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Grospolina

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Everything posted by Grospolina

  1. Prosthetic hand sounds pretty cool. If the vertices are unweighted, can you just repaint the vertices? Just paint the entire thing to 100% on the forearm bone. It shouldn't move after that.
  2. Mod Organizer has separate INI files for each profile. Try editing using the built-in INI Editor (jigsaw puzzle icon in toolbar).
  3. It's probably a mod that's expecting an older version and hasn't been updated yet. You may need to disable that mod for now. Here's a list. I'm not sure if it's up to date.
  4. What ENB preset are you using? Try toggling ENB effects by pressing Shift+F12. If the brightness issue goes away when turning it off, then you know that it's caused by ENB. If that's the case, then you can go into the ENB menu (usually Shift+Enter) and narrow it down further by turning off individual effects in the EFFECTS section.
  5. Correct. It's not necessary to repack files into a BSA. Loose files always override BSA files. This applies to both Classic and Special Edition. You may want to repack a BSA for release, or to keep things clean, or because BSAs load faster than hundreds of loose files. For personal use, if you're just changing a few files, then leaving them as loose files is perfectly fine. Also, never repack the vanilla BSAs. There's no good reason to do that. Sidenote: Steam Workshop and Xbox don't allow loose files, so they can't be released on those platforms.
  6. Sure. First, install SKSE64 and make sure that it works. Download "Current SE build" on https://skse.silverlock.org/. Open Windows Explorer and navigate to your Skyrim Special Edition\ main folder (NOT Data).Open skse64_2_xx_xx.7z using 7-zip.Double-click skse64_2_xx_xx in 7-zip to go into the folder.Drag all files into Skyrim Special Edition\ in Windows Explorer.(Optional) Delete the src folder because you won't need that.Always launch the game by running skse64_loader.exe.There are tutorials for installing the scripts as a mod in your mod manager in order to keep your game directory a little cleaner, but really, you're probably always going to have SKSE installed. The scripts are NOT optional (they were installed in step 4 above). Then, start the game by double-clicking skse64_loader.exe (you can do the Vortex part later). Do the console command "GetSKSEVersion" to make sure that SKSE is working. It should say something like this: SKSE64 version: 2.0.17, release idx 64, runtime 01050610Only after that's working, install Racemenu for SSE through Vortex. Load up the game using the loader and see if you get any error messages. If not, do a quick test: Go to console (~).Type: coc qasmokeYou will load into the test room. This is much faster than starting a new game.Type: showracemenuCheck that the race menu has the "Presets", "Camera" and "Sculpt" tabs.Quit the game.
  7. There are two things you can do: 1. You can simply run skse64_loader.exe instead of launching Skyrim whatever way you normally do. 2. If you want to run it from Vortex (it's not actually necessary to run the game with Vortex loaded), then go to "Dashboard" in Vortex. In the panel that says "Skyrim Special Edition", look for an EXE icon (mine is blue) that says "Skyrim Script Extender 64" (mine is cut off so I just see "Skyri..."). Click the three dots and select "Make primary". Then launch the game by pressing the "Skyrim Special Edition" button. Either way that you do it, the "GetSKSEVersion" console command should say something like: SKSE64 version: 2.0.17, release idx 64, runtime 01050610If "Skyrim Script Extender 64" doesn't appear in the Vortex dashboard or you do not have skse64_loader.exe in your Skyrim Special Edition folder (NOT the Data folder), then you may not have installed SKSE64 properly.
  8. It's saying that it can't detect SKSE. Did you set up Vortex to run SSE through skse64_loader.exe? Try going into the console in game (~) and typing: GetSKSEVersion NiOverride and CharGen used to be separate DLLs, but they got combined into skee64.dll. However, there are still NiOverride and CharGen scripts that come with RaceMenu. Since it says that the CharGen script is the wrong version, do you have any mods that might be replacing that script? Search your Vortex mods directory for "NiOverride.pex" and "CharGen.pex".
  9. RaceMenu for Oldrim comes with chargen.dll and chargen.ini. If you don't have them, then try re-downloading the latest version and installing it again. RaceMenu for SSE doesn't come with it because it's been rolled into skee64.dll and isn't needed anymore. Why are you asking about the DLL and INI? Did it give an error message? If you're on Skyrim Special Edition, then you're probably using the wrong edition of RaceMenu.
  10. That's exactly where it's from. It's in the Images tab labelled as "yarl03". The image you posted is from Ophelia Accessories, which I found through Google Images search. The Posts section for that mod has a post from the author listing all the clothes used in the screenshots. Just trying to give you more tools when you wonder where something is from! There's also the Skyrim - Mod Detectives Thread and Skyrim SE - Mod Detectives Thread.
  11. What version of Skyrim SE are you on? Open the menu in game and look in the bottom-left corner. Also, what versions of SKSE64 and SkyUI do you have?
  12. Ah, I see the problem now. You're mixing mods from Skyrim Classic (Oldrim) with Skyrim SE. Since you say that SKSE64 is working, I assume that you have Skyrim Special Edition. SoS 3.00.004 is for Oldrim. You need Schlongs of Skyrim SE 1.1.4 (on LL).Similarly, SkyUI 5.1 is for Oldrim. You need SkyUI 5.2SE.Unless you know how to convert Oldrim mods to SSE, always get mods specifically made for SE. There are only some Oldrim mods that are fully compatible with SE. They considered are two different games on Nexus - Skyrim mods and Skyim Special Edition mods. Look for "skyrimspecialedition" in the URL. Another thing is that SKSE64 was recently updated (to 2.0.17) because SSE got updated (to 1.5.97). This means that some mods that do a SKSE version check need to be updated and haven't been yet. Here's a list.
