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About Atardecer
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Country
Australia
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Currently Playing
With Fire
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Favourite Game
Skyrim!
Atardecer's Achievements
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So granted, I'm a long time Mod Organiser user, and before that NMM. I leanrt using mod managers on NMM and Wrye Bash. I really, really wanted to gel with Vortex. I wanted to try out a couple of mod collections. But damn, user friendly it is not. Installing mod collections seemed simple enough to begin with, but troubleshooting issues and doing manual conflict resolutions is a horrible experience in Vortex. I'm used to assessing conflicts manually in MO2 and seeing what's what in xEdit. In Vortex I have no idea what I'm looking at. The final straw was the conflict resolution, and not letting me go forth without sorting it. And that window with the arrows pointing everywhere for files conflicting with other files and me not understanding what the hell was going on. File conflicts are expected in load orders and in MO2 its very simple to move things around to plan exactly what conflicts you want to happen and where. I felt that in Vortex it's seen as a problem and something that must be fixed to proceed. Perhaps I am simply incredibly stupid, but I've tried it one 3 separate occasions and just uninstall each time. Each for mod collections, which themselves can be problematic as it's not always the case the modlist curator has resolved issues with the list themselves. I am fairly knowledgeable in music and audio DAWs and software, and the one thing that great design gets right in that area is presenting complex design in a simple, easy to use format. Ableton Live would be an example of this; if you've never used any of those programs before or ever undertaken any audio production ever, you could probably figure out the working basics within an hour just by trial and error. That was my experience with MO2 - everything feels pretty logical. Good design feels intuitive. With Vortex, I feel like I need to submit my theses before commencing downloading. There was literally nothing intuitive about it. I'm only writing this as I hope to see some changes in the program in the future to make it more user-friendly. But for now I must admit defeat, for the 3rd time. Thanks for putting up with my rant.
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SSE Levelled Lists in Merchant Containers
Atardecer replied to Atardecer's topic in Skyrim's Creation Kit and Modders
Skyrim SE -
SSE Levelled Lists in Merchant Containers
Atardecer posted a topic in Skyrim's Creation Kit and Modders
Hi there, So I'm making a little sub-mod for Requiem on the Bandoliers mod. As part of it, I want the different categories of bandoliers to be distributed different merchants ie. alchemist merchants to sell some of the vial bandoliers etc etc. I've made level lists to put these items into their respective category, then added that level list to an existing level list that the merchant container uses (for example, LItemMiscVendorMiscItems75), understanding that that level list will likely draw randomly from the list. As an example. I don't want these items to always show up at these merchants every time and get that the lists have chance none variables on them but I can't seem to get them to show up at all with this method. If I add the items individually to the merchant containers then it works as expected but not if I add them in a list (there's a lot to do by doing it this way). So I'm wondering if I need to pay attention the the flags I have set on the level lists or something (I'm not all that knowledgeable about how they affect things). Or just wondering what I'm doing wrong. I do not have any level list overrides or mod conflicts or anything like that. Thanks -
Hey all, I'm making a couple of mods/Requiem patches where I want to add some items to merchant containers, say all blacksmiths for example. In an ideal world I'd like to do this with a script (I've seen one around that does this) but I'm a nub with scripting. So I'm adding the items directly to the merchant containers themselves. Thing is they just don't show up at all (I try a new game when I do this). I've checked in xEdit and there is nothing overwriting the container edit and it is carried over to the Requiem for the Indifferent esp. What am I missing here? I've also tried to add the item to the REQ_LI_Blacksmith Minimum level list which is used by all Blacksmiths rather than the container itself but this too does not take effect, even though the list is not overwritten. On one of the mods I've added a bunch of the items to a level list and then added that level list to a container which also didn't work (should that work?). I'm guessing there must be something missing on my end (perhaps incorrect properties of items). But was also wondering if Requiem is doing anything behind the scenes here but I would have thought this would be straight forward. Any ideas?
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Basically the way CCOR de clutter works, by only showing crafting (or cooking) recipes for things that you have at least one component of, or all of the components. Applying conditions to the recipes and such. Could this be done in a SKSE plug-in without need for patches? CCOR (fantastic mod) is a bit of a compatibility headache in my setup.
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So I no longer use CCOR due to conflicts with other mods I have. The one thing I do miss from it is the conditions on crafting recipes to not show unless you have one of the crafting elements in your possession. But this also conflicts with anything else that edits said recipe. I donât know if itâs possible at all but something like a SKSE plug-in to implement similar behaviour would be amazing.
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Sorry, that's a really dumb thing to say. Requiem user here, which is heavily dependent on SKSE. Plenty of such mods that rely on SKSE that have nothing to do with being a sex-mod. And many mods that utilise SKSE have been adapted to work with SSE in a way that limits their scope or are not fully featured versions. So yeah, nope.
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Hi there, I have a mod which I've tinkered with - It's Unique Uniques, but over time I've added more unique models to different weapons and changed models of other stuff around. All in all, its run very smoothly and done what I want. Today the same mod is now causing the dreaded text disappearing on the main menu bug. I've no idea why. Previous to that I was just fixing some helmets biped flags so that they displayed properly in game. Nothing major I thought. Removing the mod and all is well. A look in TESVEdit reveals no errors and nothing untoward. However I cannot make any modifications to the esp, doing so and I get an error message when trying to save in TESVEdit (not being able to back it up) and it consequently doesn't save. Seems something is corrupt. Does anyone know why this happens and what the cause may be? or is it toast and I'll have to go back to an older version (much older in fact), which I'm hoping not to do. Thanks
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Steam and Bethesda remove paid modding from Skyrim Workshop
Atardecer replied to Dark0ne's topic in Site Updates
I'd like to read that interview. In the waffle we trust! -
Valve/Bethesda announce paid modding for Skyrim, more games to follow
Atardecer replied to Dark0ne's topic in Site Updates
Personally, I think the whole thing is abysmal. Not the mod authors actions - they are free (no pun intended) to do whatever they wish with their mods and are certainly deserving of financial reward for their efforts. But 25%? That's offensive; and a typical capitalistic approach of throwing meagre scraps to the worker and making them feel thankful and indebted for it. Games like Skyrim are still alive because of the modding community. I wish the mod authors all the luck in the world but I fear it will backfire on them, and it will hurt the modding community, if it hasn't already. And it will make mod authors beholden to the demands of the users, who they'll have to bend to being their customer base. My other concern is a practical one: when I download mods I test them, I make sure they don't conflict with other mods I use, I weigh up after some time whether I like them and like their approach. First, we have to pay for the mod and THEN make that decision? So if we find we have a conflict with a mod that we pay for and can't use it, do we get our money back? I don't use every mod I download, and I don't know if I'll be using i long term when I download it. So what happens there? -
I dont know whats been happening behind the scenes but my problems with my account (not being able to login on the homepage, no access to tracked files) have just disappeared overnight and all is back to normal. Yay!
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In response to post #11953955. #11959690 is also a reply to the same post. Still not working for me. My account appears screwed :(
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I still can't log into nexusmods from the homepage. Having to remove the cookie for the website before visiting the site and removing again after every time I visit the homepage after having logged in. Can log in from mod subpages though. A few people have been getting this for a few weeks now :(
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DragonDude, you're fast becoming my new face modder :) Would like this mod greatly!