think there is a bug that makes this happen seconds after I leave. Anyways, it's getting insanely frustrating for me and it is not fun at all for me. It completely breaks my immersion in the game. I can make the mod, but I really just have no idea how to stop cells from respawning. In the GECK it was nice because there was a little checkbox for 'respawning' and you could just check it off, but I think it is one of these hexadecimal (or float value or whatever the hell it is) sections that I can't make any sense of. Anyways, thanks for your time and I hope that I can make this mod happen because I'm sure there are others out there with similar gripes with the game.
  23. I saw this video on youtube about unreachable cells and test cells and the like. places you need the console in order to reach. as i was watching this it got me thinking. These are Test cells why are they still in the game? you know like rooms with a few non hostile bandits that are doing animations and walking back and forth and so on or a black void area with a bunch of empty chests with like 30 naked NPC clones all named planter glitching into each other and falling off the chests and into the void. why are these places still in the game? so i was thinking what if i opened up the CK and just removed these useless cells. maybe would make the game cost less in memory perhaps, or..would that like, break the game for some reason?. Here's the video in case you're wondering what i'm on about..
  24. Urgent help! I've recently stumbled upon a weird bug which disjoins entire cells. It creates a massive gap where previously there was land I recently generated LOD with Oscape. When that failed I used CK's Land LOD generation and now my worldspace is screwed over. The bug appeared when i used the CK generation Anyone have ideas about how to fix this? Its crippling since I've invested a LOT of time into it. If i had to revert to a previous version it will mean i'll be losing a month's work. Images: http://i1279.photobucket.com/albums/y540/arquey/3_zps6b7244ed.jpg http://i1279.photobucket.com/albums/y540/arquey/2_zps48d5c79a.jpg http://i1279.photobucket.com/albums/y540/arquey/1_zpsd532b145.jpg
  25. So....for whatever reason when I leave buildings my game suddenly goes from 45-60fps all the way down to a solid 5 fps I have no idea whats causing this issue, I already bumped my memory to 8192 in skyrimprefs.ini (the correct amount for my system) and still nothing is working does anyone have a fix? please dont say just alt tab alt tabbing ALWAYS causes my skyrim to crash gtx 680 2gb 8gb ddr3 RAM AMD FX 9370 8 core CPU @ 3.80 ghz
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