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UnmeiX

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  1. Just in case anyone comes here looking for an answer to this question.. Why do weather and sound mods need compatibility patches? The reason Climates of Tamriel and Pure Weather have compatibility issues with AOS2 and SOS is because the chances for weathers and ambient sounds are stored in the same 'region' entries. Without a proper compatibility patch, you get either weather changes, or sound changes. This is easy to overlook if you aren't familiar with the ambient sounds and how they're changed by your sound mods; major visuals like weathers are a little more obvious when they're absent. As Jacknif discovered, my WAO is one such compatibility patch (that now handles compatibility for all four of those mods; yes, now including CoT and PW together). Keithinhanoi's Pure Weather - AOS2 Patch is another.
  2. Glad I could be of help, drove me crazy at first. XD
  3. You don't want a patch. Diseased needs to be completely updated, including script edits for inclusion of Droops and mod-added diseases. It's something I would love to do myself, had I the skill. I've got a few projects I'm working on now, but Diseased is one I hope to take a crack at someday. Someday. Got some other things I need to finish first. For the record, permissions on the mod are entirely open, so if someone wants to beat me to it, I'd be thrilled.
  4. This makes me want to try designing scripted protection spells that will allow safe summoning of atronachs and other daedra without them turning on you, a la D&D's "protection from evil". I'm pretty sure it'd just be a check for the active magic effect on summon, if none, add summon to WEPlayerEnemy faction. ^^
  5. Okay, so.. This condition function. It's listed as obsolete here, and I'm not entirely sure that it really would have done what I'd want it to, but... Well.. I'm wondering if there's a condition to check if a specific idle is playing? The question comes from my RSE patch.. Frostfall and RND (or other needs mods) have an odd collision with hand-warming/eating animations that creates really strange behavior (namely, teleporting to an interior cell). I'd originally thought that a conditional check on eating/drinking animations to see if the hand-warming idle is playing would solve the issue. That still might be the case, but I can't seem to find the function that would have allowed that.
  6. I'm not sure if this really is part of the same issue, but I think it may be. I'm about to start a new game to test it, but.. The issue at hand and why it's bumpworthy. After reloading my game with the clean .esms, I no longer had issues with duplicating arrows. Everything seemed to have returned to normal... Until I tried to talk to Angeline in Solitude (the alchemist). She speaks her normal lines if I walk near her, but I cannot interact with her any longer.. There is the prompt to talk, but no dialogue, and pressing it doesn't even cause her to speak her normal lines, as other NPCs do when they have no dialogue for you. I'm unsure if this is related to the .esms, but the only things that change her that I use are Requiem, Bring Out Your Dead and Consistent Older People, which I made a little merged patch of my own for. Worked fine, but this dialogue issue is new. I'll see if starting a new game yields different results.
  7. I'm not familiar with Papyrus scripting yet, so someone can feel free to blow my mind with how impossible this is as an idea, but.. Using SKSE to access the save folder, could it wipe associated saves on death? It was originally mentioned as a suggestion for a part of Death Souls, but it sounds like a creative idea for a properly restrictive Ironman playthrough. I know that FISS (File-Access Interface for Skyrim Scripts) can create files via SKSE. What I'm curious about is.. Can these tools be used to accomplish these three things on death? Find (via a wildcard search in the Skyrim save folder, for example) the save files associated with the character selected (including autosaves, though I imagine that would involve an additional condition)Deliver the player to the main menuDelete located savegamesIt sounds feasible. It -sounds- very feasible. Unfortunately, I have neither the time nor the knowledge to (try to) create it, but I thought that perhaps the idea might inspire someone, or someone would tell me it's impossible. But if, on some off chance, it isn't impossible, I think it'd make the best possible ironman option.
