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Arthmoor

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About Arthmoor

  • Rank
    Horkerborn
  • Birthday 04/06/1971

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  • Website URL
    https://www.iguanadons.net/

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  • Gender
    Male
  • Location
    United Socialist States of America
  • Interests
    Programming, Modding, Gaming, Forums, XHTML/CSS, Astronomy, Movies, Politics, Conservative Values, US Sovereignty

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  1. 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.
  2. 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.
  3. Arthmoor

    [RELZ] Rorikstead

    Version 1.0.2 Fixed 3 navmesh errors for bad triangles.
  4. 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.
  5. 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.
  6. That sounds like something that needs to be forwarded as a bug report to Bethesda since SSE is getting regular updates. Bad memory allocation can lead to corrupted data over time.
  7. Mannequins only wander when there are bad navmeshes. USSEP corrected all of those cases in the base game and DLCs. It's up to other mods to correctly navemesh their locations where mannequins are used.
  8. I still have the idle file we used in USSEP if it's needed but I'm not going to put it back without someone verifying if that file can be used alongside the Nix-Hound DLC. I need that information or it's going to remain out of the patch and I won't put it on the recommended list either if it ends up causing problems. We do not recommend fixes that break official content for any reason. @Nico coiN I don't know what else to tell you on that OCS stuff because no such thing happens for me. Fresh game, old game, doesn't matter. The gates default to enabled. Both the book and the MCM work properly and OCS has no conflict of any sort with PCS. They don't share edits in the same space. PCS is vulnerable to OTHER mods that may edit his exterior area but moving it below them will resolve that.
  9. Arthmoor

    Feedback thread

    I'm assuming that's not available anymore. The only font controls available are for the size and color of text.
  10. Arthmoor

    SSE light sources casting no shadows

    What Sclerocephalus mentioned is also dependent on the mesh. If the interior is modular and composed of many pieces, like Whiterun interiors. then it isn't as big of a deal. Whereas places like Riften or farmhouse interiors will be a pain because the entire interior is either one large piece or made up of very large sections. Using room bounds to restrict things doesn't seem to help either.
  11. Arthmoor

    [UPDATE] BSAs and You

    BSA handling is broken in all games prior to Skyrim. If any files overlap files in another BSA (which QTP3 would do) you'll either get randomly loaded resources or a straight CTD. With the number of assets involved it's not really worth doing. A BSA for an Oblivion mod only makes sense if you have a large number of assets guaranteed to be unique to the mod.
  12. Arthmoor

    SSE light sources casting no shadows

    It means that all interior cells are limited to no more than 4 shadow casting light sources. Exceed that, and you'll start getting them turning off as you're not facing in their direction. So any additional lighting has to be satisfied by non-shadow sources. It's a problem they fixed on the FO4 engine but didn't backport for SSE unfortunately.
  13. Definitely got my eye on that one and plan to test it myself. It's the first time anyone saying they fixed stuff has gone into detail about what the problems are and how they fixed them.
  14. Arthmoor

    [RELz] Bring Out Your Dead

    Version 4.0.3 Logrolf the Willful should not have been provided with an alias for body cleanup due to him being placed in the no cleanup faction and never getting removed from it.
  15. Arthmoor

    [RELz] Bring Out Your Dead

    No idea why he's in that faction but because of that and the fact that he's never removed from it, I should not have made an alias for him in the mod because now his corpse will persist indefinitely. Normally I'd not advise using a console command, but this should be harmless and solve the problem. Find his body, click on it in the console, and type: RemoveFromFaction 0009653a That should result in my script taking over to deal with it from there. Which is ultimately pointless due to him having no inventory anyway.

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