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  1. Today
  2. Arthmoor

    Telengard

    A hunting and fishing village on an island in the Sea of Ghosts. Nords have always been spoken of as hearty and tolerant of the cold, but Skyrim has few instances where this is demonstrated. Plus there is a lot of implication that many spend a lot of time at sea hunting horkers and fishing but no reflection of this exists anywhere except one hut in the Skaal Village. This mod aims to change that a bit by offering an entire settlement dedicated to the task of hunting horkers, fishing, and raising goats and cattle for meat. There's plenty of meat and fish available for the taking on the island and now someone is there doing just that! I also wanted to do something with the Skaal Village tileset and figured this would be a good opportunity to make use of it and some of their clothing. No, these Nords are not an offshoot of the Skaal, but they do share architecture and some clothing in common. Old school (and I mean old) may recognize the name of the mod as an old Commodore 64 game by Avalon Hill (circa 1983). This mod serves as a bit of an homage to the game that first got me hooked on RPGs and on the idea of modding them as well. The village's name isn't the only Easter Egg you'll find either Features include: * Custom inn layout using Skaal Village architecture. * NPCs with complete schedules. * Military control changes based on who controls Winterhold. * All houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. My Patreon Page: https://www.patreon.com/arthmoor Want to get a taste of some real retro gaming? A PC remake of Telengard can be found here: http://buildingworlds.com/telengard/ Yes, I have played it, and it's a very faithful reproduction of the original experience. Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus Installation Requirements Skyrim Special Edition 1.5.39 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Manual Drop the Telengard.esp, Telengard.bsa, and Telengard - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Telengard.esp, Telengard.bsa, and Telengard - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility No known issues, unless something mods the area around "The Chill" (Winterhold's prison). Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Arthmoor

    Telengard

    Version 1.0

    1 download

    A hunting and fishing village on an island in the Sea of Ghosts. Nords have always been spoken of as hearty and tolerant of the cold, but Skyrim has few instances where this is demonstrated. Plus there is a lot of implication that many spend a lot of time at sea hunting horkers and fishing but no reflection of this exists anywhere except one hut in the Skaal Village. This mod aims to change that a bit by offering an entire settlement dedicated to the task of hunting horkers, fishing, and raising goats and cattle for meat. There's plenty of meat and fish available for the taking on the island and now someone is there doing just that! I also wanted to do something with the Skaal Village tileset and figured this would be a good opportunity to make use of it and some of their clothing. No, these Nords are not an offshoot of the Skaal, but they do share architecture and some clothing in common. Old school (and I mean old) may recognize the name of the mod as an old Commodore 64 game by Avalon Hill (circa 1983). This mod serves as a bit of an homage to the game that first got me hooked on RPGs and on the idea of modding them as well. The village's name isn't the only Easter Egg you'll find either Features include: * Custom inn layout using Skaal Village architecture. * NPCs with complete schedules. * Military control changes based on who controls Winterhold. * All houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area. My Patreon Page: https://www.patreon.com/arthmoor Want to get a taste of some real retro gaming? A PC remake of Telengard can be found here: http://buildingworlds.com/telengard/ Yes, I have played it, and it's a very faithful reproduction of the original experience.
  4. Arthmoor

