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BowmoreLover

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Everything posted by BowmoreLover

  1. I don't know if this applies to your problem, if you have a gamepad in a USB port, try unplugging it. Apparently, Skyrim will at least disable the mouse when it detects a gamepad.
  2. I don't know, How about using the following console extension mods? More Informative Console
  3. I don't have Skyrim VR, but share what I know to you. I've heard that VR and USSEP are NOT compatible, causing serious problems with vanilla quests including weddings. This is because Skyrim VR is much older than Skyrim SE. As you can see from this Reddit post, USSEP 4.1.2 seems to work well for weddings, but I've heard from an acquaintance that there is still another problem. How about try this compatibility patch? : Skyrim VR - USSEP 4.2.2 and SSE 1.5.97 Compatibility Patch
  4. How about check 'Overwrite Steam AppID' option and set to 202480 on CK launcher settings of MO2? I'm still using MO1 instead of MO2 and had this setting (though I can't remember the meaning of setting this).
  5. Did you install immersive armors and Rigmor of bruma? It happens when you install the two at the same time and start a new game. If so, see the sticky post on RoB page.
  6. Cell and location names can be overwritten by mods that edit them. For example, mods such as ELFX and RLO tend to change the name of the place back to English because it changes many cells. For things that are hard to notice, the soundtrack expansion mods also set the sound according to location, so it's likely that the name will change back to English. Are you using xTranslator? Use it to open all plugins, see if there are any untranslated ones, and translate them yourself.
  7. Here are some very unique portable homes: Kagrenac's Refuge - Rotating Dwemer Cube Home by Teabag86 Staff of Shalidor by Haem Projects
  8. I suggest you to read the modding guide published on Nexus and other sites. Below are just a few examples of guides on Nexus. YASHed Guide The Phoenix Flavour - A Modular Modding Guide for Skyrim SE The Phoenix Flavour - Modding guide list After reading a few guides, you should be able to see the mods and trends that should be installed. Good luck :)
  9. The latest versions of USSEP and RS Children have a fatal conflict with Aventus Aretino, and you need to patch the Aventus records using xEdit. Look at each mod page.
  10. How about this? https://www.reddit.com/r/skyrimmods/comments/8x6cri/any_way_to_change_the_console_font_size_pc_sse/
  11. Of course you can't port to SSE without explicit permission from the author (if the author doesn't allow it on the mod page). Looking at the author's last access date, it seems that he is not currently active on Nexus. You just have to wait or try another contact (eg SNS or Discord) if you have one. I've waited up to a year to get some mod translation permission. EDIT: Of course there should be no problem if you just port to SSE and use it personally. The problem is to make it public on Nexus or another site.
  12. Congrats CinderHawk! Let me know when you publish your mods. I am interested in your mod as a translator (I don't know Portuguese through).
  13. The audio file name associated with the dialogue response form will be automatically determined by CK using certain rules. You cant rename it on CK window, but you can just rename the actual voice file names only. You need to rename the file to match the file name displayed in the CK window.
  14. Hi, in my experience, Archive.exe crashes if the file path to be packed is too long or contains non-ASCII/symbol characters (no clear condition is known). Try what happens if you move the files to be packed into a simple folder, for example C:\TEMP.
  15. If you don't edit the audio, just copy fuz file. wav means the audio file itself, lip means the lip sync data, and fuz is the file that wav and lip are converted and merged. The folder is a temporary folder for extract, and the file name is the vanilla file name. Rename if necessary and copy to another folder. If you want to edit audio, use Audacity to edit the wav and CK to generate lip from wav. You can then convert them to fuz using Unfuzer or Yakitori Audio Converter.
  16. Bsa tips page here: https://wiki.nexusmods.com/index.php/Getting_started_creating_mods_using_GECK#Packaging_Mods_for_Installation This page is for FO3 / FNV, but there is a common tips for all Beth games.
  17. I figured as much. But will it be directly inside the plugin (.esp)? Or will it be a loose file inside Skyrim's folder? Like, if someone else would go to download my mod, would that person also have to manually download the voice files? The voice file is placed as a loose file in the Data / Sound / Voice / foobar.esp / folder. You can also put it in your patch's bsa file. Also, will this work with normal Skyrim? The Nexus page only says Skyrim SE and FO4. Skyrim LE version here: https://www.nexusmods.com/skyrim/mods/28462 If you have both LE and SE, both voices are the same and are interchangeable.
  18. Yeah that's right. As far as I understand, the voice file needs to be stored in the folder of the plugin that originally created the record. In other words, if you overwrite the vanilla record with a patch, the folder name will be skyrim.esm or such, and if it is a newly added record, it will be the folder with the patch plugin name.
  19. Yes, every response record needs a corresponding voice files (fuz). Without it, NPCs just don't talk and subtitles disappear instantly, but in rare cases it seems that conversations get stuck. And try this tool too : Voice File Reference Tool 2 Similar to my tool, but with different concepts and functions. Use them according to your usage.
