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SerchBoogie

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  1. Ahh yes, the good old DarkFox videos, that brings me back. I thought those videos were no longer relevant, I thought things had changed in the past 7 years, with the different releases and advances in modding. Thank you man I'll follow your advice.
  2. I I remember reading that the Archive.exe has many flaws and can potentially miss some files. There were alternative tools to do the job. is that no longer the case, does Archive.exe work as intended now?.
  3. Hi. I created a mod a long time ago Umbra Island Director's Cut at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) I remember updating it around 2020 and creating an SSE version in 2021. I want to fix a few issues, fix some dialogue, modify quest stages and maybe replace a couple of meshes for a sword you obtain during my quest. But it's been a long time and a bit lost. If I remember correctly I have to extract all my assets from the .bsa file, using Cathedral Asset Optimizer. Then use the CK to open the .esp file, make the changes I need and pack everything again, using Cathedral I suppose?. Having all my assets extracted and scattered all over the data folder would be kind of a mess if I want to clean everything up once I'm done.Should I place CAO inside the Skyrim Data Folder or outside on a separate folder?.How do I package everything back suing CAO?, does CAO know what assets my .esp use?. What would be the cleanest and most organized way to do all this?.Thank you!.
  4. Hi. I have a music track for a custom Boss Fight, it's a 2:28 minutes long .wav file, I created the Music type and Music track in the CK. I created a keyword and put it into my boss NPC. I also put the keyword on the normal combat music, I copied all the settings based on the Dragon Bosses in the vanilla game, but my music won't play during game. What am I doing wrong?. I attached some images with my settings. The file directory is also correct; Data/Music/Combat/song.wav
  5. Hi. As the title says, having my mod enabled prevents players from Starting a new game, the game won't get past the title screen. I created a quest Mod, it's a very basic quest, it's a basically a "Kill the bandit" kind of quest with a few stages in between that requires the player to talk with a few NPC's to get some clues. Does having "Start Game Enabled" checked have something to do with it?. The quest starts by reading a book placed on Dragon's Reach. Then the player has to travel to Dawnstar and ride a boat to an Island where the rest of the Quest takes place. No other vanilla places or quests were edited. If you need more details please don't hesitate to ask. Thank you!.
  6. Hi everyone. In 2016/2017 I created a Mod called Umbra Island https://www.nexusmods.com/skyrim/mods/81887 . For Old Skyrim (non SE). But due to other personal projects and personal life I have abandoned that mod, but I really want to go back and update it, because it has a few issues that need to be addressed, I mean it's not broken but I can do it better and also because it has a sentimental value for me. The problem is that I don't remember exactly how the CK works and the overall CK workflow. :wacko: What is the best, most efficient and non destructive way to update a mod?. What programs are you using now to unpack and pack Old Skyrim Mods?. I remember using a Fallout tool or was it the tool that comes with the CK? :sad: I have a back up of everything. Every folder is here, textures, scrips, source scripts, sound, etc. Do I need to install my mod folder by folder or installing it like any other mod will suffice?. But I need to change some scripts, maybe that won't work :ohmy: Edits I need to do: 1- Change some dialogues 2- Change some texts on my Quest journal to make objectives more clear 3- Edit some Enemy and Boss stats. 4- This is probably the hardest, delete a Script that damages the player's health while using a certain weapon. There was no way of doing this by normal means and without the use of SKSE, so I went really Getto with this one so this Scrip wasn't added on the weapon itself, it was added on another place, If I remember correctly it's like a quest? that starts at the beginning of the game, I suspect this Scrip is causing "The unbound quest" and others to break, not allowing players to start a new game with my Mod installed. I bet this Scrip is the source of that problem, I remember that the guy who gave me that script warned me about that, well not exactly that it would break some quests but that this Scrip would kick in as a quest at the very start of the game. Any advice?, thank you!.
  7. Hi. I've been looking for an answer but most people issues are related to heavily modded setups with ENB's and it's all about stuttering. My problem is not stuttering, it is a loading time, and it only happens in 3d person view, 1st person view runs smooth. My only graphical mods are: Skyland a landscape texture overhaul, Vivid weathers and Static Mesh Improvements. That's all, no enb. The rest are quest and armor/weapon mods. When I go 3rd person in the wilderness and start running or walking the game freezes for a fraction of a second sometimes more, loads the next cell and continues. This obviously doesn't happen in interiors, and again, it doesn't happen in 1st person view. My PC: Windows 10 Skyrim Legendary Edition on Steam Ryzen 5 2600x Corsair 16gb ram 3200mhz GTX 750 ti ... lol, weird I know, this is a new build, I'm still saving money to buy my new gpu so I'm running my old GTX in the meantime. But I think 2GB is plenty for Skyrim. Vivid weathers requires me to make some Skyrimprefs.ini changes, besically the same changes you need to do for an ENB, could that be the problem?, Thanks!.