    [RELZ] Rorikstead

    Version 1.0.2 Fixed 3 navmesh errors for bad triangles.
  5. DayDreamer

    Navmesh repair

    Turns out that this problem is present in vanilla. But in fixing another problem, US*P made the issue slightly worse for wear. US*P changed a single vertex (#186) of a border triangle, dropping it to the ground to match the adjoining cell. Presumably this was an issue for followers. (I cannot find it in the log.) This was likely done at the same time a number of placed objects were fixed (although this vertex is not near any of those objects). In so doing, two triangles (#185 and #422) were swapped. Blame it on the CK? But at the time of saving, the CK also gives these error messages: PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 185 Edge 0 and Triangle 401 Edge 2 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 214 Edge 1 and Triangle 390 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 390 Edge 0 and Triangle 214 Edge 1 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 401 Edge 2 and Triangle 185 Edge 0 should be linked, but they are not. PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 185 has a link to Triangle 401, but Triangle 401 doesn't have the matching link PATHFINDING: Navmesh 00103591 Cell 'POISnowy03' (00009372) (0, 17) in WorldSpace 'Tamriel' (0000003C), Triangle 214 has a link to Triangle 390, but Triangle 390 doesn't have the matching link Here's a demonstration of how to fix all these problems at once. First, we need to put the triangles back. We also want the CK to find the adjacent triangles at the same time. As mentioned in the OP, we Find ('^F') each triangle and make a new triangle on top of the old ones using 2 of their vertices. Use the vertex section tool. While there are 4 mentioned, they can be fixed by replacing only #185 and #214 (and swapping back #422 with #185). Then, one by one, lowest numbered to highest: Find ('^F') , Remove ('R') the old triangles, and join ('Q') the 3rd vertex. Here's a picture of #422 just before joining. Note the selected vertices are green: The triangles are back in place (#185 matches vanilla vertices), and they are joined to their neighbors. The Found flags are present throughout the cell, so NPCs can traverse the area: (Note #185 is a preferred road segment, but now also has a Found flag. This was probably the real reason NPCs had problems here. I'd already fixed this in Touring Carriages.)
  6. Yesterday
  7. WrinklyNinja

    [RELz] LOOT - Load Order Optimisation Tool

    I don't think "Head" is a very descriptive name, I know what you mean by it, but I imagine the average user wouldn't? I'm not that fussed about the names though, I'm still more concerned about getting groups to work. I don't see why not, though there are a few secure tokens in the repository's travis config that you'd need to replace, or remove usage of. AFAIR they're used for publishing artifacts, so you shouldn't really need the bits they're used for. It sounds like loot/loot#946 might be related. Try this build, see if that works.
  8. Yeah, no, fraid not. I have a long history of trying to solve this problem includes reinstalling all drivers as recommended by machine manufacturer, uninstalling and re-installing MSVC Redist's, and completely replacing the OS from the ground up. During the course of two years looking into it I did the same on all three machines in our house which I could duplicate the problem upon .. And the only cause was when Dawnguard was installed (without it, no issues), and as described in the OP you have to take one course or the other after you reach the Soul Cairn (either dont do the quest, or do the quest and make sure you finish it by getting all of Jiubs pages). That How to fix Runtime error on the site linked is similar to other sites advice on the issue, and if you go to the forum links I linked in the OP and start reading those from the start and other links I made along the way in other forums, you will find this has been researched to exhaustion. Give Bethesda a ring and the best they can come up with is "its due to a bad registry setting", which I think was just someone reading a scripted response and followed the wrong page or something = Bethesda can not help, and have not responded to three official bug reports on the same issue. One thing I have not done yet is try to replicate this issue on Skyrim Special Edition, but I have my doubts I can replicate the problem on the new machine I have now. I am slowly working my way towards doing the whole Dawnguard questline again though.
  9. Sandman

    How to report bugs? In the bugtracker?

    i'm having trouble logging in to the tracker... i made an account today on the afk forums but when i try to log into the tracker, nothing happens. The 'login' prompt is still visible in the top right corner and i can't open a new issue. So i'm guessing i need to make a separate account on the tracker page itself? When i try to do that, i'm also having issues... 1) it's unlcear where i should enter the solution to the math problem and what i should do with the vague text 2) when i give the solution, i get a message saying it failed because i didn't enter the right answer to the math problem any help?
  10. lmstearn

    Anything Audio Thread

    The cars are the stars!!!
  11. Hi I've got the latest version via the mods area of fallout 4 installed. I recently hired the scribe near cambridge labs and successfully assigned to my armour level 3 store in sanctuary. While travelling past the med tek research building I noticed the random spawn trigger at the end of the street and the scribe went walking past the end of the road ahead and by the time I had caught up he had gone. Now when I return to my town the scribe has gone. Not sure how to report issue but thought I would try posting here first. Thanks
  12. Here's a better one. Why not just rinse the disk?
  13. MaryHughes852pg

    C++ Runtime Error R6025 - pure virtual function call

    Click to start the computer. Go to the windows start button select all programs. Click accessories select system tools and then system restore system. Click the next button and follow the on screen command carefully and step by step and finish button look and click on it. After complete this process restart your computer manually. Check for the other ways to fix this issue. https://www.errorsolutions.tech/error/runtime-error-r6025/
  14. FiftyTifty

