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Algabar

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Everything posted by Algabar

  1. It's just textures and some meshes. So yes, it will definitely work - like all texture and mesh replacers.
  2. NEVER change file extensions manually - unless you absolutely know what you're doing. This doesn't only apply to Skyrim modding, but to working with computers in general. Changing file extensions is (almost) always a big "NO NO". In fact, Nifskope is designed to work with meshes (more precisely .nif files). You CAN however change the textures, that are used for a certain .nif (or even a part of it). Here are some screenschots from Nifskope, that hoppefully illustrate the concept a bit: https://imgur.com/a/WKQSA6U
  3. Well I guess I'm trying this then, opening sse vanilla without clicking on skse to turn off anti aliasing, isnt a choice, I've only just got my game down 1.5.9 and back playable , soon as as I click on the launcher it will update and become unplayable again.. And yes I have the don't update n all those off, but it still updates, so I guess I using this to fix my incorrect image saves ! For game settings, you don't need to start the game through steam. You can simply use "BethINI" to manage your .ini settings. Using BethINI is generally recommended. It is safe and easy to use. And its presets are much better optimized than Bethesda's settings. E.g. BethINI's "medium" preset looks much better than Bethesda's version and costs less performance. If you start Steam first and the launch Skyrim with "SKSE64_loader.exe", Steam won't count that as launching the game. This way, you won't get unwanted updates either.
  4. 1. Regarding SoS: This mod definitely needs an update for AE. AFAIK, there is an "unofficial" update somewhere on LL. Google it or use the search function on LL. Maybe you should also go through the comments section of SoS over on LL. 2. I wouldn't bother with that. In general, you shouldn't start the game from Vortex. Create a desktop shortcut for "skse64_loader.exe" and use this (after closing Vortex). Running a mod manager in the background while playing the game has no benefits - it only (possibly) makes performance worse. If you wish, you can have a closer look at how these shortcuts work later (in fact, it's quite self-explanatory). But for now, that probably isn't top priority. 3. If the game doesn't detect SKSE, it isn't installed correctly - or you have the wrong version. You need the latest version for AE. With the current version of Vortex, you don't have to follow Gopher's tutorial (although the installation process described there still works). You can simply download SKSE (you need version 2.1.5) and then install the whole archive manually (drag and drop in the "mods" tab). Vortex will recognize SKSE and install it correctly for you. Regarding the error message in FNIS: The usual fix would be to start Skyrim once with "SkyrimSE.exe" (or otherwise start it through Steam). Not sure, what you can do about it, since you got Skyrim from Microsoft. Maybe starting the game "normally" once might also help here. If FNIS doesn't work, you can also use Nemesis. It basically does the same as FNIS. 4. Sounds like you installed an older version of SL . Make sure you got the latest version for AE. 5. Disregard those warnings. To keep track of updates, Vortex likes to have a link to where you downloaded files from. For Nexus mods, this link is established automatically. You can also add links to other sites. If you simply install mods from file, there's nothing you could do about it. Regarding SE and AE: There's some confusion about these names. In a stricter sense, "Anniverary Edition" refers to the paid bundle of Creation Club mods. A lot of people also use the abbreviation "AE" for the (free) upgrade to 1.6.x. Technically, "AE" is still an upgrade to "SE", not a completely new game or something. So don't be surprised, when the latest version of Skyrim is still called "SE" sometimes. Nothing to worry about.
  5. Not really. Vortex refuses to deploy "Skyrim - Interface.bsa", no matter what I tried. But because it's a .bsa file, you can unpack it and zip up the unpacked content of that file. Since loose files always win over .bsa archives, that's technically the same as deploying the .bsa file as it is. So far, it seems to work. Yep, Vortex warns about the version number. You can savely ignore that - or see it as proof, that the downgrading (or re-upgrading) via Vortex profiles works. Sometimes XEdit might also complain about the game not being propperly installed or something. In this case, simply start the game launcher once, and everything will be okay. OFC you're right - mods have to be downgraded as well. But that's the advantage of the profile solution: You can easily enable the SE mods in your "downgraded" profile and use the upgraded ones in an AE profile. TBH, I don't really want to play SE. I just needed a stable installation of SE so that I can use "No grass in objects" to create a grass cache. For that purpose, it's most important to have all mods, that make changes to grass or landscape, in both profiles.
