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QaxeIsKaze

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  1. UPDATE: I went ahead and updated my game to the most recent version, and THEN used Halgari's "Unofficial Skyrim Special Edition Downgrade Patcher" to bring the game back to 1.5.97. I ran the game, tested "Setstage DLC1VQ07 10" and "Touching the Sky" started up correctly without any Cretin Club nonsense. Conclusion? Sorry to say that I don't know the cause of the glitch, but the Downgrade Patcher helped me out, so "Huzzah".
  2. Thank you for taking your time to reply. Dashyburn, when you loaded up Dawnguard.esm in Xedit, was USEEP present (loaded up together) ? If so, it may be something they fixed. If not, then ...then I don't know what. I will continue to be perplexed. 1Hat, I have heard of cells being incorrectly named "Creation Club Cell", but this was the first time I came across a quest being named so. Glad that it worked itself out in your case. At the time of my post, I didn't have any mods, not even CC mods in my Data folder. No SKSE, no USEEP. Just Skyrim SE and the DLC. I own Skyrim AE but it was unticked in Steam, and not installed. Furthermore, the DLC and Update.esm files that I used at the time of this glitch, were the ones that came with 1.5.97.
  3. In SSE 1.5.97 (no mods) when I start the Dawnguard quest "Touching the Sky" (DLC1VQ07), my quest journal reads "Creation Club Cell" instead of the correct quest title and there's a prompt to Locate Auriel's Bow. SSEEdit shows that the quest is indeed named "Creation Club Cell" name for the quest. I thought perhaps that my Dawnguard.esm was somehow messed up, so I used the Depot Downloader tool to grab all game files for 1.5.97 from Steam. Same misnamed quest. Questions: 1. Is this a known bug? If so, I'll report it to the folks at UESP. 2. Does this happen to any of you? 3. If you don't know the answers to 1 or 2, but you have 1.5.97 installed, would you be willing to check the quest name on your copy of Dawnguard.esm in SSEEdit? Again, this is a no mods game. No SKSE64, no mods. I'm not interested in what other mods might fix, I'm specifically wondering if this is an actual bug in the Dawnguard dlc file. Thanks in advance
  4. This script throws an error that it was expecting an EndIf, and I am not sure where to put it. I am guessing that it's because you have 2 ifs, but only 1 endif? But as I said, I'm not sure where that 2nd endif goes. If akActivator == Game.GetPlayer() If IsUsable == true
  5. Whenever we meet our provisioners on the road, the only dialog option is to trade items. I'd like to be able to greet them. Even if it's just "How are you holding up?" and they reply "Can't complain" or "It's rough, but I manage" (whatever can be "mined" from the existing dialogue files. I've never played with Fallout4's dialogue quests, but I imagine that one would make a quest with a condition that requires the npcs to be in the current provisioner faction (etc). Then there would be at least 1 generic greeting for every voice type that settlers can have. Several random greeting options would be great, but even 1 per npc voice type would be an improvement over walking up to a guy you haven't seen in weeks and just blurting out "Hey, let's trade".
  6. I posted this about 2 years ago. Nobody knew, or ? Here's the answer for anyone who find this post in a Google search: Open your Skyrim.ini file (Documents/My games/SSE/) and add this line to the Interface section. [interface] fMinSecondsForLoadFadeIn=0.0 Default is 1.5 (lame)
  7. Are you bothered by being asked the same questions in different ways? Yes. Do you find it annoying to be asked the same question several times, only phrased differently? Oh yes. Did you consider stopping the survey in the middle due to aggravation, but instead continue to answer the same repetitive questions, over and over? Yes. What about being asked almost identical questions, just 3 or 4 times more? If this survey were paper, I'd have lit it on fire.