  8. Alright! So first off, this isn't a thread questioning "should I clean them" or asking "how do I clean them", this is a thread about WHY. Why do I feel the why is necessary? Because it fixes things you didn't know it could fix. To elaborate.. I started a new game with an Altmer mage, and everything went great. I reached level 4 and got my hands on my first bow, and a few steel arrows. Now, having Dynamic Things installed, I thought it'd be a good idea to train against the training dummies and archery targets in Solitude, near my starting point of the Thalmor Embassy. Also, having Requiem installed, my archery was only level 5, so I definitely felt some practice was in order. Once I started firing the bow, I noticed the strangest bug ever. Every time I nocked an arrow and fired it.. The next nocked arrow -increased- my arrow count by one. Yes. Every time I let an arrow fly and strung another, I'd magically gain another arrow of the same type. Moreover, it'd only happen -if- I fired the last arrow. If I sheathed the bow to hold the arrow, nocking the same arrow wouldn't give me another. At first this doesn't sound so bad; but I'm a hardcore sort of Skyrim player, and infinite arrows didn't seem fun to me. Worse still, not only could I still pull them from the targets (thus duplicating the arrows) but if I missed the target, I picked up two arrows for every one on the ground. What? The answer to my woes turned out to be dirty .esms. I'd backed up my old ones when I reinstalled Skyrim, to save myself the trouble of cleaning them again, and forgot to replace them. Since that time, I'd already deleted them, but after cleaning them again, the bug vanished entirely. So this post is just informational and to stress the importance of clean .esm files. Using dirty .esms can cause you to encounter all sorts of bugs; even some you didn't know could happen at all. XD
  9. I figure I might post something constructive in case someone else comes to this thread for -answers-, and not just to be told off.. (@LargeStyle should *have* read threads before posting, he'd have realized the OP made a new game, and repeated this several times.) And I'm sure we're all familiar with how frustrating it can be to troubleshoot a modded Skyrim install, so... If you encounter a crash in -the same location- repeatedly it could likely indicate an issue with a mod you're running; for the specific spot the OP was talking about, I -think- the scripted encounter with the pack of 3 wolves was causing the crash. Mods that may give issues with these are generally things like ASIS's increased spawns feature, or.. The one the OP had installed that caused the same issue for me, if not at the right spot in load order was SkyTEST - Realistic Animals and Predators.. Edit: Realized LS is banned, edited accordingly.
  10. Eesh. This load order -begs- for BOSS. I would first suggest trying again to download it here, if Chrome won't let you download it, you might try IE, just for the purpose of BOSS, it will help you quite a bit. After running BOSS, I'd do a visual check of the load order, to make sure nothing looks really off (the Unofficial patches DO go between the DLCs). I'd definitely also check Mod Organizer's conflict resolution (click the little /!\ in the top right corner) and sort your install priority accordingly (left panel). That should help your setup avoid as many conflicts as possible. See what impact that has on your character creation.
  11. For the record, there is no visual evidence that some SKSE plugins are running at all; many of them are -meant- to run in the background. These include the FileAccess Interface for Skyrim Script, Smart Souls (only visible when trapping souls), Fuz Ro D'oh (only noticeable during voiceless dialogue), and OneTweak.. I'm sure there are many others, these are just the ones I have installed. SKSE plugins aren't mods, they don't have MCM menus and they generally don't notify you when they activate. I don't know which ones you have installed (and as the previous poster said, provide a list of plugins at least, even if just the SKSE ones you're trying to use) but I would advise reinstalling them with Mod Organizer and clicking the "Data" tab on the right. Scroll down to the SKSE/Plugins folder and see what it contains. If your plugins are there, you're ready to rock.
