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Everything posted by strawbqwerty
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I have a partitioned hard rive. Windows on both partitions. Games only on one partition. Run the partition with out the games on. Transferred over the nif optimizer. Ran the tool and it worked fine. So the problem is not necessarily the tool but some other program that is on the games partition not allowing the tool to work. Just what that issue maybe is the mystery. On the games partition. I checked the box to write a log and there was no log written in the folder where the tool is. So not sure where that may have ended up, if one was generated at all.
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I can not optimize old rim meshes at all. I have the tool from Nexus SE nif optimizer. It was working just peachy, but it has stopped working. I select a mesh folder from any old rim mod, take note of the nif files sizes, select that folder with the nif optimizer and nothing happens no processing, no change in the file size. I have down loaded a all new nif optimizer and the same result. Would it be that I have body slide installed as well ? Is there another tool other than nif scope to batch convert nif files ?
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SSE Editing playe dialogue
strawbqwerty replied to strawbqwerty's topic in Skyrim's Creation Kit and Modders
Finally managed to get what I was doing done. Had to do all the work in one hit then save. If I saved at any point and tried to continue creation kit stalled. So some thing still quite not right. -
Just redone the English. This site may be of interest https://general-andreis.tumblr.com/
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I have reworked the translated English to something that is a lot better. I also have up dated the esm and the Face textures and meshes. I can not post links here or up load this update to Nexus . https://general-andreis.tumblr.com/ This site might be of interest to you though.
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SSE Editing playe dialogue
strawbqwerty replied to strawbqwerty's topic in Skyrim's Creation Kit and Modders
A bit more to this post. I loaded that esp into the old skyrim creation kit with out a single error message. Found that it would be more fun poking your eye out with the pointy end of a burnt stick than try and do editing in the old skyrim creation kit. So hit save a it saved no problems at all. This leads me to believe that the 64 bit version of creation kit is flawed. Can save in the 32 bit version but not in the 64 bit version. So I am just a bit flummoxed at the moment as to what to do. I can sort of edit in the old creation kit, but is so easy to screw up with out knowing till it is all to late. I can with some ease ( amazing given that we are using the creation kit ) edit dialogue in the 64 bit creation kit but I can not save the esp. -
I have been attempting to edit a machine translated mods english so it is a bit better to understand. Process is easy enough. Mod has a esm so I through wyre bash changed that to a esp. Loaded that esp into the new creation kit. Selected edit player dialogue, Did some editing. Hit save, creation kit saved and converted the esp to the new form 44 version as well as generating some psc files, face meshes and textures. So what is the problem? I got back to the task. Loaded the esp and did some more editing. Creation kit will not save the esp. So I created a all new esp and loaded that one in creation and before editing the player dialogue I tried to save. Creation kit crashed again. So I uninstalled creation kit. Got my self a all new creation kit. Loaded up that esp into this creation kit. It crashed when I tried to save. I was running through mod organizer. So I moved the mod files to the skyrim se data folder and ran the creation kit from the skyrim se folder. This eliminated mod organizer being a possible problem. Loaded the esp up again. Creation kit crashed when I tried to save. So for some unexplained reason creation kit has gone from being able to work with my esp to won`t have a bar of it. I can load that esp. I can work on that esp. I just can not save that esp. Stupid crap creation kit. :mad:
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Crashes Due To Mods, Not sure which or why.
strawbqwerty replied to BjarkeOneEye's topic in Skyrim's Skyrim SE
Not a particularly long load order. So easy enough to check which mod is the culprit by the painful and slow method. Disable your mods and one at a time (depending on there dependencies ) enable them till your game stalls. I have a two hundred plus load order, so to speed things up I enable five or more at a time. If the game crashes I then know it is within those five mods. Quite a number that you have I also have in my game and have had no issues. -
Got the same issue at the moment. Problem is it is a real puzzle. Heading down from River wood to the Meadery the game crashes. Now that is some vanilla country there. No mods in that area at all. X2 for what Blue Gunk posted. Just can`t leave a game alone. Hmm there is one mod I might have a look at...
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Random Crash to Desktop with no error message.
strawbqwerty replied to mcfanGamingZ's topic in Skyrim's Skyrim SE
Have you ported any mods over to the new Sky rim ? Or are they all of Nexus. Even if they are all from Nexus not all are properly converted , Out of twenty one follower mods that I installed, thirteen had incorrect form versions, so had not been through the new creation kit. Meshes are a must do. Textures can be a suck and see. Couple of those follower mods had Texture issues. So you may need to check with SSEEdit the form version of your mods. As far as I have learn` t ( not that much ) DXT3 textures cause the new skyrim to crash. So when you do find the culprit mod check the form version and if it has textures, have they been converted as well. When I have had to hunt down a mod I have loaded five or so at a time. Bit of a punt but quicker. -
The latest version of mod organize 2 has a nasty surprise. Beware when uninstalling it. It ,at a phenomenal speed, proceeded to delete my downloads and mods. I managed to stop it with a couple of downloaded mods left. Had not thankfully started on my mods. AS for loot I have had no problems running it with mod organizer 2.
