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      Orphan Attachments   07/31/2018

      I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!

Schtearn

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Posts posted by Schtearn


  1. Angling for a definitive "heads up" on symptoms for this issue.

     

    Regarding non-greet dialogue or dialogue with no choices.

    What appears to be happening is NPC/companion conversation is fine in a Solitude interior but on exit there is no mouth movement with the companion or one or two NPCs.

    Go to any another location in Skyrim, most will, at least, move their lips.

    Is this another sign of the lip-sync bug?

     

    In greet conversation, the first sentence generally uttered is usually in sync, but start out of sync if the following lines contain many words.

    Has anyone noticed this more of an issue around Solitude?

     


  2. Morte was such an odd addition to PST. But then his dialogue kind of atoned for that.

    Perhaps this is a precursor for our very own Morte-like familiar, with his/her? commentary based entirely on Tamriel lore- with an edge on our current servings, perhaps. :)

    And the Nameless One? Beyond all caring given his ultimate predicament.


  3. Yeah, though disabling DWM isn't the best solution out there- eliminating forced vsync in windowed modes has a better answer in ENBoost fullscreen option.

     

    Going to persevere with the CA, it looks pretty cool, and is quite well documented, albeit the last version being 2010.

    Here's my "fixes", noting that it doesn't nest processes: running OBSE_Loader in CA is useless as Oblivion is launched from OBSE as a separate process. Moreover, as I saved the sdb, the CA doesn't allow the fixes to be edited (a minor bleeping annoyance) so you'll have to create your own.

    The CS "fixes" are a shot in the dark, and probably won't be fully testing on this machine it for a while.


  4. Running it in compat for XPSP3.

    And this through a shortcut:

     

     

    @ECHO OFFECHO.ECHO Don't close this window - close the Construction Set to exit.ECHO.ECHO.

    REM check if d3d9.dll.null is in the same directory as the rename will fail and CSE will crash

    IF EXIST "d3d9.dll.null" del "d3d9.dll.null" /Q

    REM check if d3d9.dll is in the same directory as this batch file is run fromREM if it is then Rename it otherwise skip to running CSEIF NOT EXIST "d3d9.dll" GOTO StartCSE

    ECHO Renaming Directx library...ECHO.REN "d3d9.dll" "d3d9.dll.null"

    :StartCSEECHO Starting Construction Set Extended...ECHO.START obse_loader.exe -editor -notimeout

    ECHO Waiting for exit...:LOOPtimeout /t 1 /nobreak > nultasklist /fi "IMAGENAME eq TESConstructionSet.exe" | find /i "TESConstructionSet.exe" > nulif errorlevel 1 goto ENDif errorlevel 0 goto LOOP

    REM check if our renamed file is present, if it is rename it backREM otherwise just skip to exiting:ENDIF NOT EXIST "d3d9.dll.null" GOTO Finish

    REN "d3d9.dll.null" "d3d9.dll"

    :Finish@ECHO ON

     

     

    On one black run, even the d3d9.dll.null and d3d9.dll got deleted.

    Funny thing, the black screen freeze is not reported to the OS as a crash.

    I often run through the extender. Funny thing it crashes (standard: no black screen) first attempt, and starts up okay next time round.

    :excl: Might have a go at running this through Compatadmin. They have some DX throwback tweaks on hand.


  5. Just having a peek at xulBRAyleidWaterworks03 Cells: Interior Data (and other tabs)  but DX style black screens kick in fairly rapidly.

    Can't switch out- except to logoff.

    It's practically unusable.

    Shouldn't be a problem with mod setup (at least the game is fairly stable), if there isn't, any "insider" tweaks to make it a little more UF?


  6. The shader has been fixed by vtastek at Beth. The above solution was updated accordingly. There may be more updates to come- but working well for now. :)

    He has also posted a lava update which looks pretty cool too. However my problem is still the same: there is no turbidity in the external lava,- almost stationary. Think it is something to do with the Bain version of LW 2.1. Does anyone else use this?

    Edit: Some progress has been made- more to come, no doubt.


  7. Yes, dll functionality is definitely needed for things like OSR otherwise it's the bitbucket of Oblivion. Long time support guarantees these kind of things just become part of official updates.

    But the horse has already bolted since xxSE isn't a requirement for ENB. And sites like Nexus around to vet the malware.

    But, whatever.. we all just want bigger and better is the general consensus. :w00t:


  8.  

    I want it scaled up massively, with a much larger worldspace and cities the size of cities instead of villages. I don't care where in the timeline it is set, whether before or after previous games, or even at the same time as a previous game with references to the goings on in another province.

     

    Here, here. But how big will they make Summerset Isles?

     

    The new TES might feature

    [*]Different quest lines touching in some stages, not absolutely separate branches.

    [*]Plug in, plug out mods: no bake in.

    [*]No game lease.

    [*]Less frequent official updates but over much longer periods.

    [*]No script extenders- vanilla should have them all.

    [*]Support porting of mods to non Windows platforms.

    [*]New wiki for new CK, F1 context help, built in nif & dds editors, how to's, script stores, forums, updates.

    [*]Bring back the Oblivion style NPC dialogue zoom in! :P

    • Like 1

  9. NMM is still being updated- OBMM isn't. (Sorry for bringing that up again) For a quick game with a small number of mods, NMM should be fine.@Rodjama: You did install SKSE 1.7 alpha for the memory fixes? Saving is one big issue with Skyrim. I prefer to do it in interiors, and that things are behave as expected. Sometimes they don't. You could also try Hadoran's Save Cleaner.


  10. Having tested uninstalling "standalone" mods with NMM, it works. From what seems to be the general consensus NMM doesn't handle install/uninstall of conflicting mods well at all.


  11. Well, as Draven said: "nicer godays etc from OBGE_v31rc4" You can run standalone effects better in-game with LW installed, in the older versions this was not possible.OBGE 31 is certainly bigger, and more ambitious,- but like an untended garden will not improve over time...The wiki does concede the betas are not fully tested, and possibly a little buggy.

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