  8. What I want to know is, why Vortex stores mods in the Data folder. In my experience, putting mods into the Data folder is a recipe for overwrites. It was the case with NMM, why wouldn't it be so with Vortex? I have read that the "actual" mod isn't really in Data, but rather something akin to a virtual file, but that doesn't clarify the issue for me. Aside from the overwrite issue, there is a secondary reason that I wouldn't want to put all mods into one big folder (Data): it makes for a very cluttered "work environment" for mod authors. I used to have trouble differentiating my own Dialogue Views and Scripts from those added by other people's mods. That is why I started using Mod Organizer to manage other people's mods. Mod author needs are more specific than those of other people, but I think it is relevant. Yes. I can continue using MO and MO2 alongside NMM or Vortex, but I am curious WHY, when they built Vortex, they decided to continue putting mods into the Data folder. I thought the consensus was that it was "bad".
  9. "Requirements, Perms & credits, Translations, Mirrors, Donations" I'd love to see these moved to the tabs. If there is no space, perhaps a second row of tabs. Between this section, the mod banner image and the ads, a person will must scroll halfway down the screen to find the mod description. Ads: Advertisements are necessary for the owner of the site obviously. However the Geico ad at the top of my screen is equal in size to the mod banner... both of which are huge, and the combination is obnoxiously massive. I'd be willing to have my mod banner image cut in half vertically if the ad size could also be shortened by as much. In the older version, there's a small ad at top and another one off to the right. What if we had a shorter banner to the left and an ad to the right of it? I like the width of the new page and how there are now more images across the screen instead of just 3.
  10. Update: I can upload smaller .zip files. I split my mod up into parts, and was able to upload my sound .zip file (895.6Mb). So it seems that the trouble is that the site doesn't want to accept my 1Gb mod, or it doesn't like the .bsa contained within. Maybe this is a temporary issue caused by website construction.
  11. I have a similar issue to Nibiros13, but with existing mods. My file appears to upload 100%, but once the green upload bar finishes, I get a "Undefined has been uploaded" message. If I hit "Save" an error message pops up that reads Error: no file uploaded (sic). This error message happens in -- Old and new versions of Nexusmods page -- Skyrim and Skyrim SE both -- Chrome and IE My mod is a bit larger than 1Gb in size and contains a .bsa, .esp, sound and textures folders all packed in a .zip file. I have successfully uploaded 28 versions of this mod to date.
  12. Several of my quests, which have been working for years, have suddenly stopped working. These were not quests that I edited or changed since the time when they were working. I do however regularly update the mod in other areas. Upon investigation, I discovered that in these broken quests, the quest PROPERTIES were all reset to default. Quest aliases and scripts were untouched, just the quest properties were no longer set at all. My mod, "Qaxe's Questorium" is over 1Gb in size. Is it possible that it's collapsing in on its own gravity somehow? I know that's a weird thing to say, but I'm at a loss. I appreciate any help you can give. Here is an example of some of my properties on one of the quests that just came up broken: Encumber Spell IcicleSpellEncumber FastTalker Spell IcicleSpellFastTalker ILLUSION String Illusion Telepathy Book IcicleSkillBookTelepathy Naturally, I originally went through and set these values myself, but now they have come up "Default". I again set the values and they appear to be working in game again. Here is one of the scripts that I was working with: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 10 Scriptname QF_ILQ19_021D7762 Extends Quest Hidden ;BEGIN ALIAS PROPERTY ChoiceBook ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ChoiceBook Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Vexardht ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Vexardht Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Wine ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Wine Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY MerchantChest ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_MerchantChest Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Troll ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Troll Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY