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  1. : I'll do the best to be straight and clear about this matter to avoid confusion. I've been for a long time trying to figure out a method to put a destroyed object to respawn again and reset to their original state when the dungeons resets after the 30 in-game days on Skyrim so they can be destroyed again. Many people probably are familiar with the spider webs that need to cut and the barricades seen during the Civil War that can be destroyed as well. I'm working on custom objects that follows the same principles of the Spider Webs and the Barricades, but, once they are destroyed, nothing else can be done. The "Respawn" option, even marked when double-clicking on a placed object in the Cell View window, seems to not work. I tried to use some vanilla scripts such as DefaultEnableOnReset <- (Script that self enables/disables an object when a cell reset). I tried triggers and some other small scripts by my own and even experimenting other options on the "Destruction Data" tool in Creation Kit. I tried to find a guide or topic that could explain anything about the respawn matter of an object once destroyed but I ended in empty hands. Basically what I'm trying to do is something similar as the well known Castlevania's torches, once the player destroy the torches, as soon as they leave the room and reenter the torches respawn. Or something similar to The Legend Of Zelda's breakable jars and pots. In my case I need them to respawn to a puzzle I'm working on. Everything else in the puzzle respawn correctly except the destroyed objects, which in turn breaks the puzzle in the end. I also recently noticed that even the Vanilla Barricades and the Spider Webs don't respawn after the 30 in-game days... or I might be wrong, and the case of the Barricades, the animated placed model upon the barricade's destruction, stays there forever and is not "cleaned" by the game. I'm not a papyrus expert and I have little knowledge in scripting to help this case. I've been looking for this subject almost a year basically ending with the same results and finally I gave up insisting on doing something about it by my own. I wish to know if someone has better knowledge about a method to make a destroyed object respawn or if there's already a topic talking about this matter or if there's another alternative through scripts, or, if I'm doing everything wrong. Note: I'm trying to avoid having to create Quests to handle this issue as this mod I pretend to make it Quest Free. Any advice is appreciated ;3
  2. I would like to have a RESETWEIGHT command to reset the NPC'S 3d state It would work like this: 1. Select a NPC (Lydia for example) 2. Type RESETWEIGHT 3. A script runs SNPCW command and "auto-complete" with the ReferenceID of the selected object (in case of Lydia: 000A2C94) 4. Done It would also be nice to reset all NPCs 3D state, but this isn't totally necessary
  3. I'm not sure what's going on, but this problem has been occurring since I started playing Skyrim several months ago. The FOV constantly resets itself despite typing in commands like "FOV 90" "setcustomfov 90" or even messing with the Skyrim .ini files. I've even used Bethini but to no avail. It just keeps resetting. Why is this happening and how do I fix it? The only clue I have now is something that maybe causing files to be written rather than read in my preferences, but I have no idea how that all works let alone where to begin.
  4. I'm not sure what's going on, but this problem has been occurring since I started playing Skyrim several months ago. The FOV constantly resets itself despite typing in commands like "FOV 90" "setcustomfov 90" or even messing with the Skyrim .ini files. I've even used Bethini but to no avail. It just keeps resetting. Why is this happening and how do I fix it? The only clue I have now is something that maybe causing files to be written rather than read in my preferences, but I have no idea how that all works let alone where to begin.
  5. A vendor mod that clears all the items sold to them when they reset their inventory. It starts to get MASSIVE very quickly when you sell all your junk on the regular.
  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. This mod will allow players to reset their main story save data to the mission, "The Mollecular Level." I spent hours playing through the institute storyline and want to be able to do a different storyline without having to make a new save file and reset all my progress. This mod will add a holotape to your inventory that after being used it will ask, "Are you sure you want to reset your save?" After confirming, all missions after "The molecular level" will be reset to nothing. And missions like "Fire suppourt" and "Follow the freedom trail" Will also be reset. If possible make a port to Xbox. If the mod is being created please text (405) 293-3237 the name of the mod. Please try not to use any DLC in the creation of the mod so everyone can play it. Ps: Resurrect all dead npc that are part of these missions Ex: Father, Desdemona, Palin danse, ext.