  13. Since you only mentioned two mods, I'm going to assume that it's those two mods. Both of those mods have a female body texture. I assume that the "textured and weathered" look is Mature Skin. You should create a "Load" rule in Vortex that loads Mature Skin after CBBE. If that's not it, then search for femalebody.dds in your Vortex mods directory. It should be in a directory called "textures\actors\character\female\".
  14. Can't help you if you don't say what's wrong. What happens when you run it? What error message do you get, if any? What mods do you have installed?
  15. I think what OP meant is that there was an "overwrite files" prompt that showed up. With NMM, sometimes this prompt appears underneath the program, so you don't notice it. You should either mouseover NMM in the taskbar or minimize NMM to see if it's there. Also, NMM is not very good for using profiles. I think it doesn't keep track of your overwrites, so switching between profiles is a huge hassle because you have to remember what you selected all the time. I recommend either Mod Organizer 2 or Vortex. If you must use NMM, then at least use the latest NMM Community Edition. It's currently version 0.70.11.
  16. The Havok physics engine is dependent on a framerate of 60 fps. If the framerate goes over that, then the engine explodes because it updates faster than it should. Turning on VSync caps your framerate, which is why it fixes the issue. If you want to turn it off, then you can try (SKSE64) Havok Fix. It dynamically changes your fMaxTime (Havok update time) to correspond to the current framerate.
  17. No need to cast at all. Read this: GetPlayer. It says that instead of calling GetPlayer() more than once, use the PlayerRef property. This should be quicker: Actor Property PlayerRef Auto Event OnActivate(ObjectReference akActionRef) If (akActionRef == PlayerRef) PlayerRef.DamageActorValue("Health", PlayerRef.GetActorValue("Health") * 0.50) PlayerRef.DamageActorValue("Magicka", PlayerRef.GetActorValue("Magicka") * 0.50) PlayerRef.DamageActorValue("Stamina", PlayerRef.GetActorValue("Stamina") * 0.50) ... EndIf EndEvent
  18. If that's the case, then ReDragon2013 is correct. You could invert it to make it easier to read. e.g. If (akActionRef.GetItemCount(WOPshield2) > 0) && (akActionRef.GetItemCount(WOPSoul) > 0) ; need at least 1 of each akActionRef.RemoveItem(WOPshield2,1) akActionRef.RemoveItem(WOPSoul,1) WOPshield3.Enable() Else Debug.MessageBox("Player has no requirement item on inventory") EndifWhen you do the inverse of multiple conditionals, you have to swap AND with OR. e.g. If (akActionRef.GetItemCount(WOPshield2) <= 0) || (akActionRef.GetItemCount(WOPSoul) <= 0) ; is the opposite of If (akActionRef.GetItemCount(WOPshield2) > 0) && (akActionRef.GetItemCount(WOPSoul) > 0)
  19. Not everyone knows to use the Steam "move game" option. Also, Steam will only move vanilla files, which means that it won't move SKSE or ENB files. I can't think of many reasons that the game would load up, but save games will not see Skyrim.esm, so I'm just gonna throw stuff out there: Check your MO executable links and make sure that the "working directory" for each is either blank, or set correctly to the new location.You don't have MO2 installed inside your Skyrim Special Edition folder, do you?Can you double-check that the registry got updated properly? Open regedit, go to HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Skyrim and check "Installed Path".Can you check the files in your MO profile folder to see if there are any references to the old location?What happens if you run skse64_loader.exe from outside MO2 and try to load your save? I know that your mods will be missing, but does it still tell you that Skyrim.esm is missing too?Do you have separate, cleaned versions of your Update.esm and the DLC files? Not sure how that would cause a problem, but it could be relevant somehow.Did you check the Plugins tab to make sure that the ESMs/ESPs are checked?
  20. It exists here: http://enbdev.com/download_mod_tesskyrimse.htm The difference is that the L in ".html" is missing. Boris doesn't like people linking directly to the files, so he may or may not have changed it on purpose. He wants people to go through http://enbdev.com. He also has some kind of link trap so I can't download the zip files through Firefox (even if I disable my ad blocker) and have to use Chrome instead. Maybe it's because of a privacy/security setting. So if you can't download, try a different browser.
  21. Did you change your Skyrim Special Edition paths in MO2? You have to change it in the Settings menu and you have to change any MO executable links, like the one for SKSE. Also, did you delete your old SSE folder (the one on your secondary storage)? You should delete or at least rename it so that it doesn't try loading anything from there.
  22. Did you find the archives (zip, rar, 7z), or did you find the installed mods? If you have the archives, then you can drag them into Vortex and just install them like that. If you don't have the archives, then I don't know of any way to batch download them. However, be aware that you do have a download history on your Nexus account that you can check. Also, it might be a good idea to get Premium access to download faster if you haven't already.
  23. Oops, I left that one in by mistake. It was for Oldrim. I forgot that SSE doesn't need it. I'll edit that out. But you do have DirectX 9. If not, then DirectX 9 games wouldn't work. Windows 10 comes with it, but not the latest version for some reason. It doesn't hurt to update it, but it won't help with SSE.
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