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Minakie

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    https://minakie.carrd.co/
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    Minakie#1991
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    Portugal
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    Steam Games

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  1. Would it be possible for someone to use this resource to create a craftable outdoor toilet for Skyrim SE? I want to use it with the Mini Needs mod since, on top of the food/drink and sleep needs, it also adds the need to pee.
  2. I'd like to see a mod that added more mount options for each race, based on the ideas found on this thread. The goal would be to make the mounts as lore-friendly as possible but, if possible, I'd like to have each race have 2 mounts instead of just one (even if the same mount could be used by more than one race), to give the player more choices... which means some mounts may be a bit less lore-friendly. Altmer: elk / griffin (flightless) Argonian: root worm/rock worm / wamasu Bosmer: big wolf / big boar / deer Breton: saber cat / ? Dunmer: stilt runner / battle guar Imperial: jutland horse / chariot / ? Khajiit: senche / panther Nord: bear / mammoth Orc: welma / bear Redguard: camel / ? I am a bit concerned that the point of this mod was to give each race other mounts to chose from other than horses... which is exactly the only mount what Imperials now have as a suggestion. Maybe they could get a unicorn instead? Although it's still technically a horse with a horn. xD Suggestions for extra mounts are welcome. :smile: My goal would be to have 2-3. versions of the mod: - open mounts: the mounts can be used by any race and all have vanilla speed - open mounts w/ bonus: the mounts can be used by any race, but they'll have bonus stats if used by their respective races - race exclusive: only the respective races can use the new mounts (eg: senches can only be mounted by khajiits) I have no idea HOW the races would be obtained though, I don't know anything about actually creating a mod (coding, scripting, etc), so I don't know if it would be possible to just buy these on the stables or if they'd need to be added in another way. And yes, I am aware how hard it would be for someone to make such a mod, especially considering all the new mount models (unless we could get permission from auhors to use some of the new mounts that were already created?). Would something like this even be possible or am I delusional? xD
  3. You are a genius! I updated Papyrus and not the game works fine. YAY! :laugh: Now, instead of having to wait until the weekend to try to fix Skyrim, I may actually be able to play a bit tomorrow after work. I cannot express my gratitude.
  4. Cache verification restored 1 file, yet the game is still crashing. I may have to go to NMM, uninstall all mods, reinstall the game and reinstall all mods before I try to run the game again :/
  5. I couldn't play the game because Steam updated Skyrim so it was no longer compatible with SKSE64 2.0.5. So I went on google and found a way to download an older version of SkyrimSE.exe and it worked flawlessly. Today I come home and my game starts giving me all sorts of weird errors out of nowhere (like Campfire complaining that I have an outdated version of Frostfall that I should either update or uninstall even though I don't even have Frostfall installed) and I figure it might just be because a new version of SKSE64 came out. So I go to the website. SKSE64 2.0.6 was launched. So I download it and install it, overwriting the old files I do not have a backup of. I launch the game. It gives me an error message saying my version of Skyrim is not compatible with the latest SKSE64. I realize I need to put the updated file for SkyrimSE back where it belongs too for it to be compatible. I launch the game again. It crashes. I don't know what could be causing this. Skyrim was working just fine yesterday with outdated versions of both SkyrimSE.exe and SKSE64. Now that both of them are up to date, the game won't even launch. Any ideas on how to solve this? :(
  6. Quest markers are not appearing either, and the tmm command alone doesn't seem to fix that. :(
  7. The only things showing up in my game are the main cities (Helgen, Falkreath, Windhelm) and camps. Smaller towns such as Riverhood, Whiterun and everything else on the map are not showing. Not sure if quest markers are showing or not since I just started a new game and have no quests. I have several mods that could be changing the map (Hidden Hideouts of Skyrim, Hidden Hideouts of Skyrim - city edition, Travel by Boat, Detailed Mine Markers, Map Markers Complete with DLC and OCS, A Quality World Map, Remove Map Camera Limits), so I unchecked them all, but it made no difference. I recently reinstalled all my mods to force myself to keep the installed ones below the 255 plugin limit (I have over 400 mods downloaded and it turns out I suck at merging mods, so it was tough), but I am using 90% of the mods I was using before and I don't think any of the mods I recently added changes anything remotely related to the map. I walked all the way to where Riverwood is and, after it being discovered, it did show up on the map. So I tried the "tmm" console command... and it worked! This is not how my game was before though. I want my locations back lol Does anyone have any idea if there is any other mod that could be causing this? Or if it could be a mod conflict? Or if it's something else? Edit: in case everything else fails, does anyone know what the tmm setting should be (which numbers) by default so that I manually activate in game? Is it tmm 1,0,0?