  20. I think editing a vanilla dialogue records for translation purposes is a very bad idea for the following reasons: - As others have said, they are likely to conflicts with other mods. Dialogue records can be often edited by mods, so if you add the records according to player's gender, such mods will not work for a particular gender or will overwrite dialogue conditions that you modified, so you will need to make compatibility patches for every single mods. - Besides, NPC voice files are associated with dialogue records with file names that have certain rules. If you want to separate the dialogue records, you will also need to rename and copy these voice files. Otherwise the dialogue will be silent. - I don't think we are allowed to redistribute the vanilla plugin itself. Therefore, you will need to provide it as a patch file to make such modifications. EDIT: I have tried to separate Hadvar's response by gender, it worked well by adding conditions with GetPCIsSex function. Screen shot of xEdit here: https://imgur.com/a/RWCAui4 EDIT2: You may want to try my tool Lazy Voice Finder. You can use this tool to see a list of dialogs, check conditional expressions, and find voice files. It will probably help you make that mod.
  21. Browser: Firefox Singapore (ASIA) Premium --> Downloaded without error, but zip was corrupted Chicago (USA) Premium --> Downloaded without error, but zip was corrupted Los Angeles (USA) Premium --> Downloaded correctly Download time was about 5 minutes. The first 0x80000 bytes of the corrupted zip file were all null.
  22. Why don't you ask on the mod page? The problem may be fixed by installing the sequel The Last Refuge together. Or here is what I previously answered on the mod page.
  23. Here are some tips you should know: *** The type of way to hold the strings on the plugins *** 1) Embed strings inside a plugin file Literally strings are in the plugin. As you can imagine, this way a plug-in can only have strings in one language. This is generally the case for user-created mods. 2) Having strings in external strings file The string is saved in strings file (.strings / .dlstrings / .ilstrings) with the plugin name + language name (eg Skyrim_english.strings), and the link (string id) to the string is held in the plugin. This kind of plugin header has a "Localized" flag, so I call it a Localized plugin. This applies to vanilla / DLC plugins such as Skyrim.esm. These strings files are in the Data/Strings folder (of course, in the vanilla game they are compressed into bsa files). *** Bsa files and strings files *** Normally, plugin's bsa files are loaded in the order of the plugin load order. However, there are multiple bsa files for Skyrim.esm, that are loaded in the order defined by the following entries in skyrim.ini: [Archive] sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsaIf more than one bsa has a file with the same name, it will be overwritten by the one loaded later. For example, for Skyrim SE, the strings files are in both Skyrim - Interface.bsa and Skyrim - Patch.bsa, the latter being the latest. Bethesda seems to update only the Patch.bsa files, not the Interface.bsa files, when the strings is changed. *** Files to translate *** As far as I know, the following files should be translated when translating a vanilla game. 1) Strings files in Data/Strings folder xxxxx_english.strings/.dlstring/.ilstrings ---> xxxxx_Portuguese.strings/.dlstring/.ilstrings (or xxxx_ptbr as you like) 2) Translation text file in Data/Interface folder Translate_english.txt ---> Translate_Portuguese.txt (or Translate_ptbr.txt as you like) Theoretically, the language name in the file name should be anything as long as it matches the sLanguage in Skyrim.ini. However, some mods do not work unless the language name is English, so it may be better to replace the English files with localized files. *** How to translate *** I think xTranslator is the best tool for translation. xTranslator can translate both Translate_*.txt and strings files. In fact, I use this tool to create and provide strings files for Skyrim SE Japanese edition. Basically, if you open an English file (_english. *), Translate it, and output it, you can create a file for your language. And the safest way is to open and translate .strings / .dlstrings / .ilstrings directly instead of esm with xTranslator. By doing this, only the string file can be edited without changing the link (string id) to the string included in esm. This is because redistributing the vanilla game plugins itself should not be allowed under the terms of service. That's all my tips. Best wishes for your translation. PS. I have to agree with your opinion that the translation provided by Bethesda is too bad. The official translation of the Japanese is also famous for being very terrible, and unfortunately Skyrim SE has abandoned the Japanese translation for over a year and has to be maintained by the modders (yeah it's me :) ) .
  24. Hi, I'm not sure, are there Immersive Armors on your load order? If so, that would be conflicts with Rigmor.esp. Disable Rigmor.esp, start with new game, wait until Immersive Armors startup process (you'll see notification message), make a new save and exit the game, then enable Rigmor.esp and start the game, load the save game just before made. See the sticky post on the forum of Rigmor of Bruma for details. Good luck. EDIT: And one thing. Activate the Rigmor of Cyrodiil plugins after the Rigmor of Bruma quest is over. Otherwise, RoB and RoC quests will begin at the same time! For those who want to skip RoB and play from RoC, we have not made any prerequisites for RoC quests. Thank you for your understanding.
  25. At least with Mod Organizer (old one), Creation Kit (32bit) can't recognize the wav file that contains in virtual folder, so that can't generate lip files. It may be quite limited, but this is a fact. I just provided information. There is nobody who wants to get dirty in the Data folder, and anyone knows that.
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