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    • AndalayBay

      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!


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Everything posted by Jac

  1. Andy's already explained our process, but I'll reiterate it: we took ThePal's patch as a base and reviewed Quorn's many changes as taken from his release notes. After that was done, we looked into items that weren't touched by either author and fixed what was necessary. When the patch is released it'll include a list of every fix and change made, plus we'll have a bug report for people to submit bugs we missed or things that they don't think are bugs. I understand your concerns, ZW, but a lot of what you've mentioned has already been done and it's not like we would turn away sincere help. Right now everything that needs to be done is done aside from compiling all of the various fixes into one master file for the script changes and a release. And, no, we weren't working in one thread, we had multiple for each part of the patch. You only see one thread because this is the only one visible to the public; all of the others are only visible to team members.
  2. If push comes to shove I can look into a merged patch. And, guys, lay off of Andy. She's under enough stress dealing with her broken computer and her husband's illness, which is thankfully in remission. And, Leo, your many comments about how you used to lead this project or be a member are unnecessary and quite irritating. Nobody cares, so stop mentioning it. Thanks.
  3. I don't remember if we fixed this or not, but here's a temporary fix until the patch comes out. Hidar fix.7z
  4. Hey, family comes first. I just wanted to know if you were able to come back to work on this sometime in the future. As you know, I have had my own experiences with a family member who had cancer so I really hope Jimi continues to improve and his cancer goes into remission. I'll poke you again next week if I don't hear back from you first.
  5. Hey Andy, I hope all is well with you and yours. Please let me know when you've returned, thanks.
  6. That seems more of a tweak/game balance issue than a fix, Leo. I say just leave them both in and let another mod remove or change them.
  7. It's filtered to the "dialog placeholder" NPC, Alt. We can change that if necessary. Here's a screenshot of what I saw when I reviewed it:
  8. [WIP] The Brotherhood of Old

    Sure. Send me the info and I'll see what I can do.
  9. [WIP] The Brotherhood of Old

    Depending on what needs to be done, I can help code them into the game. Dialog between two NPCs is easy, I just need the script and what triggers the dialog. I can also do "some" quest coding - mainly adding journal entries and the like.
  10. [WIP] The Brotherhood of Old

    Oh, I wasn't going to write them, I was going to help implement them.
  11. [WIP] The Brotherhood of Old

    If by scene builder, you mean having two or more NPCs talking to each other, I think I can give it a whirl. I wrote a tutorial awhile back on how to do that.
  12. Skyrim - Infinite Loading Screens

    Try these in your SKSE.ini: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 [Display] iTintTextureResolution=2048 [General] ClearInvalidRegistrations=1 [Debug] WriteMinidumps=1 <- this will attempt to write a crash log.
  13. Perhaps change the bound battle axe spell effect to a bound mace spell effect. It won't cancel the shield, the user just won't get the extra armor from the shield. I'll ask in the UMP thread what everybody thinks about this. There is no bound war ax spell, but it should be an easy enough fix to add one.
  14. Fun TV Show: Science of Stupid

    You didn't know that? For shame! But, yeah, the show is very funny. I just wish it came on more often. Maybe I need to start recording repeats as well...
  15. Win95 anyone?

    I'm pretty sure I do as well. I know I still have my old 95 CD around here somewhere. Yep. Windows used to be just a GUI for DOS before 95 came out and integrated DOS into it. I think 95 was the first 32-bit OS MS released, but I'm not 100% positive. There are days I still want to do that...
  16. UESP. For example, for the stronghold, it'd be HT_Stronghold.
  17. Leo, can you give me the journal entries you're seeing? I'd rather not have to hunt them down. Thanks.
  18. Oh. I thought he was still a member of the team. We're using it until we get the other tracker up and running. Looks like dialog to me. Is that a journal update? If so, it's probably a mod that's doing it and not the vanilla game.
  19. Submit a bug report on GitHub, Leo, and I'll take a look at it when I get a chance.
  20. The translation thread

    1. Yes. 2. I'd go with Dwarven Gear Mace. It's a shame MW doesn't allow descriptions of items because your name would be better as a description.
  21. The translation thread

    The Skull of Ascended Sleeper -> Ascended Sleeper Skull. Bench for Assembling Spears & Bench for Disassembling Spears -> Spear workbench or just workbench. Vestibule of Coming Ones -> Vestibule of the Coming Ones. I'd add "the" to all of them (Corridor, Passage, etc.) Sleep-inducing Trap, Reusable -> Reusable Sleep-inducing Trap. I'll look at the others later.
  22. The translation thread