  8. Regarding merging files only from the same category, would it be able to merge files from Audio - Music, Audio - SFX and Audio - Voice together, since they're all audio files?Same for other categories such as merging Clothing with Clothing - Jewelry. Regarding merging all the files from a category when you have several mods in it, is it safe to merge them all into 1 file? As far as followers go for instance, I have only 6 followers so far after I deleted a few (plus Amazing Follower Tweaks, Friends in Skyrim and My Home is Your Home) BUT... one of them is Rigmor, which is a follower that seems to give issues to some people. So would it be safe to merge her with all my other followers?Speaking of which, Amazing Follower Tweaks, Friends in Skyrim and My Home is Your Home are not exactly followers, even though they are under the same category, but I'm guessing it's best not to merge them with the other files.Also, I have a patch file for Rigmor (Rigmor of Bruma - BS Bruma patch). Is it safe to merge Rigmor with her patch? Same thing for other categories such as player houses. I currently have 10 mods in that category, but a few are just regular houses while others are those houses that you can slowly build yourself over time. Is it safe to merge all of them together?
  9. I read that we could merge all our mod patches into 1 big file. I tried to do that and now the game won't start, it gets stuck on loading screen, loading and loading. Here are all the files I merged together: i-need extended, blowing in the wind - lanterns of Skyrim patch, CRF - shieldspellfxs, falkskaar - ineed patch, vivid weathers - winter, vivid weathers - extended snow, vivid weathers - extended rain, SMIM-Bruma patch, CRF - lighting overhaul, MCoW - campfire, farmhouse chimneys falskaar, hunterborn - campfire patch, hunterborn - ineed patch, hunterborn - soups and stews, rowboat campfire patch, blowing in the wind - helgen reborn patch, blowing in the wind - SMIM merged all patch, YOT - frostfall, YOT - ineed, YOT - hunterborn, YOT - wearable lanterns, YOT - reflection, dB-medium script range, dB-reduced splatter size, dB-reduced wound size, ISC enhanced blood patch, khajiitspeak - cutting room floor, khajiitspeak - ask the way, khajiitspeak - falskaar, khajiitspeak - ineed, khajiitspeak - the choice is yours, khajiitspeak - the notice board, khajiitspeak - the parrthurnax dilema, khajiitspeak - immersive citizens, open cities - holidays, khajiitspeak - open cities, realistic water 2 - ineed, realistic water 2 - watercolour, bells - OCS+ICAIO patch, alternate start - new beginings, blowing in the wind - open cities, farmhouse chimneys LAL+CRF, falskaar OCS, bruma - alternate start, khajiitspeak - alternate start, RDO - AFT, RDO - CRF + USSEP Is it because I merged too many files into a single one? Could I still merge all these files if I separated them into 2-3 files instead? Or do I have some files there that are not supposed to be merged with others?
  10. I was thinking the same about horse ridding. In real life, horses are able to walk backwards, just really slowly. In Skyrim, every time I try to walk backwards, I end up spinning in circles.
  11. Personally, I use The Hideaway because I like homes I can slowly build myself but if you're looking for something already built, you might also want to check out The Cave of the Exile. :wink:
  12. I have a *serious* mod addiction. It started when I played the entire The Sims series (from Sims 1 to Sims 4), moved on to Stardew Valley and now to Skyrim and The Witcher. And when I say 'serious', I mean I am way over the 255 plugin limit. I only have 288 mods but, due to compatibility patches and extra files some mods create when you chose certain settings, I have exactly 333 mods. The time to start merging is way overdue, but I don't want to screw up everything, so I need you guys help on this one. The tools I'm using are SSEEdit 3.2 and NMM. Here are some questions to help me understand (they may contain scripts or be from different categories, they're just examples) what I can or can't merge: 1 - How do I know if a plugin contains scripts or not? 2 - If, after installing a mod, I end up with extra plugin files from the mod's configurations (eg: Improved Eyes Skyrim.esp, Improved Eyes Skyrim - Vamp.esp, Improved Eyes Skyrim - Serana.esp), is it safe to merge all the mods with the original one, or merge only the extra ones (Improved Eyes Skyrim - Vamp.esp, Improved Eyes Skyrim - Serana.esp) and leave the main one (Improved Eyes Skyrim.esp) untouched? 3 - If someone makes a patch to make two mods compatible, is it safe to merge the patch with any of the mods? Or would all the files need to be merged into 1? Or should all 3 files simply be left untouched? 4 - If I merge for eg. 2 armors and want to add another one to the merge, should I start a new game, or is it okay to keep playing with the new merged file with all 3 armors, as long as it has the same name as the previous one? 5 - Regarding merging mods from different categories, I wouldn't be able to merge Portable Craftable Safe Storage (Items and Objects - Player), Portable Safe (Crafting), Craftable Crafting, Simple Campfire Stuff, Tentapalooza (Immersion)? As far as I can tell, they're all just items. But I would not be able to make a merged Camping Stuff file because they're from 3 different categories? Same for Smoking Torches and Candles (Visuals and Graphics) and Torches Cast Shadows (Immersion), because they're from different categories, I can't merge them even though they both make changes to torches? 6 - Should Wyre Bash be used before or after merging the mods? 7 - Will LOOT be able to properly sort out the order of merged mods?
  13. Edit: Never mind, I just noticed that SSE now has its own section, I'll be moving this post there instead.
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