  8. Hi. I just thought I'd tell you about this, in case it's useful to you. I certainly couldn't find much about it on the net myself. It's how to respawn an internal cell without having to wait an eternity of game days (30 is an eternity in my mind!) The background is that I had an area in my Severin Manor that I'd made into a greenhouse. I used BYOH plants and almost every other plant in the game that is harvestable, two or three of some of them, so there are close to 100 plants in there. I didn't use the BYOH planting soil and planter npcs, so all of the plants only respawned every 30 days away from the manor... totally impractical. I decided that the simplest solution was to make the greenhouse into a separate cell and respawn it using reset(), which is supposed to respawn internal cells. That way I could leave the main part of the manor respawning every 30 days and my smithing area (already a separate cell) as a no reset zone. For my script I tried a trigger with OnTriggerEnter event and OnCellLoad and OnCellDetach events on objects in various cells. I checked that each was firing with a debug messagebox. My final (successful) version was based on an OnCellAttach event and added to an XMarker outside of the manor. The trigger was in a test cell that I wanted to respawn. I used coc to travel away from it and return... it never respawned. Here's what I found after a lot of experimentation... Reset() does not appear to work when called within the cell to be respawned. (Needs more testing to confirm. It could be that my test cell was the problem since it had no location or connection to Skyrim.) Reset() does not work when called in an adjacent cell to the one that's to respawn and the player enters the target cell straight after calling the function. This can be either two internal cells or an internal and external cell... neither works.... that's definite. Even if you subsequently travel far enough away that it should respawn afterwards... it won't. In my example calling the function to respawn the main manor when in the Smithy, passing through the main manor right after and travelling to Northshore Landing and back, the main manor would never respawn. Reset() only appears to work when called in an external cell and the player then travels a certain distance away from there before returning and then re-entering the target cell. I fast-travelled from Ravenrock to Northshore Landing and straight back again... it respawned every time. I've yet to determine the minimum distance that has to be travelled. I've seen people mentioning five cells but I'd like to confirm it. I hope that's of some interest to those of you who didn't know it already! It's just saved me a whole load of planter NPCs, activated soil mounds and another utility cell.
  9. Maybe someone has already done this ? I was wondering if someone could make a terminal or pipboy driven menu with the option to reset / restart quests ? I know some quest rely on others and some people being dead can ruin a quest etc... I was wondering if anyone has attempted to make a goback I want to do that quest over. As always thank you for your answers.
  10. I'm trying to write a batch file that resets NPCs inventories (as they never refill,allowing me to pick pocket the same NPCs again after a given time when I would execute thebat file). This is what I planned to do : - resetInventories.txtprid 0001A67CresetInventoryprid 000D15B0resetInventoryprid 0001A681resetInventory[... and so on with all NPC's] Problem is the resetInventory command only applies to the last NPC selected in my script. So in this case, only Elrindir's (0001A681) inventoryis refilled, the previous commands have no effect. Any idea why ? I've found a workaround making 1 file for each NPC : - resetAdrianne.txtprid 0001a67cresetinventorybat resetUlfberth - resetUlfberth.txtprid 000d15b0resetinventorybat resetElrindir - resetElrindir.txtprid 0001a681resetinventorybat resetJenassa ETC. It actually works (except for the very last NPC) but I'd prefer not have hundreds of 3-line text file in my game folder Btw no mod seems to do this very simple thing. any idea and comment welcome. Edit 3/9/17 : I've got some ideas : - Several scripts for reset inventories for each City/region if you just want to reset a specific area - The "main" script would call each "city" script - Each "city" script would call 1 script for each NPC to reset - Optional script that resets chests and strongboxes But if I don't find a way to merge all bat files in one, there will be hundreds separate files (as much as chests & NPCs to reset) I'm curently, along with my playthrough, building an excel file with the NPCs that I pickpocket, with the items stolen in order to sort wich ones are worth reseting their inventory (or maybe should I take ALL npcs ?). I'm using Larceny - pickpocket remastered wich increase NPCs items and thus bring more value to pickpocket, and my script seems to work along with the mod. I also include Interesting NPCs and Better fast travel NPCs for the time being, and may consider others. When the excel file is complete, i'll start to write the cascading scripts. But it will fit for my game, so if ppl are interested i'll have to make several versions, as if a single NPC script does'nt work because the NPC is missing or whatever, all those who come after wont work either, unless I find another way to do it. It's gonna be lot of work for at last a tedious result.
  11. As they never refill, I'm looking for a mod that resets named NPCs inventory after a while, because once you've stolen everyone, pickpocket basically becomes useless. I know this has been requested already but I couldn't find such a thing, even if it look very simple and I'm surprised that it does not exist. Someone pointed this mod (Larceny - pickpocketing remastered) but i'm not sure if it actually resets inventory. I'm thinking about a script that resets inventories, selecting all pickpocket-interesting NPC and applying resetinventory on them, this I could do. Would it work ? How do you guys do when you pickpocketed everyone in the game ?
