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RyanBurnsRed

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    TESV Skyrim

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  1. Apologies for just seeing your message. What you do in this case is that instead of "copy as overwrite" you "Copy as new record" into you new blank esp. Make sure the new blank ESP has any other masters added to it. ie. You want to port over Vivid Weathers.esp from SSE to LE. Make your blank (name is Vivid Weathers_Temp.esp for now) Open both esp's in SSEEdit Click and select all the items below "File header" Right click and select "Copy as new record" or "Deep Copy as new record" Add them to "Vivid Weathers_Temp.esp Sometimes it will ask you for a prefix. Add the first 2 alpha-numeric characters - Here's an example of where you find the number (only you'd take the ones from the Vivid Weather_Temp.esp) : https://i.imgur.com/YVhxk8c.jpg If it asks you for a suffix, just skip and leave it blank then continue Click ok once finished, open the location where Flowers_Temp.esp is located and change it to Flowers.esp (the same name as the SSE version of the file. Place in your Skyrim LE load order. ... This should make it where you don't need the other as a master Can your method still work if I use one of the plugins from the high res texture pack? They're empty esp files but they are Form 40, not 43. Also your step 9 confuses me. I'm not sure how changing the name of the temp file takes care of the SE esp being a master Edit: Decided to just open the SE plugin in the CK and save. Then opened it in TES5Edit and SSEEdit to confirm the form change. Don't know if it's really that simple but the mod itself isn't complicated. just some changes to vanilla assets. Edit 2: It works just fine. Who knew it would be even simpler than copying the records in xEdit. Just open the esp in the CK and save. I suppose it's ok since it's a very simple mod, either way though I'm happy....for now. Thanks Phoenix.
  2. So I'm using NAC by l00ping along with NAI. He says on the description page that these two can work together, but I've noticed on a fresh install and clean playthrough that I've got invisible/missing textures in certain places. For example, some of the rubble in College Square Station is missing with NAI enabled. I have a mod that lets the pipboy light cast shadows, and I can see the shadow of the object that's supposed to be there, but the object itself is missing. Disabling NAI fixes this problem. Since the author of this mod does not have comments or bug reporting enabled, I'm being forced to post this here on the off-chance someone knows why this is happening.
  3. Thanks for explaining and clarifying that feature(?) of Vortex. It could've saved me a lot of hair pulling a few days ago :laugh: Hopefully you can get that bug sorted out. Until then I'll just have to be careful with what mods are overwriting and keep backups
  4. You're very welcome! Regarding the second part with the textures, is it also a bug? I would think that telling Vortex to load one texture mod before or after another regardless of install order would switch out the files, but that doesn't seem to be the case.
  5. Thanks for the replies. I'm going to try to be as descriptive as possible and provide screenshots. So first is Translate_ENGLISH.txt is part of vanilla Skyrim. Without this file the text in the UI of the game all have $ before them. So like on the main menu it'll say $Continue and $New and so on. Also I linked to the wrong mod in my OP...it's actually this one I was using, the older version with the loose files. If you check the file contents you'll see this mod has its own Translate_ENGLISH.txt file. Here is a brand new vanilla Interface folder right after installing from Steam. Note the date and time. It's the only file in this folder. Next I'm going to install and enable the mod I linked above. Here's how the folder looks afterwards. Keep noting the date and time on Translate_ENGLISH Now at this point nothing has happened in Vortex. See the mod is enabled and is the only mod enabled on this fresh install....until I install something else or restart Vortex. Here I'll install and enable iHUD since it has no loose files and won't conflict. As soon as I enable iHUD this pops up. With show individual files ticked. It's Translate_ENGLISH! But at this point it's too late. If I choose Undo the file is overwritten anyway. And now when I disable the mod. The original files from the mod are gone but kept the folder structure, which is fine...but now my Translate_ENGLISH file is gone too. At this point I have to either verify files in Steam or reinstall the mod if I didn't make a backup. Also while testing this I decided to see what would happen between two mods that overwrite each other. I tried testing with ApachiiSkyHair and a separate retexture of it. The thing with this is that as soon as I install the retexture, those files overwrite the original. Here's ApachiiSkyHair installed only. Notice the date on LongCurly_blonde.dds. Here's when I install the retexture. At this point Vortex is telling me these two mods conflict. But choosing whether one loads before the other has no effect on the actual files in the folder. I'm not sure if this is supposed to happen. Starting up the game and the retextured mods are the ones that are being loaded even when set to load before in Vortex. However if I disable the retexture then the original files are put back in place, so that works as it should. I'm using Votex 0.15.2 and here are my settings
  6. What I mean by the title is if I install this mod and enable then disable it, Vortex completely removes the Translate_ENGLISH file it modifies and doesn't give me back my original or anything of the sort. I came to this realization when I switched to a vanilla profile yesterday and didn't have a HUD when I loaded a save near the start. I had to verify the game files in Steam. Is this intended? I can't recall ever having a problem like this with NMM or MO so I'm not sure if I'm just being dumb.