  12. This. Multiple mod profiles allows for easy swapping of entire -sets- of mods, when running multiple save games. But everyone forgets the greatest advantages of Mod Organizer, it seems. Multiple profiles is nice, and the fact that you can fix the master list on a save file is also pretty neat, but the number -one- thing that makes Mod Organizer epic for modding Bethesda games is that -you never have to touch your Skyrim install-. Every mod you install goes in Mod Organizer's own folder, and your Skyrim install remains vanilla. You can even install SKSE -plugins- with Mod Organizer; when it virtualizes the data folder it will include all folders the installed mods contain, including patchers like ASIS and FNIS, or utilities like Bodyslide2. The only things you can't install with MO are files that aren't contained inside the Data folder, so you'll have to, as you'd expect, install SKSE and HiAlgoBoost, Wrye Bash and TES5Edit with their normal installers. One tip for MO users: If you aren't sorting your install order after your load order, you're doing it all wrong. Load order makes sure your .esps are lined up as they should be. Install order makes sure that your .esps have the right files, so your mods pull their scripts, and not accidentally overwritten versions from other mods. (HOW-TO: For noobs: Use BOSS to sort load order, then click the /!\ caution symbol in the top right corner of Mod Organizer. If you see "Potential mod order issue", click that line and follow the instructions, sorting mods in the left pane accordingly, to make sure your mods are installed in the order they should be. End note: Always follow mod author's instructions on install/load order; Mod Organizer can't be right 100% of the time, but usually its conflict detection is valid.) All in all, as I stated before: Mod Organizer for superior functionality with Bethesda games. If you're not modding something MO works on, use NMM, it's compatible (99.9%). =D Edit: We sorta derailed this thread, after reading back through it. In answer to the OP's question; It is safe to backup your saves to reload later. Do not uninstall mods you used previously in that save, as Hyacathusarullistad said; for the most part, this will ruin your game. If you -do- use Mod Organizer, or decide to; the Saves tab will inform you if a save is missing .esp(s), so that you don't accidentally try to load it without the appropriate mods installed.
  13. This section is interesting to me. I agree, mostly, with the point of view here, but.. You say that using Mod Organizer takes people away from learning to 'safely mod Skyrim themself" (which, in a literal sense, would involve hours of manually renaming original files to prevent possible install mistakes, which is why NMM and MO and other such utilities were created in the first place). I beg you to look at it differently. MO may be finicky at times, but if it's -anything- it's intuitive. Ability to freely change mod install order? This is genius. Unpacking of BSAs on installing mods -and- built-in detection of script/load order conflicts? Amazing. But it isn't perfect, of course, and has its limitations. NMM does no better at teaching people to mod for themselves, but that's the -point-. No one wants to backup every single file they'll ever overwrite if they run a mod-heavy setup, of course. All in all, I can't help but see Mod Organizer's method as the path NMM -would- have taken, had; it been viable at the time; had the author thought of it; had the author been dedicated only to Bethesda games. I can't say which of those was the reason a virtual filing system wasn't used for NMM, but I can say this: NMM has a distinct advantage over Mod Organizer. It's not limited to Bethesda games. It's for this reason that, in my opinion and -when used properly- (and in conjunction with Wrye Bash and Skyproc Unified Manager), Mod Organizer is superior for modding the four games it allows. (Independent management of .ini files per Mod Organizer profile is also really, really helpful.) If you aren't playing Fallout 3, New Vegas, Oblivion or Skyrim, -get NMM-. (The more I read people's opinions about Mod Organizer and see how much functionality people miss out on, the more I want to write a new tutorial for it.. And I'm just a user. o.o )
  14. I know this is an old post, but with how many times I've seen it requested, I'm sure there are still a fair number of people who'd like to see it done, and I had a bit of curiosity about the Speech mechanics as well. First: Is there a 'weapon drawn' check? I remember in Morrowind (and Oblivion as well, I think) NPCs would have a lowered disposition toward you if you approached them with a drawn weapon. Perhaps Intimidation works better with a weapon drawn? (It'd also make sense that Persuasion would work better with your weapon sheathed. Ex. "Hey man, wanna go for a jog?" "...What's with the knife?") Second: If there is a weapon check, is the related skill checked? (This would be sensible.) Third: If these two things don't exist, is there any simple way to implement them? I'd imagine there's a standard script that handles most of the speech interactions, so maybe it'd be doable without manually editing each quest? (Ew.) Any insight would be awesome.
  15. This! I have this issue also. Right hand only, if I equip flames and try to cast, "No arrows ready" message appears. Left hand magic works fine. Due to issues that Advanced KillMoves used to have, I'm theorizing it's related to The Dance of Death. Are you using TDoD? Reply here or send me a PM, kingdark, so we can compare load orders and figure out what the cause is. It's a recent one, that's for sure. Edit: It's Equipping Overhaul, the mod author wrote an article detailing the issue, solution is to revert to EO 3.13 until the next update.
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