  8. Thanks!, it worked. But after I save and load my mod, I get tons of this same warnings but for different .nif files when I open the Actor Window and try to preview the character. I tested my mod in game again and it works correctly, no issues. I don't know if I should worry about these warnings. Any idea of what the CK means by adding W array to object in max? :wacko: ... and at the end I get that final red warning. Thanks.
  9. Hi. I want to use some of this guy's creature mods as Bosses in my MOD https://www.nexusmods.com/skyrim/mods/87148 I've already asked permission to use them, haven't got an answer yet but meanwhile I'd like to know how can I import those custom creatures into my mod and keep everything within my ".esp" and not require his ".esp" to play my MOD. Thanks =)
  10. Hi =D I'm interested in giving Oblivion a second chance. I tried it a few years back and those character models haunted my dreams for months. So this time I want to MOD it and raise the game to an acceptable level. I've been watching youtube videos about MOD lists but even the most "conservative" have things like; "alternative beginnings", "4k textures".... I don't want 4k textures, I won't be staring at the walls or watching the grass all day, I will be too busy actually playing the game :laugh: At this point the only MODS I consider really necessary are: 1.- Performance and Unofficial patches. 2.- An ok ENB (I only have 2GB of VRAM) 3.- Anything that fixes those horrible character models, Oblivion Character Overhaul version 2 will do the trick I suppose. 4.- Maybe a Texture pack, someting moddest 4k seems too overkill for me. (I only have 8GB of RAM) What else would you suggest?. I don't want better trees, better rocks, creatures, better cities, I want to keep the experience as close as I can to the original game I just want a little boost, just the necessary to play the game. Thanks :happy:
  11. Hi. I was about to post a new topic but I have a similar question. With the announcement of TES IV I felt the need to play a The Elder Scrolls game again. Skyrim was my first TES ever and the only one I've played, but as much as I love that game I think I've played it enough. But I want more TES, I don't know if I should buy TES Online or buy TES IV Oblivion for 4 dollars on steam now. 1.- A few years back I was in the same situation as I am now. So I got a copy of Oblivion with my super legal and authorized distribuitor, just to try the game, and OMG, It was like hitting a wall at full speed, the graphics, the voice acting, the character models, controls, the overall feeling, the clunkyness, it really hurt. 2.- As for TESO, most people say that if you're looking for a true TES experience, TESO is not the way to go. I'm considering Oblivion again because you can mod it so it can be and acceptable experience in 2018. I want to play an Elder Scrolls game now :pinch:
  12. Thank you very much FrankFamily, it works perfectly. :laugh:
  13. Hi :laugh: I'm working on a new Mod for Old Skyrim. What I want to do is to spawn a Stone when the player activates a trigger box. What I have so far is a script that spawns the Stone when the player "Enters" the trigger box... and yes it works but it looks bad, the stone just pops into existence so I would like to add an effect and a sound, like the one the game uses when you summon an atronach or that horse from the dlc. Maybe not exactly those but any sound or shadder would be great. Thank you very much =D
  14. Hi. I released a mod last year for Old Skyrim. By the time I started creating it, Skyrim SE didn't exist, it was announced in the final stages of my Mod creation. Unfortunately I couldn't get the free update to SE because I only bought vanilla Skyrim to create my Mod, I was curious about modding, I already had the complete version on PS3, how could I know? :sad: I want to create a new mod but I wonder if Old Skyrim is still worth modding?, has everyone migrated to SE already?, I still see some action in the Nexus page for Old Skyrim, I just wanted to ask around, see what people think. When I released my other mod SE was too new, few support, no SKSE you know... The thing is I don't own SE and it's a bit expensive on Steam now, I mean not expensive but I've bought this f"!#ing game too many times, I think it's enough, I will buy it but only during one of those crazy steam deals for like 10 dollars or so. I hope you guys can help me with some insight. Thank you. PS: I know I can port my Mod to SE but the process looks like a hassle, like if developing a mod for Skyrim wasn't annoying enough.
  15. Nah it's ok I wrote it wronng. Anyway. The two guys who had the issue solved it in the same way. They had to extract the audio files from the BSA for the dialogue to work. Is it a problem with my MOD or their Skyrim installation. I insist my mod appears so be working fine for most people. My audio files are now in FUZ format. Cleaned with TES5EDIT. It works for me, It works for others but seems like some other people is having issues still.
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