  7. Is it possible to package texture mods like Skyrim HD into BSA format myself? I'm not familiar at all with BSA, but if it is anything like Fallout 4's BA2 format then it should cut down on disk space andd improve loading times and performance right? Also right now I'm using the official HD DLC along with Skyrim HD. I know that the loose files of Skyrim HD override the official HD textures, but Skyrim reads from top to bottom so in terms of load order how will this work?
  8. NMM keeps setting my Fallout 4 Plugins.txt to read-only, thus making LOOT unable to sort the load order. If I manually go in and change it back then LOOT is able to sort the load order, but now ALL of the plugins are disabled even though they are all checked in NMM (even after restarting NMM but then that just makes Plugins.txt read only again). Starting up the game and loading a previous saves confirms that none of the mods are activated. I would then have to go into the game's mod manager and manually enable them all to load my last save. This only happens when I make changes to my mod list, in other words, open NMM. It's the bain of my Fallout 4 experience and seems to started happening after I put F4SE into my directory. At least, I didn't have any problems until after I started using F4SE. I'd like some help or answers or anything. I'm going insane here!
  9. I figured out my problem, nearly 2 months later. The whole time it was DynDOLOD causing the crashes. Why was it the culprit? I'm not sure. This is something I'll have to ask the mod author. But I have basically reinstalled the game and installed all the mods one by one, entering Forebear's Holdout until it gave me the same symptoms. I've installed every mod except DynDOLOD, and am able to enter the two areas that were crashing for me. At this point I'm 99.9% certain it was the culprit.
  10. Okay thanks for the help. I really appreciate it :)
  11. Thank you for the reply :) Apologies for not including that stuff. 2. System specs are: Intel Xeon X5675 4.0 Ghz GTX Titan X 1246 Mhz 12GB DDR3 1600 Mhz Windows 10 Pro x64 I use NMM. Because I have Skyrim installed on my SSD, it is installed on the same drive as Windows, but in a Steam folder outside of the Program Files directory along with Fallout 4 and Red Orchestra 2. Previously I had problems with getting all of the DynDOLOD files to correctly install in the Data folder. I realized that I had to run NMM as admin. Since then I have completely reinstalled the game and installed all mods with NMM in admin mode. 3. CoT I use for the amazing weather and sound effects, also because I use Project ENB. I'll remove Revamped Exterior Fog. 4. I looked at the info for the Workshop mods. It says they are compatible with all the DLC, but not with mods that alter the cells of those cities and villages. I have removed Skyrim HD Riften and Towns along with RLO. 5. What would those mods be in my load order? 6. I'm using the SKSE memory patch :) With it I am able to play for 3+ hours without a single crash...when I'm not playing the Dawnguard quests that is... 7. This is on a new install and new save that I started on the 23rd. Before that I reinstalled the game for the first time in 2 years on the 17th. When I came across the issue I mentioned, that's when I started over and have not done any changes to my mod list until now. 8. If nothing else works then...I guess this is it...lol. I can only start over so many times doing the same things before I get bored or frustrated. I have a save I made before I installed the mods. This is in Whiterun, right after you kill the first dragon. I suppose I could try from there...? I haven't done much since then other than a handful of side quests and lots of exploring.
  12. Hello all. I'm about to give up on Skyrim again because of a seemingly unfixable, explainable, annoying CTD that happens. During the quest Prophet, related to Dawnguard, I get to the point where I have to enter Forebears' Holdout to rescue the moth priest. But the game CTD a few seconds into loading. I have tried with no mods, I have tried with only texture mods (uninstall all script mods), and I've even started a new game! it crashes at the exact same spot. The list of mods I am using now is similar to what I used a couple years ago when I was able to successfully complete Dawnguard. But now even if I use the console to fast forward this part, it will crash in the exact same spot under Castle Volkihar where you go with Serena to find her mother under the moon dial. This is my load order, sorted with LOOT: I have a few Steam Workshop mods that are mentioned in there. They are: Also a few mods mentioned that are probably not very popular are:AelaTheHuntress.esp found hereUnlimited_Amulets.esp found hereSerana.esp found heremomijic4.esp is an armor mod by Jackga. He removed it from his Steam Workshop page for storage reasons.vindictusblackleather.esp same as above. Any help is appreciated...although I'm pretty close to just giving up again and moving on to other games
  13. Hey there. I was wondering if perhaps someone could help me with changing some things with Archimedes II...you know the space laser from Helios One? I found the value to change the damage and radius in the GECK under EuclidExplosion, but I'd like to change the recharge rate from once a day...any idea how I can do this? *Why don't I just use other mods that already do this? I've tried a lot of mods that increase the damage and radius and what not, but none of them really gave me what I'm looking for which is why I want to change it myself. Although this is the first time I've ever done this. Any help is appreciated.
  14. Sorry for late reply. LOOT detects my Skyrim location and sorts it accordingly. When I apply the changes it shows up in the data files in the Skyrim launcher. When I change the load order in NMM it will not change in the data files and vice versa. I have to do it manually.
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