TriggerBox2 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_TriggerBox2 Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_9 Function Fragment_9() ;BEGIN CODE setObjectiveCompleted(60) SetObjectiveDisplayed(70) Game.GetPlayer().AddSpell(Tame) Game.GetPlayer().AddItem(Pain, 1) Game.IncrementSkill(Illusion) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_2 Function Fragment_2() ;BEGIN CODE SetObjectiveCompleted(10) SetObjectiveDisplayed(20) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_8 Function Fragment_8() ;BEGIN CODE setObjectiveCompleted(50) SetObjectiveDisplayed(60) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_6 Function Fragment_6() ;BEGIN CODE setObjectiveCompleted(40) setObjectiveDisplayed(50) Game.GetPlayer().removeitem(alias_Wine.GetRef()) Game.GetPlayer().AddSpell(Encumber) Alias_Troll.GetRef().Enable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN CODE SetObjectiveDisplayed(10) Game.GetPlayer().additem(alias_ChoiceBook.GetRef()) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_3 Function Fragment_3() ;BEGIN CODE SetObjectiveCompleted(20) SetObjectiveDisplayed(30) Game.GetPlayer().AddItem(Telepathy, 1) Game.GetPlayer().AddSpell(FastTalker) Game.GetPlayer().AddItem(Gold001, 100) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN CODE setObjectiveCompleted(30) setObjectiveDisplayed(40) ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment String Property ILLUSION Auto SPELL Property FastTalker Auto MiscObject Property Gold001 Auto SPELL Property Encumber Auto SPELL Property Tame Auto Book Property Pain Auto Book Property Telepathy Auto
  13. This may be a minor necro, but I was looking for this myself and thought I'd share my experience with Scrap Everything. Scrap Everything does not change Navmesh (pathways that tell npc where they can walk) so if you delete an existing settlement house and replace it with one of your own, it's a good idea to put your new doorway where the original one was, etc. Otherwise your settlers walk around, bumping into walls, etc. FYI, If you were using Scrap Everything and then remove the mod, most (all?) items that normally could not have been scrapped without the mod, will come back as it was before. So if you scrap the shack at Finch Farm, and remove the mod, the shack will reappear as if nothing happened. A new Optional File available on the Scrap Everything DL page, fixes the old problem where you couldn'd place new beds in "The Castle" (alcoves) and certain pre-existing settlement houses, such as Somerville Place and the first floor of Taffington Boathouse and more. Make sure to get that optional file. When using Scrap Everything...go slowly and save often. PSA: For anyone who doesn't know, removing mods mid-game is a bad idea. It's probably worth your time to research "why".
  14. Hi guys. Have you generated LOD for your worldspaces? "assets will appear next to me, but the further away I move from them, they will start disappearing/get 'halved' until they're gone." Sounds like missing LOD. I had this issue for years until I finally got annoyed enough to do something about it. I used 2 tutorials to create LOD. First, I started with "Lady of the Moon" tutorial to generate LOD within the CK. She adds images, and writes very clearly. http://tesalliance.org/forums/index.php?/tutorials/article/157-skyrim-original-edition-how-to-generate-level-of-detail-lod-for-a-custom-world-space/ Sadly, that didn't do enough in my case, and I ended up with purple mountains, but her images and the CK section was still very useful. Once I had the CK parts done, I used Hoddminir's tutorial on generating LOD with Oscape: https://www.darkcreations.org/hoddminir/generating-lods-for-your-worldspace That tutorial says you have to make your mod an .esm to work with Oscape...I did NOT. So maybe the newer Oscape doesn't require an .esm anymore, or maybe I've been lucky. Anyway, I used Lady of the Moon's tutorial for the CK section, then switched to Hoddminir's tutorial from the point where it reads "Continue to generate the landscape LODs with Oscape." Oscape is also available for free. Both tutorials require you to use vanilla LOD Source files, and I found the ones from Iguanadon to be the most useful: http://afkmods.iguanadons.net/index.php?/topic/4079-skyrim-vanilla-lod-source-files/ I don't know if it's necessary, but if you still have issues with trees, etc. after doing all that work, you could also try the TES5LODGen tool: http://www.nexusmods.com/skyrim/mods/62698/ Hope those links help. For me, it was a combination of 2 tutorials that did it, but at least I have LOD now.
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