    NifSkope 2.0 Dev

    Is it possible to view the mesh data contained in the bhkPhysicsSystem node? Or better yet, merge multiple bhkPhysicsSystem nodes into one? Reason for asking, is that I'm creating static objects out of the mannequins, and need to create new collision for them. If merging them is impossible, I'll have to make the collision mesh myself, and I'd like to see what the original collision looks like.
  15. thienthu

    what are all the files I can pack to bsa?

    thanks, I meant I was using oldrim to test
  16. Last week
  17. Good to know. Thanks for the clarification.
  18. DayDreamer

    [RELz] Shor's Stone

    Some clever stuff, had no idea Grelka was involved here. There's also some mention in her Shor's Stone scene that she has parents in Darkwater Crossing. But having an inn is contrary to the vanilla commentary: Shor's Stone - pissant little town, not even an inn. Just a bunch of miners scratching in the dirt.
  19. no, Transfer Settlements doesn't edit anything vanilla. in fact, very rarely do I ever edit any vanilla Forms (mostly only my older mods), and none of my mods ever replace vanilla scripts.
  20. Settlement mods may interfere with the new update because WorkshopParentScript got a massive update. Though, it all depends on whether a mod makes modifications to that script (in that case, it will require an update) and how substantial they are. Good mods won't touch the vanilla scripts and try to work around them wherever possible.
  21. I have transfer settlements, honestly don't know if that is interefering with anything. I can ask CDante about it on Discord if you want.
  22. Ninja'ed. Please check my edit to the previous post.
  23. Oh, I thought it was something that slipped through the beta, sorry. At any rate, fast travelling away from sanctuary and then back seems to have unassign him.
  24. That's an as yet overlooked vanilla bug ! If you send an actor to another workshop, or if a new settler is created for a workshop, the workshop scripts run the TryToAutoAssignActor() function on him. This function auto assigns the actor to food or safety (depending on whether he's a guard or a normal settler), by setting a property on his WorkshopNPCScript, and then assigns him to all unassigned objects of that type that already exist at that workshop. If there are no unassigned resource objects, it won't do anything, and also clears the porperty on his WorkshopNPCScript again. The scripts check for brahmins before they call that function, but they forgot to check for Dogmeat. To unassign him, you only have to assign the objects that are currently assigned to him to somebody else. EDIT: there also may be something else wrong, but not on the scripts: Do you, by chance, have a mod installed that removes the LocTypeWorkshopSettlement from some or all workshop locations ? Asking this for a reason: around two years ago, I downloaded a mod that removed the enemy level lock on locations (i.e. made it so the level won't get stuck at the level of your first visit to a location) and then found out that this mod removed that keyword from all workshop locations. Reported this to the mod author but I don't know whether it was ever fixed. Removing that keyword has detrimental effects on the workshops because the workshop scripts check for it and some operations will not run as intended if it's missing. This would in fact explain why TryToAutoAssignActor() runs on Sanctuary while you are at Red Rocket when it actually shouldn't.
  25. Changelog for 2.0.4 says issue 24446 is fixed - https://afktrack.iguanadons.net/index.php?a=issues&i=24446 However in-game says otherwise EDIT - The issue with the oxygen tanks seems to be indeed fixed, but only on a new game But I found yet another issue Started a new game, activated the workshop in sanctuary, red rocket, grabbed dogmeat, send him to Sanctuary ...and he is now assigned to produce food . Trying to remove him from the current job using that vaut tec settlement manager terminal don't work either. Never saw that before and I don't think it's intended?
  26. UFO4P beta 2.0.4 is now up for testing. Second post has the details. We anticipate this should go for at least a week, and go live after that assuming no problems arise.
  27. Sladen2019

    Cheap or Free Games!

    Galactic Civilizations II: Ultimate Edition is free on the Humble Store for the next 20 hours. https://www.humblebundle.com/store/galactic-civilizations-ii-ultimate-edition https://en.wikipedia.org/wiki/Galactic_Civilizations_II:_Dread_Lords
  28. Arthmoor

    what are all the files I can pack to bsa?

    Anything that is normally associated with the vanilla game. So you can pack meshes, textures, scripts, sound files, voice files, UI files, text files for translations, and a few other things. SKSE DLLs are not part of the vanilla game. So although you can put one in there using archive.exe, the game will not process it because it's not designed to. You have to pack those loose if you're including them with a mod. You also can't use SKSE DLLs from LE with SSE. They need to be recompiled by their authors before that would work anyway.
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