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0nelazyBattlemaga

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    Skyrim

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  1. I just recentely used the mod "Glamoril - The Maze of Labyrinthian". It has a worldspace that used the assets of the azura's star interior. You can search my title here on the Nexus, I copied it from the mod page.
  2. StormWolf01, thank you for responding. The mod that was identified as missing master was a Devious mod from the LL. It was a new install, not a new mod, also had a large requirement list. I removed them all when missing master notes started. Three mods have failed to load ESP's are all very new, Panundrums Ring Bikini, Tactical Combat Swimwear and COCO LaceBody. In all three cases the mod showed in Bodyslide, the ESP is present in game folder but the ESP does not show in the EXE.explorer in game. What you printed above is fitting together very well. Just trying to find a solution for a load list that is for fun and trying out new nods. My next step is to find a chart for version number matching for the mods I use that are F4SE sensitive. Loaded the Version Check Patcher and the exe Auto-Backup. I found the new exe Auto-Backup folder so that tests working. I do not know how to test the Version Check Patcher. It's dll is present in F4SE pluggins but I can only assume it is doing something. Would seem that it would need to preload like crash fixes in Skyrim to effectively win over the game Now that I know the problem was not due to any particular mod, I have to go visit a couple pages. If you want links to the pages, I can do that.
  3. Hello, just wanted to get involved with this (My mods don't show up in F4SE) topic. I use a rolled back version to 1.10.138 and 0.0.6.17. Have not had any issues with steam updating since learning the technique. I am having a mods not activating/Validating issue, where the file structure and ESP are present in the Vortex game folder but the mods do not get loaded into the game Have two mod ESP's not loading positively, one a missing armor and one with a F4SE missing master warning. I am hoping to hear a solution that is not CC related.
  4. Thank you for the fast reply and I will check my settings here.
  5. This seems to be the thread to say that my Download history is not working at all. I get a ten minute announcement and warning that I should update Java. I do not like the thought that my systems java should effect how your system performs. I hope Nexus Mods can get this fixed. Have a good day
  6. Great interview, nice to have a small insight to the person behind this great set of mods. Just loaded many of the add-ons last night for my latest play thru and the comment about the new weapon at the top of the tech tree, so reminiscent of the Archimedes II, sounds like a great challenge. Shame it is hard to tell the GECK user from the ingame problem solvers. Thanks for the fine interview.
  7. Thanks for the great interview here. It is an excellent heads up for me with the links to get this on my wish list. Also good to know a little of the hardships in creating a game. Respect.
  8. I really enjoyed your Age of airships mod. May try the new upgrade but here you are asking for ideas. I believe the train scene could be worked into a Sim Settlement Add-on that many people would enjoy. Sim Settlemnt user usually scrap entire settlement areas and have large areas to fill in. How about a train player home, Dinner and whatever else you come up with. Glad you asked, have a good one.
  9. I have no problem with seeing mod authors being rewarded with a system implemented by the Nexus. The problem I see at the moment with this is the Quantity over quality mentioned already. Nexus can encourage modders to post quality work, rather than fast mods. How the Nexus rewards them is a big part of that. Lets just say a "Quality reward system". Who cares. The end user who is searching for mods while creating a load order.
  10. In response to post #28805459. #28807169, #28807474, #28807489, #28809154, #28809529, #28810269, #28811029, #28812189, #28812314, #28813549, #28819349, #28819809 are all replies on the same post. As a self proclaimed tester of every mod that I have time for and that fits into my game at the time, I would be happy to push that load NMM v6.4 button, except that I do not see a line here stating; Fixed issue preventing NMM from properly migrating executable files upon upgrade. Happy to say that your NMM v0.60.2 is working well for me. We all have learned here and I still need to emphasize that this should be on a mod page publication and your last version of NMM 56. be the one on the NMM download page. Thanks also for the paragraph stating that the update mechanism in NMM had been inadvertently DDoSing your web servers with the sheer number of people logging in to and using NMM. At this point I think we all needed a good chuckle. It is a shame about that though, a fix on that auto update feature would have not only staved off your server upgrade for a while but it might have been the culprit of why I have so many files with duplicate names in my old computer.
  11. I just got my game working with this Version after a few hours of tinkering. I was very curious how this would compare to the similar functions of Mod organizer. I had to reinstall SKSE to get the game to run and Reinstall FNIS to get rid of an error code. I assume that LOOT will need to be reinstalled to work properly. What's an executable? haha. I believe that this would have been better published as a mod, the way you did version 6. Far better for a user to do some reading before loading a mod manager of this scope.
  12. Nope. How long would it take to have two enchantments if you did not cheat a little?
  13. One of the greatest probs I have with crashing is due to mod dependency(this mod needs that mod)Then a chain of events due to Me being impatient. just went through this about a weak ago, decided to start a new game. Dumped everything ,upon restart the horse and kart wouldn't go through the gate at Helgen. Poor me. I got back in game by using a mod called Alternate start live another life.
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