  6. First of all: If you want to use the Creation Kit, you definitely need the unofficial Creation Kit Fixes. This mod makes working with the CK sooo much easier. On to your questions: 1. Strange. If you create a plugin with the CK, it should be in your SkyrimSE/Data folder. In Vortex, you should see the plugin in your "plugins" tab (NOT the "mods" tab). You will have to enable the plugin manually in Vortex though. BTW, why ESM? Normal plugin files should be saved as .esp. 2. By default, the Creation kit doesn't allow multiple masters. Maybe that's one of the reasons. Not sure, if "Creation Kit fixes" changes this. I think so. If it doesn't, you may want to try this mod in addition: https://www.nexusmods.com/skyrimspecialedition/mods/2786 BTW: You definitely don't need CBBE as a master when creating NPCs. CBBE replaces the default female body. If you don't give your female NPCs custom bodies, they will use CBBE by default. If you want to give your (female) characters custom bodies, create paths to custom body meshes. You can now create whatever body you want in Bodyslide and copy the body .nif files over to the custom folder for your NPCs. 3. I assume you made character presets in Racemenu or ECE, right? If you did, you would have to copy the hair and brows you used (nifs and textures) to a custom folder and create links to these headparts in the Creation Kit. I'd recommend to watch a tutorial or two about creating followers. There are plenty of them on youtube. Even if you don't want to create a follower, but a "normal" NPC, the basics are always the same. Maybe you can also download a mod containing NPCS (or a follower mod) and have a look at its folder structure and its plugin file. Seeing how other people work is often one of the best ways to learn more about modding.
  7. You can try to set steam to offline mode. Not sure though, if you can move installed games offline. On the other hand, the downgrade patcher still works. It's not soo much of a hassle to downgrade to SE, if you really want that. Regarding upgrading to AE: I did it and I don't regret it. Performance is slightly better, also I get the benefit of not having to panic when I accidentally start the game trough Steam. Whether AE is an option for you or not, depends largely on your mod setup: Which mods are "essential" for you? And do they work in AE? For me, the answer to the last question was "yes" for almost all mods I'd like to use (and I found workarounds/alternatives for those, which don't work in AE), so that was an easy decision. Maybe looking at this list may help you decide what to do: https://modding.wiki/en/skyrim/users/skse-plugins
  8. As I said above: There are many variables involved. It's hard to transfer faces exactly. But at least worth a try I'd say.
  9. That looks really strange. TBH, I'm not exactly sure what that is. Even Vanilla LOD shouldn't look so bad... One thing you can try: Create Terrain LOD with XLODgen. https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-93-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/ The download link is in the initial post. Before you ask: Dyndolod and XLODgen do different things: Dyndolod creates Object LOD (and also grass lod and some other nice things if you want to). It doesn't create terrain LOD though. That's why it's a good idea to use XLODgen in addition to Dyndolod. Usage is very similar to Dyndolod. You should at least give it a try and see if it helps.
  10. Well, that was... unexpected. :huh: Glad you got it solved.
  11. Thanks for replying! Where do I find that "Unpack (as-is)" option? In Vortex? Or in 7zip?
  12. Yep. Views on cleaning the master files have changed over the years. General consensus now is NOT to clean them and just leave them as they are.
  13. I noticed this, too. Presets from LE can be read by Racemenu SE/AE, but they often don't look the same. Unfortunately, that's just the way it is. Sometimes LE presets work at least "okay", sometimes they don't. In general, always make sure to have the right race for a preset selected. A preset made for a Breton won't look right on an Imperial head. Also make sure you use the same head mesh: Presets made for Vanilla heads won't look right on a high poly head. Another important thing are facial animation mods, like this one. They change the appearance of faces, especially the mouth region. You can't use a preset, that was made without such a mod, when you have a facial animation mod installed - and vice versa. So, importing presets from LE is difficult. What you can try: Load an old save game from LE (basically they are compatible) with the preset you want to use already on your character. Open racemenu, save the current settings for SE. This way I somehow "saved" my favourite mage from "Oldrim" times. I had to make some adjustments, but he's back.
  14. I also haven't played FO4 for some time. If I remember right, the black face glitch was introduced with the face textures of the official high res textures pack. Here's a fix: https://www.nexusmods.com/fallout4/mods/21907 Alternatively, you can simply use custom face textures. That's what I did. I never had the black face glitch, although I have the high res pack installed.