  12. Hi everyone, pretty much what the title says, I would like to know how i can use the CK to cause sleeping to NOT reset the players health anymore. I am playing a hardcore play through and currently have no means of natural health regeneration over time, meaning i have to use potions spells or healers throughout Skyrim. During times where i start to actually struggle in the game and am about to die, I always have an easy way by just pulling out my bed roll and sleeping for 1 hour to restore all HP no matter the magnitude of the injury, which just makes me feel OP. Thanks in advance.
  13. I'm creating a mod which respawns the items which do not normally respawn (such as all those things in Vault 111). I marked "Respawn" for all those items and removed the "Never Resets" mark for the "Vault111Zone" encounter zone. However, some stuff such as 10mm ammo boxes and all the junk do respawn when the cell resets, but some (such as both 10mm pistols and clean Vault 111 suits) do not. Also, I can't force a switchblade in a truck near Vault 111 and a tire iron near the Sanctuary's bridge to respawn. I have no idea why don't these items reset while others do. Can anyone here help me with this? Thank you.
  14. 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.
  15. Hello, long time ago i tried to find a way to do a cell reset. But everything i tried didn't work. No matter how i changed the gamesettings and sped up the timescale. It just didn't work. BUT! I finally managed to find the solution and it works. Changing iHoursToRespawncell & iHoursToRespawncellCleared to 1 and timescale to 999999, won't do the trick. The important thing that is missing is the cell buffer! YES! So it make it work, you change iHoursToRespawncell & iHoursToRespawncellCleared to 1 and THEN you type pcb in the console to purge all cells from the buffer. If you now forward time / change the timescale to let one hour pass, all cells will reset!!! Very simple. As i couldn't find any information and many people struggled to do a cell reset, i wanted to share this info. How to do a cell reset guide: Go to your Fallout 4 folder, where the exe is located and create two text files. First file: setRespawn.txt Open it and paste: setgs iHoursToRespawncell 1 setgs iHoursToRespawncellCleared 1 set timescale to 99999 pcb Second file: resetRespawn.txt Open it and paste: setgs iHoursToRespawncell 168 setgs iHoursToRespawncellCleared 480 set timescale to 20 Save and close. -- Notice, this will drain your thirst, hunger and fatigue -- 1. Go ingame, go to an interior of your choice and open the console. 2. Type: bat setRespawn 3. Close console and after 1 second reopen the console. 4. Type: bat resetRespawn 5. Close console, leave interior, BOOM everything is resetted.
  16. Argh! Has anyone encounter this bug/reset problem where you have your settlement/s scrap everything scrap-able, then build it up nicely to how you like it; play through for awhile and then suddenly return to one or more settlement and find the old houses, shrubs, rocks, trees, etc suddenly return to it's original starting state? I returned today to my game and my nicely built concrete building is inside the settlement's original house and i can't get inside or scrap it because the two building are inside each other. Original scrap-able junk also returned and i can't re-scrape them either; only items i can scrape are what i put up like new walls, crafting stations, etc. Is there a fix for this bug or would i need to restart all over again? Yes, this has happened to me before almost in every play through. I use the mod "Spring Cleaning" to clear up as much as i can, no other mods. Any ideas, fixes or alternative mods to fix this settlement reset bug would be appreciated! TIA.
  17. Edit: fixed
  18. PC Version. Spoiler Warning So I got into the Lair, had the big battle and it got to the part where you can pass the speech check to reason with her. I passed and she started to walk out of her little command post. And for some reason she goes hostile. And ADA kills her. I thought i could fix it later but I haven't had any luck. I've resurrected her, aggression is off so we can speak(which is just her saying "oh one more thing, if you have time"), For the life of me I cant seem to resolve this. I thought about resetting the quest, but i can't get the console command to work.(never was good manipulating quest). But I have no earlier save to try again. Soooo any suggestions?
  19. Is this really a Bug? I maybe wrong but after reading about these bugs, the new settlement functions, and the new "AI" this is what I have deduced: 1. There is a new navmesh system especially within settlement building. Navmeshes are "fluid" and adjust to new objects placed within them. It isn't perfect, I still get NPCs walking in place sometimes. Modded items do not receive navmesh updates because we do not have the GECK yet so NPCs tend to ignore them. 2. There are tons of animation "nodes" that enable NPCs to interact with the world environment. This makes them seem more alive and intelligent. These 2 things (maybe more) combined I believe why many world objects are not selectable in console. To delete/disable an object could cause navmesh/animation corruption within a cell. I am beginning to believe this "bug" is not a bug at all but a form of game engine "security". If the engine detects an "unauthorized" change has been made to a cell it resets it to prevent cell corruption and/or CTD. The devs added a lot of new features to this version and with more features things become more complicated. The more complicated things are the easier it is to screw it up. Thoughts?