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DDS files marked as Nif files and Nif files as DDS files.
strawbqwerty replied to strawbqwerty's topic in Skyrim's Skyrim SE
The BSA extractor I used is this one http://www.nexusmods.com/skyrimspecialedition/mods/913/? I have the version one. Works for me. -
By far the best modded Skyrim "Special" Edition
strawbqwerty replied to IudexGundyr's topic in Skyrim's Skyrim LE
Well hmmmmm Dang that was different . Where do we get the lock picking mod ? :laugh: -
It would help if you let us know your mod set up. If you have added any ported from old Skyrim mods that add or change the interior of the Bannered Mare, these will most likely the culprits. Be aware that not all mods that have been ported to the new skyrim and released on Nexus have been fully tested. I have found a few follower mods that gave me grief. Meshes are the most times the issue.
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For the web page text I use this to translate http://www.systransoft.com/lp/korean-translation/ As for releasing to every one you will need to either find permission in the mod details ore obtain it from the author. Certainly would not be able to upload to Nexus with out clear permission, I know from personal experience.
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So the old SKSE is dead in the water. Have read a fair bit about it all. Now this is my two cents worth. When SKSE was introduced to Sky rim there was only a few mods that came out utilizing SKSE. As time went on of course more mods where added. Now to the present. This is where the new SKSE hit a hurdle tying into all these old mods. Could it be possible to have a two part SkSE. One part being the new SKSE and the other part as a new esp that is merged with any old mod that needs SKSE. This would update the old mod and let the new SKSE recognise it. Would save a awful lot of work. Instead of trying to sort through all the mods needing SKSE this would modify the mods. Sort of reverse engineering. Just a thought.
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[WIPz] Skyrim Script Extender (SKSE64)
strawbqwerty replied to behippo's topic in Skyrim's Skyrim LE
Or mods that needed SkSE have had there functionality reduced. They no longer have the same features as when the could use SKSE. Which is to some point why there is still a bit of interest for a new SKSE. -
First use this http://www.nexusmods.com/skyrimspecialedition/mods/4089/? t o t to convert the meshes. Then load the esp in creation kit and save it. This will change the esp form id? from 43 to 44 and make some other adjustments. Real easy to do. Try the mod and if you are getting issues then it will be textures. I use this tool http://www.xnview.com/en/xnconvert/ This tool will convert the textures to DXT5 which Skyrim SE will accept and is so easy to use. Or you can just do all three and be done with it. When you run the esp through the creation kit you may get some texture and meshes files generated. If they are TGA files ( most likely ) just delete them as Skyrim SE does not use them. They won`t cause the game to crash, Skyrim Se just ignores them. Mesh or nif files you can keep. Creation kit should generate a duplicate folder with these files that is the same as the mod. So all you have to do is cut and paste to the same folder in the mod. So nothing to scary just a bit of fapping about.
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I am in the process of porting some follower mods. Ran one through creation kit and I got a bonus file. A Tes file. SOooo what is a Tes file and will new skyrim actually read/ use it? Or is it yet another example of how half arsed beth was when upgrading creation kt to 64bit ? From very little information on google it may hark way back to Morrowind ? The ported follower mod is from old skyrim.
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Is this porting for personal use or general release to the community? Easy enough to port for your own use.
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i need to learn how to merge mods properly
strawbqwerty replied to skullkingvon's topic in Skyrim's Skyrim LE
I have found for me that Merge plugin does not batch copy. When I try the command window starts then freezes. That could possibly be why you are missing textures. I just do the basic merge of the plugin. Create the merged mod and manually copy the needed assets. -
In a word and keeping it short. Loot is the word and the name of the utility that will sort out your load order. Just follow the guide for installing it and integrating it with Nexus mod manager. When you run Loot it will not only sort your load order it will also tell you which mods need cleaning.You will then need to get hold of SEEdit for cleaning your mods. Dead easy three step processes. Another handy utility is re saver. This is for cleaning your saves.If you are having issues like ctd then this may help and also if you uninstall mods.
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As posted you can get a good game happening with out skse. But it could be a whole lot better with those skse mods. Yes there has been a number of skse mods that have been butchered to run with out skse. Bit like test driving a top of the line model car and then having to own the base model with out any features. Yes those skse mods work but are mostly only a fraction of what they where. After trolling through pages of idle speculation I am leaning though too skse not happening. As also posted moders have moved on, lives have changed etc. Will be a nice surprise though if it does happen.