  15. First of all: Thank you both for your kind and fast replies! Especially @Pickysaurus: That's what I'd call "support". Thank you very much! Since you both asked for feedback, I'll try to answer. Please bear with me - this a somewhat longer story: Good news is: I got it working! I can switch between SE and AE at will now, simply by clicking on a Vortex profile - which is really great. I had to use some workarounds though. What worked: 1. I redownloaded SE, version 1.5.97, with the downgrade patcher. I already had a backup I made before, but you never know. I let the downgrade patcher save the files to a custom location outside my actual game folder. And @Pickysaurus: You're right, there's much more than just the "SkyrimSE.exe" file... 2. IMPORTANT: I finally had to split up the downloaded files into 3 7zip archives: Part A: Everything, that goes directly into the Skyrim SE folder (basically .exe, .dll files and some config files, which probably aren't really needed). Part B: Everything, that goes into the "Data" folder (.esm and .bsa files) EXCEPT for "Skyrim - Interface.bsa". Vortex refused to install that file normally (see below). Part C: An unpacked and then zipped version of "Skyrim - Interface.bsa". One might argue if this is really necessary. But I wanted to make sure to have no remnants of AE at all in my SE profile. Stability is all - esppecially when creating a grass cache.... Part B and C were installed normally, Part A as "Engine Injector". So, that's how it works - at least for me. ==================================================== Now to the (possible) bugs: 1. I tried to zip up the whole Skyrim SE folder first and then install it as "Engine Injector". Unfortunately, this didn't work. Vortex put the files into the wrong folder. I tried several times, always the same result. 2. Vortex refused to deploy "Skyrim - Interface.bsa". It always said that the file was used by another application. This was probably not the case: The file wasn't used elsewhere, I even turned my AV temporarily off. Here's the report after trying to install all SE files at once as "Engine Injector" And here are three screenshots to illustrate the issues: https://imgur.com/a/c9gu26J I hope, this information is somewhat helpful. Again, thank you for your replies!! EDIT: @Pickysaurus: Thanks for testing yourself! But if I understand the report you provided correctly, you only tried to make Vortex install the single "SkyrimSE.exe" file into the Skyrim SE root folder. This works for me, too. From my experience, the problem arises when you try to install single files AND files within folders (in this case the "Data") folder as "Engine Injector". That's what went wrong for me. Interestingly enough, SKSE also has a structure with folders and subfolders. Part of SKSE goes to the Skyrim SE folder, part goes to the "Data" folder. Vortex CAN install SKSE correctly though. But I assume there's some predefined setting: Vortex seems to "recognize" SKSE and then knows what to do with it. So, maybe that's a different story.
  16. You should probably better ask in the "Creation kit and Modders" subforum. That's where the experts are. If it's a certain spider added by your mod, you could probably add the key (or whatever you want) as a "death item". Just like normal loot. If it's a random spider somewhere, you would probably need a script. TBH, I never tried something like that before. As I said: Better ask in the "Creation kit and modders" section.
  17. Hmm... I thought I was using the current version and it has the option to import as OBJ. Alternatively, you can use Outfit Studio (from Bodyslide and Outfit STudio). AFAIK, it also can import OBJ. Or you can download Nifskope 1.1.3 from Github: https://github.com/niftools/nifskope/releases Version 1.1.3. has many import and export options. In fact, I used this build a lot. Be aware though: You'll get "Oldrim" meshes. If you want to use them in SE/AE, you would have to run them through "Cathedral Assets Optimizer" or "SSE nif optimizer". Don't worry. That's an automated process, that only takes a few minutes (if at all). IMHO still better than fighting with the cryptic settings of the Blender .nif plugin...
  18. Hello, sorry if this post gets a bit longer. But I think I should explain what I'm trying to do: I'm playing (and modding) the current version of Skyrim ("AE"). Unfortunately, one really useful mod won't work in AE: "No grass in objects" (NGIO). NGIO needs a "SE" (1.5.97) environment. I know how to "downgrade" manually and all. But I thought it would be convenient to be able to switch to a downgraded version of Skyrim in case I need to use NGIO and (re)create a grass cache (which is also useful in AE, among other things for creating grass LOD in Dyndolod). So, my idea was to create a new Vortex profile for a downgraded Skyrim. I was hoping, this way I only needed to change profiles in Vortex to switch between AE and SE. And here comes my problem: This approach almost works - but not entirely. Somehow I'm unable to tell Vortex to switch between different versions of "SkyrimSE.exe". Everything else (inluding changing SKSE and Bethesda's assets in the "Data" folder) works. But I can't find a way to properly install / change "SkyrimSE.exe" (which is in the "root directory" of the Skyrim SE folder). What I did so far: I created a folder, named it something like "Skyrim 1.5.97 exe". Then I copied the "downgraded" SkyrimSE.exe file into that folder. No subfolders or anything. I zipped it and added the zip archive to Vortex. Since I want the "SkyrimSE.exe" to go directly in my Skyrim SE folder, not in the "Data" folder, I set the mod status to "Engine Injector". And that's the point where I'm stuck. Vortex always installs the file like a normal mod into the "Data" folder. Looks like Vortex disregards the "Engine Injector" flag in this special case. Maybe I did something wrong with the folder structure? Or is there something else I'm missing? Thanks in advance for your help!
