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Everything posted by Arthmoor

  1. Sometimes I wonder about the default settings in this package. It was turned off, you should be able to do it now. I'll look into raising the limit some too, but I can't remove it. We don't have the space to allow everyone to go unlimited on something like this. So I'd suggest finding ways to reduce the size of the attached content so your quota spaces will last longer. Even a slight reduction in compression quality can have a huge impact on the file size of an image. I have to do it all the time when uploading images for mods to Steam Workshop and so far Paint.net hasn't caused a noticeable drop in their visual quality.
  2. You should actually be able to do it from that listing as well. On the very right of each entry in the list, there should be a checkbox. If you click that, then a pop-up option should appear at the bottom of the screen that says something like "With 2 selected" and a trash can icon next to it. You can select as many items on the list as you want, and should be able to delete them en masse. Just be careful because deletions are unforgiving
  3. The CW map in Dragonsreach is actually upstairs behind the throne room. The one in Farengar's area is a different asset that's also part of the vanilla game.
  4. Starflight and Starflight 2 were both two of my favorite games back in the C-64 days. I've been wanting a space RPG like them ever since. Hopefully Starfield can finally deliver on that. Empyrion is sort of close in that it has a massive galaxy to explore, but the RPG elements are lacking without a really good scenario mod for it.
  5. "The last version of Windows ever!" Uh huh, how's that working out now guys? Based on what little I've seen of this 11 stuff, I don't want it. But then there's 4 years between me and the end of Windows 10 so I'll worry about it 4 years from now I guess.
  6. Make sure you are running the latest CK. What you're describing sounds like a bug that existed in one of the older versions.
  7. Version 36 is 2.1.2b for PC, which is out of date by one version. Bethesda.net is still experiencing the "5 updates" bug and we have not been able to update the patches there yet. I'm not sure why they bother to allow us to set custom version numbers when they don't even show up in the UI, but there it is
  8. Just as a general FYI - the setting to enable multiple masters should be in your CreationKitCustom.ini instead of the main one. This file is immune to future CK updates, whereas the main one is not.
  9. In the game data he's set to disabled but DarkwaterCrossingDerkeethusRescueQuest should be immediately enabling him when you start the game and moving him to the cell. Obviously the part that moves him to the cell worked. He just never enabled and that's not really clear why. And no, it has nothing to do with my village mod.
  10. Basically his screenshot is a strong indication that something went very wrong.
  11. Then there's one more thing that needs to be done: SQV DarkwaterCrossingDerkeethusRescueQuest The output of that command should tell us what's going on.
  12. Next time you're in the game, do the prid command again. Then follow it with "GetDead" and see what you get back. The response should be a 0 or a 1. 0 if he's alive, 1 if he's dead. If he's alive, try "GetDisabled" and see if that returns a 0 or a 1. 1 would mean he's been disabled by something, 0 would mean he's enabled. You've got a real mystery on your hands if he's alive and still enabled, because the PRID and MOVETO commands didn't return a failure and should have brought him directly to you. The alternative in that case would be to instead open the console and use "Player.Moveto 0001B08D" which should move you to him instead. At least you'll know where the game thinks he is at the moment.
  13. The bottom line here is that Sigurd is right, calling the moderators on other sites fascists is going too far. It's fine to vent about it, but let's keep things civil while we're doing it. Regarding language filters, we don't have one. Or rather, we do, because it's a feature of the package, but there's nothing in it. I like to think we have a much more relaxed approach to things and that the use of language won't be excessive because people simply don't need to use excessive language to make their points.
  14. UFO4P 2.1.3 is now live, enjoy! Bethesda.net uploads are currently down. We will get the XB1 (and maybe PS4, who knows) versions uploaded as soon as the issue is cleared up.
  15. Version 4.2.5 of the USSEP is now live, enjoy! Uploads for bethesda.net are currently bugged out. We'll get the XB1 and PS4 version updated when they clear up the problem. Please take not that the fix for the bugged leveled list requires reverting the list via script to clear the issue. Any mods you may have which affect DLC2BaseArrowNordic75 will need to reapply their changes for existing games. New games will not require this.
  16. Version 2.0.4 Corrected a mismatched form ID for a USSEP faction record.
  17. Version 2.2.1 Added an ENB-capable version of the Skyshard beacon. Thanks to WiZkiD and Rudy102 for providing this.
  18. Frostpunk is currently free on the Epic Games Store until June 10.
  19. Yes, SP is definitely worth your time. I never play in MP and I've had a blast with this game since buying it. There's something that's just very relaxing about the whole thing. You can totally disable all multiplayer aspects of the game so that it's just you, even on one of the new Expedition missions. I keep coming back because the new stuff they add to it makes it enough of a new experience that I can pick up from where my long lasting save left off and just go do stuff again. I guess in that respect it's a lot like TES games - you always find something new you missed before.
  20. Favorite thing listed for this update - buying a new freighter transferring your upgrades off your old one onto the new one. I've passed up picking up new freighters several times on my main save because I didn't want to have to rebuild all the lost stuff.
  21. CRF works fine with my other village mods so you shouldn't have any issues with them. It's best loaded somewhere in the middle, preferably right above the village grouping. If you're on PC, LOOT should be able to place it properly.
  22. You can simply go inside the cave from the camping start and pick one of the two guys to roll with. As far as being "script heavy" that's an urban myth. There is no such thing as a mod that is script heavy. The game itself would fail to function if there was any validity to that concept since the game has upwards of 15000 scripts, many of which are constantly doing something.
  23. The BGS server has been acting flaky for awhile now. People mention stuff from lots of people going missing only to have it be there on a page refresh. The platform they chose for the modding site is simply not designed to be used the way they're using it.
  24. Yep, that's the thread I tried it with using Firefox. Works as expected. Not overly surprising that you'd get the same bug in both Edge and Chrome since Edge is basically a Microsoft skinned version of Chrome now.
  25. There's a lot more that's involved in bypassing MQ101 than just skipping tutorials and getting dropped somewhere outside of Helgen. This isn't something you can really fix with a short batch file. It doesn't bother me that you want to use a different mod, but you can achieve the same thing as Dime's if you use LAL and select the "Camping in the Woods" start. You'll be set up outside of Helgen with all of the appropriate stages set and have a bag full of stuff to grab if you want it as well.
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