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stuff444

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  1. I do the same thing. One time I chose the wrong option late at night and lost a bunch of data. I just wish there was an auto "use newest file" option.
  2. don't do what you're doing and the spam goes away. you are aware, aren't you, that the files in your directory are only links, not actual, physical files? so why would you then throw a load of meshes into a directory full of links? and then, why would you expect your mod manager to shut up about it? Well, because I know what I'm doing. I don't rebuild my mod list over and over like some. Most of my modding is done manually. I build on it piece at a time. I'd expect it to shut up because it's a tool that should be able to be tailored to the user.
  3. Hello. I was wondering how I can stop vortex from spamming me about changes I've made to game files in Skyrim SE. This feature is really getting annoying, and I just want the newest files in my game to be the files I've currently put in the game myself, manually or through vortex. I don't want confusing questions spamming me about archive files when I've dropped some manual meshes into the game. Thanks in advance.
  4. I've finally come back to play NexGen W3. So, what's going on here? I played W3 multiple time in the past with lots of mods, including W3 Enhanced edition mod. No problems in the past, but now I'm here starting a new setup in the next gen update with only about 20 mods. I'm using both Enhanced edition and update Enhanced edition Redux. Problem is the hundreds on conflicts that need merging/manual fixing in script merger. Who has time for that? I just want to play, what am I doing wrong? I don't think it's supposed to be this time consuming. I installed W3EE/Redux manually and overwrote the scripts in W3EE with Redux (per that pages instructions). I know W3EE Redux is supposed to be an overwrite update, and not made to merge with W3EE. Why does W3EE and W3EERedux conflict in script merger when I've already overwritten the scripts with the redux ones? Why are these two files showing up in Script merger when I've already prioritized them in load order and excluded their check boxes when selecting the merge files? Why are non-script merges needing manual merging? I don't remember having this trouble on the old W3. Any help would be appreciated. Thanks. EDIT: SOLVED, by ignoring most of them.
  5. Anyone know of an xedit script to remove material conditions from tempering recipes? I really think materials should only be required for construction.
  6. As the title says. No, it's NOT the styles not showing in MCM, it's that the styles aren't working correctly. I've had this working in previous builds, I think pre-Nemesis, and pre any custom race skeletons (say for XPM32). I don't think this is xpmse's fault, but I got something incompatible going. My issue is this: When I go into RaceMenu and use the weapon placement sliders all 2handed weapons are on the same Node. They stay stuck together (I think that's how vanilla is, it's been so long tho..), except they both show up at the same time ofc bc I have MODS. Also the weapons are in a different default place than when I zero the sliders in racemenu. Meaning: I go in racemenu, move the slider for a weapon to say +3.0 then move it back to 0, the weapon is in a different place than before. I'm currently playing COR Nord race which uses the default skeleton.nif location. SO it shouldn't be doing this.. One more thing to note: My character is frozen in race menu, other than the facial animations. That's also new. My game is mostly 1.597, but I downgraded sometime time back. My skse the 2.02 for 1.597 runtime. I hope this isn't some issue with versions. Man those late bethesda updates have been annoying. EDIT: I had justy installed immersive equipment displays. I'll have to figure out how to parse them together. If you dare..My load order.
  7. I noticed this too. Don't launch Skyrim through vortex. The game files are actually just fine. It seems that the latest update isn't recognizing esl flagged esp's as light plugins any longer.
  8. I'm necroing this because I've been having the same issue, and it seems that this hasn't been identified by the community yet. The cause is a script injection to lvl list 40A3247 DLC2LItemIngredientNewRR75 by (Unknow mod). The list is for alchemy and CACO just happens to be the last plugin to edit that list. That's why it's listed. The culprit is some other script from some other mod adding items with incorrect code and filling up the lvl list past the 256 limt (CTD game can't save). It's NOT ineed, as I suspected, but something else. For the time being anyone can use resaver tool to search 3a247 and remove the form from their save to keep playing. Posting my load order. Complete Alchemy and Cooking Overhaul at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) First page, halfway down. PSA: About sudden CTDs on save with logs pointing at LeveledLists : skyrimmods (reddit.com)
  9. Hello. While scrolling through the files on my lunch break yesterday I came across a mod, but am having trouble finding it now. I wasn't logged in, and on mobile so I didn't track it. The mod in question changed the damage formula on NPC/Player receive/taken damage to be inclusive to player/friendly NPC's rather than just player/Enemies. Or something like that. Thanks.
  10. FIXED: True Directional movement was conflicting with another behavior mod, maybe real 360 behavior, or CGO.
  11. Hi. After installing Nemesis, and a whole host of other wonderful mods that deal with Combat and movement, the directional controls become inverted only after being attacked. I use gamepad.
  12. I've never been able to use tcl in my builds. Idk why.
  13. This has been bugin me for a while. As the title says Red Mountain Plume will flicker in and out WHILE rotating camera, and at great distance. Visible when camera is rotated away from the plume, and becomes occluded when camera is centered. Maybe sky mesh incompatibility, idk. I have Red Mountain erupts.esp, and dyndolod freshly patched.
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