  19. Congrats on that mod list! And I thought mine was way too long... TBH, I don't see anything "obviously wrong". But that doesn't mean much with soo many plugins. I may have simply overlooked something. Probably your best bet ist to load everything in SSEEdit / XEdit (leave all plugins checked). Then search for this potion in "Skyrim.esm" and see, what mods overwrite the record. Take notes, if necessary. Then try, if disabling these mods changes anything. EDIT: If you know, which mods affect the healing potion: Instead of simply disabling mods, you can also try to change their "relative load order". What does this mean? Let's say, you have three mods making changes to that potion: A, B and C. Then you can try to sort these 3 mods in different orders: A, B, C - B, A, C - C, B, A and so on. Sometimes changes like these can help to avoid issues, because the "problematic" record gets overwritten. OR you can create a patch in XEdit...
  20. The usual way to get meshes from Blender into Skyrim is to export as .OBJ, then import the .OBJ file into Nifskope and assemble the whole thing there. From my experience, this works much better than fiddling around with the Blender .nif plugin...
  21. Don't know if you're talking about the Bethesda suppport. If so, modding outside of teh "Creation Club" isn't officially supported.... If you want help, you need to provide more information. "Help, my game crashes" isn't enough. Someone willing to help would need at least some more insight: - When / in what situations does your game crash? Is there a "pattern" or is it completely random? - Which version of the game are you playing? SE or AE? - Which mod manager are you using? - What mods have you installed? Without a load order, it's impossible to say anything useful. - Do the crashes occur, when you start a new game, too? Be aware, that troubleshooting crashes is a difficult task. More often than not the only way is to start from scratch. There are often people, who come here with a load order of 300 or 400 mods and expect some "wizard" to magically solve their issues in a minute. Unfortunately, that's impossible. Finding the causes of crashes is always a pain in the rear - for the one, who experiences the crashes and for the people trying to help. You're welcome to ask for help here, but don't expect a miracle.
  22. In Vortex, "load after" means "overwrite", "load before" means "let other mods overwrite this mod". Don't bother with the other options, you won't need them in everyday modding. Usually it's best to handle conflicts on a "per mod base". In the "mods" tab, click on the small red lightning symbol next to a single mod. This will show the conflict solution window. I'd probably do that in the following order: 1. Set SMIM (this is your "base" or "fallback" mod) to "load before" everything, that conflicts. IN fact, you can click on "before all" at the top. 2. Set High Poly Project to "load after" SMIM, but "before" Skyrim 2018 and Skyrim 2020 3. Set "Skyrim 2018" to "load after" SMIM and High Poly Project. 4. Set "Skyrim 2020" to "load after" everything. Short explanation: The terminology in Vortex is derived from plugin load orders. If two or more plugin modify the same record or the same item in game, the data in the plugin loaded last "wins" over the ones loaded before. Hence the wording. In the case of meshes and textures, of course only one asset can be loaded at a time. In this case, "load after" really means "overwrite". But the basic principle is the same. Don't give up. Vortex can be challenging at the beginning. Once you know how things work, it's a powerful and reliable modding tool. If you need some guidance, there's an excellent video tutorial series on Vortex by Gopher: https://www.gophersvids.com/?storyboard_cat=vortex-tutorial The tutorials were made for a previous version of Vortex, but its basic functionality and look hasn't changed much since then.
  23. You can also use QUI: https://www.nexusmods.com/skyrimspecialedition/mods/65343 It's very similar to AddItemMenu. And it works in AE. :cool: EDIT: To answer the first question: No, AddItemMenu doesn't work in AE. It needs an update.
  24. Well, there are different opinions on this topic. In fact, most mods work in AE (most of them "out of the box", some after an update). There are only some mods, that don't. Here's an overview of mods NOT working: https://modding.wiki/en/skyrim/users/skse-plugins In the end, it's up to you: Which mods are "essential" for you? If one or more of them are on the list in the link above, downgrading is probably the way to go. If you do NOT "need" any of the mods, that currently don't work in AE, I'd just go with the latest version of the game. In fact, I've been playing AE (only the free update, not the paid Creation Club content) for some time now. Performance is minimal better than in SE. The game runs stable, everything fine. The only mod I'm missing is "No grass in objects", but there are workarounds. Everything else I want or "need" in my game works in AE.
  25. You could also try this one: https://www.nexusmods.com/skyrimspecialedition/mods/41774 Be sure to read the "requirements" section, this mod has some prerequisites.
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