  20. Activating workshop mode makes some customized settings revert to a designated low setting that fallout 4 has, and this has created a noticeable fps drop for me. I played around with vanilla fallout (no mods) and noticed view distance gets changed to a higher default settings (trees popping in, rocks, etc...) Tried to set the configs to read-only, didnt help. Did a refreshini but it did not work for me. I believe it is being affected by settings in falloutprefs.ini In falloutprefs.ini , I suspect these lines are being automatically modified to their lowest static values fMeshLODLevel1FadeDist=2000.0000 fMeshLODLevel1FadeTreeDistance=1000.0000 fMeshLODLevel2FadeDist=2000.0000 fMeshLODLevel2FadeTreeDistance=1000.0000 and possibly fBlockLevel0Distance=0.0000 fBlockLevel1Distance=0.0000 fBlockLevel2Distance=0.0000 fBlockMaximumDistance=10000.0000 fSplitDistanceMult=0.2500 fTreeLoadDistance=10000.0000 This happens in every workshop activation in every settlement. I noticed the problem goes away with exiting the entire fallout 4 program and restarting it. Confirmed that fast travels don't help me. Even over a long period of time, the settings persist. (resetting game cells etc...) I mainly test the problem with the Sanctuary workshop. facing the same direction of the workshop when activating it. FPS drops from 45ish, to 20ish on different resolutions (tested on 640x360, 800x450, 960x540) Not sure how I can keep it from changing, any suggestions? Is it only me? High end computers may not see this change or the difference will be a lot lower, however this is a problem for low end machines. While tesselation is a certain evil with the lighting, this is something that is changing the config settings in the game. I understand I could easily buy another laptop computer but this game is completely playable without this issue. Besides areas with excessive lighting, in the rest of the 90% of the game, i get 50-80 fps easily. To anyone who has encountered this issue, your input will be greatly appreciated. I am putting up my config files under FALLOUT4.INI FALLOUT4CUSTOM.INI FALLOUT4PREFS.INI FALLOUT4PREFS_CUSTOM.INI
  21. Title says it all. I've read that the UFO4P does... something, but I think it was only about actual settlers. What about robots losing all the modifications or companions having parts of them disappearing? As I understood it this is all caused by the same bug, namely NPCs respawning as soon as the leave the player's field of view. I think it's safe to assume that bethesda won't fix it anytime soon, and I now don't dare upgrading to 1.6 in fear of it permanently corrupting my savegame, and therefore can't use the vault-tec DLC, either.
  22. So I've recently had to refresh my PC, which uninstalled everything that didn't come with the PC, but kept all of my files. I reinstalled Skyrim and NMM, but NMM has green checks next to the mods that were installed BEFORE refreshing my PC. Is there a way to reinstall all of these mods without having to click on each one individually?
  23. Hello ! I try to made a script to reset special points (set them to 1) I already and successfull make a script to add points in each abilities (Strength, Perception, ...) by 1, 10, or 100 points but I don't know how to make a script to reset them to 1. Can you please help me ? Thank's :smile:
  24. Hi, I have a modded Oblivion ini. Recently I installed a driver for my extra soundcard (ASUS Xonar D1). After this the Oblivion Launcher wants to auto-detect my hardware and reset my ini. But I don't want my ini getting overwrite. I also uninstalled the soundcard driver and using onboard now like before. Nevertheless the launcher wants to reset. Is there an option to skip the launcher or the auto-detect script? Or can you say me the ini lines, where I have to adapt the options for soundcard or something like that? THX
  25. Hello everyone. I recently got a really powerful laptop to run mods for skyrim. I've spent the lasrt 2 days since purchasing skyrim setting up my mods. I finally got them all working, but I'm having a problem that is REALLY annoying. When I create a new character and customize the face using showracemenu mod, after saving and loading the game, the face resets to something I did not choose. I have to reload my saved preset and saved face sculpture every time I load my game. Its very annoying and I've been searching for hours for a solution. I found that others were having the same problem. One person said they fixed it by exiting out of the game instead of saving. That doesn't make much sense to begin with, and I've tried it but it doesn't work. I've found several post of people asking for a solution with no replies and a couple saying they got it fixed but didn't explain how they fixed it. I haven't tried changing the race or sex after creating the character as many people say not to do that. But I cannot get my character's face to save. Please, can anyone help me with this?
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