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Rooker75

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  1. Act 3, possible spoilers, so avert ye eyes if ye be not done with Act 3. So I'm up against the end game with few side quests left to do and I'm exploring a bit and just wandered into the audience hall at Wyrm's Rock and....
  2. Oh, is that all? So they yet again broke all the mods just so they could sell some more horse armor. Good grief.
  3. Sorry for asking a stupid question, but Steam is showing AE as being paid DLC and it appears as if I don't have it. Is this something I'd have to buy to get or do I just update to the latest Skyrim SE, because I thought I already had it. And if it is another DLC, what exactly is in it, because the Steam page says exactly nothing about that I can see. More horse armor I'm assuming?
  4. I'm trying to spawn an item in a vendor's inventory so that I can properly buy it rather than just cheating and spawning it in my own inventory, but it won't show up in their merchandise list. It's "Human Heart" and I'm trying to spawn it in an alchemist's inventory by just clicking on them in the console and doing an "additem" command (and I definitely do have the person selected properly in the console). I've modified the ingredient with a small mod to give it the VendorItemIngredient keyword, but that hasn't helped. I tried adding it to "common ingredients" leveled list. I even turned off clipping and added it directly to the hidden merchant chest under the store. I've done the same thing with "Human Flesh" in the past and that works fine. Other items work fine when I do this with merchants. So what's going wrong here?
  5. When it dawned on me six years ago that SKSE mods wouldn't work with Skyrim SE, I decided to just ignore it and stay with Skyrim Classic and it's established ecosystem of (at the time) 50,000+ mods, many of which would never be ported to SE. There was no way in hell I was going to play Skyrim without SkyUI. They eventually made an SE version of SKSE, but there were still few ports of the Classic mods I use, so I saw no reason to use SE. A non-trivial side benefit is that my mod load doesn't become chaos every time Bethesda decides to add a new horse armor nobody wants to their stupid Creation Club. Wish I had that option for Fallout 4. I never ported my own mods to SE because I didn't want the hassle of testing two versions of everything, especially since I don't even keep Skyrim SE installed. Now there'd be three versions of every mod to maintain and that's a big nope from me.
  6. This is in theory, so it may not work, but if you follow the steps in my original post, edit that app manifest file and delete whatâs in the "downloading" folder, AND you have allowed it to *install* that update, then you might be ok. If you have a backup somewhere, you may need to restore it.
  7. No idea, I've never used Mod Organizer. Maybe somebody else knows.
  8. On November 11, all your mods that depend on SKSE will suddenly stop working until SKSE is updated, which is expected to take longer than usual this time. To prevent this from screwing up your game until SKSE is updated, you will need to prevent the update to SkyrimSE. Since Valve does not respect users choice to decline game updates, you will need to perform a few hacks on Steam data files to protect your game from an unwanted update. Don't worry, nothing will break. To prevent the update: In your Steam library, set SkyrimSE to "update only when I launch" (Steam library > Skyrim Properties > Updates) Personally, I hate Steam, so I keep it offline when not installing/reinstalling a game. I also firewall it, because even in offline mode, it still misuses my network without permission. Never, ever, EVER launch the game from within Steam, or from the desktop shortcut that Steam creates. Never do that. Launch it from the script extender or just make a shortcut to SkyrimSE.exe if you don't use the script extender. Zip up your entire Skyrim folder and save it somewhere, just for situations like this. Yes, this takes a while to do and costs you several gigs of storage space, but do not skip this step. Now, if Steam says an update is required, but has not yet downloaded it: Immediately put Steam into Offline mod and then close it. Check the system tray to make certain it's not still running. Check Task Manager for things like Steam.exe, steamcrashreporter.exe, steamservice.exe, steamwebhelper.exe (basically, anything with steam in the name). If something is still running, terminate it. Find the file >>appmanifest_489830.acf<<, which should be in the \Steam\Steamapps\ folder. Open it in a text editor. Look for this line: "StateFlags" "XX" where XX is a number. Change that number to "4". This tells Steam that the game is installed and is fully up-to-date, no update required. Look for these two lines and make sure the number is 0 in both: "BytesToDownload" "0" "BytesDownloaded" "0" When you're done, save it, close your text editor and set the file to Read-Only. NOTE: you'll need to undo this when and if you ever decide to allow the update. Look in the \Steam\Steamapps\Downloading\ folder and if there are any files or folders with "489830" in the name, delete it immediately. Delete any folders with this number in the name. You *should* be safe to play the game now, as long as you DO NOT EVER launch it from within Steam. Only ever launch the game while Steam is in offline mode. If it already started downloading the update but didn't install it, this *usually* works to halt the update and return it to a playable state, but I can't promise anything. I have been doing this myself for all of my Steam games for the last several years and it works perfectly to prevent unwanted updates, at least as long as you keep steam in offline mode. If you put Steam back online for some reason, it may find that there is an update and try to download it, or at least refuse to let you launch the game until you do update. As long as you have followed the steps above, it will forget about the update when you restart it in offline mode.
  9. For the love of god, somebody please make a mod that blocks phone calls, holds them until later, converts them into text (most are followed up by a text any damn way), SOMETHING. Sitting here trying to talk to an NPC and another damn NPC calls and neither will shut up and I can't understand what the hell anybody is saying. Jesus Christ, somebody fix this, please.
  10. So, like I often do, I browsed through a game's available mods today and downloaded several that I'd like to add to the game. Some examples of the files now in my download folder as a result of this are: 7z version-876-1-02-1610407268.7z 7z version-881-1-0-1610404286.7z 7z version-891-1-0-1610472905.7z 7z version-892-1-0-1610473824.7z 7z version-880-1-0-1610403268.7z There must be several tens, if not hundreds of thousands of files on this site exactly like this. I'd like to propose that all files uploaded to a mod page for download have the name of that mod be automatically prepended to the filename, so that users will know just what the heck they've downloaded if they do several at once.
  11. I see some modding tools are slowly starting to make their way out to the world. Would very much like a mod for this too. It kills replay value having to go through all that to get started again, not to mention making it tedious to do testing for mod creation.
  12. I know Gopher is playing this game and it's probably driving him batty too. Hopefully he'll jump right on it as soon as he figures out how the hell to do it.
  13. Patch 1.05 One rather douchey change is that the debug console is disabled with this patch, which means I'm probably not installing it. I haven't even used it for anything yet, but disabling it because someone might break something messing with it is fricking stupid.
  14. I've just started a new game and I cannot mount the horse at the very beginning. I distract the guards attacking Teresa, run up to any of the horses, I press E to mount and instead of working correctly, it just shows this window. It happens regardless of which horse I run up to. What is going on here and how do I fix it?
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