    "How does 'Rough stowed pillow' sound to you?" It sounds a little rough to me. Maybe something like lumpy pillow, hard pillow, travel pillow, or even hiking pillow might be better. You can explain via dialog how it's made and/or what its purpose is.
  23. The translation thread

    You're welcome. I've never heard of "Bulat Steel" but it's grammatically correct, if that's what you're asking. I'll take a look and offer my suggestions. [edit]: I need access to that section to download files. Anda? VM? Anybody?
  24. The translation thread

    "Long Decayed Body of Scamp" Decayed Scamp body. "Dead Guar -> Guar`s Corpse?" Dead Guar or Guar Corpse depending on how it's used. If your'e talking about the corpse in dialog (via an NPC), then it's Guar corpse or the Guar's corpse. If it's a dead Guar you run across, then Dead Guar. "Pile/Heap of Withered Bones." Withered or weathered? As Fletcher said, either variant will work. "Decomposed Skull ->Decayed Skull" Decomposed sounds better. Tissue decays while bones decompose.
  25. [RELz] Morte in Skyrim

    File Name: Morte in Skyrim File Submitter: Jac File Submitted: 13 Oct 2014 File Category: Miscellaneous Morte is a floating skull from Planescape: Torment who's hanging out at the Dead Man's Drink in Falkreath. He will follow and fight for you after you've rescued him from an unlife of boredom. He also has some smart ass commentary/flirting based on your gender and who's following you: he'll flirt with Lydia, Uthgerd, and Jenessa provided they aren't married to you. He'll also talk to you about your recruiting Lydia the first time she joins you after the mod is installed. His home base is the Dead Man's Drink and he will return there whenever you dismiss him. You can move that base via dialogue or reset it back to the Drink. Because he cannot use weapon or carry equipment, he's set to use his fists as a substitute to biting his foes. As of version 2.2, Morte now has a skeletal horse he'll ride whenever you are. The horse will disappear when he's not ridding. You can also tell him whether or not to attack your foes on sight and whether or not to engage or stay out of combat. Installation Requirements Skyrim version or greater and Dawnguard for Morte's horse. Installation Currently only manual installation is supported. Just extract all of the files into your Data folder and select the jac_morte.esp in your favourite mod manager. Updating Dismiss Morte before you update and overwrite when prompted. If you're using 1.x, you'll need to delete all of the files in the Data\Script folder that start with JACM or JacMorte. This is so any updates to these scripts won't be overwritten by what's not in the bsa file. Also delete the Data\Meshes\JacMorte, the Data\Textures\JacMorte, and the Data\Sound\Voice\jac_morte.esp folders. Known Issues Morte may sometimes attack your other followers. If this happens, open up the console, click on him, type disable, press enter, then type enable and press enter. This should reset his AI and stop him attacking. Because Morte is essentially an invisible NPC, he'll do the vanilla NPC actions like eating, cutting wood, etc. I thought about removing his ability to do so, but I figured it fit into the overall theme of the mod. If this bothers you, just ignore it. Vanilla Skyrim doesn't have a way for me to test if Lydia has already been recruited by you. If you want to converse with Morte about her, dismiss her and rehire her. Morte should then greet you and start the first of his two conversations. You'll need to rest to have the second one. AFT was causing issues with Morte's AI, so I set it up so that AFT would ignore him. You can try AFT's make follower spell if you wish, but I cannot provide support with any issues it causes. Morte should be fully functional without it. Because Skyrim wasn't designed for NPCs to ride horses, Morte may act strange while ridding. If you have Convenient Horses installed and use horse-mounted combat, Morte will dismount before attacking your foes. Unless I can find a way to include Morte into CH, I can't change this behavior. Uninstallation Uncheck jac_morte via your favourite mod manager and delete jac_morte.esp and jac_morte.bsa. Credits and thanks Bethesda for making the game. Cruelflames for the head and original eye meshes. Chase Johnson for his excellent voicing of Morte. Drakkmore for Morte's tooth's mesh and textures, the new eye textures, and the horse retexture. Elaura for her support, helping to beta test, and suggesting new ideas like Morte's eyebrow dialog. Neildarkstar, Fenrir, and Mr. Shadow for helping to beta test and for suggestions. Emma, Wolf, and Dova for their help with all of my various questions. Mofakin for his custom companion framework tutorial. Nichevo for his companion tutorial, it's much better than the one on the CK wiki. Raym for providing suggestions for Morte's dialog. Matt for finding me a voice actor and for answering my various questions about scripts, scenes, and other NPC releated items. This mod wouldn't have happened without his support. Cansu for the skeletal horse model and original texture. Click here to download this file