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37G

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Everything posted by 37G

  1. That makes sense. It would be interesting to see how far it goes though, e.g. can hitting one key NPC with a SetCriticalStage spiral out into breaking all AI across your save I like experimenting with those cursed mods in the space of one game save and virtual folders - and the Alone / Empty Skyrim mod is a more dramatic version of this. As in: if you're going to break something, break it completely
  2. Thanks - I'm also referring to the type of NPC that will be called back to a location or enabled by a quest though - in the past when I've tried the enable/disable dance, I always lose to a competing package or an alias filling
  3. I'm curious if you guys have experience in removing lots of NPCs, either by deletion or some less destructive means. For NPCs with a smaller role, it seems safe to: delete their placed reference & flag their aliases as optional if there are any, ormove them to a holding cell OnInit and switch them to a 'stay here forever' packageBut in the latter case, is there a clean way to ensure they are never pulled back into the game? Do you try to avoid having the "__ is in use by the following forms" window come up when you delete a reference?
  4. If you run everything through SSEEdit and right click on the mod > apply filter for conflicts, then expand Lakeview Extended into the Worldspace/Tamriel section, I suspect you'll find heaps of red in that Falkreath area. Up to you if you want to resolve those conflicts, but you can usually get around it by loading the mod way later. So I used to get crashes in this area too, and for a while I just moved the Lakeview mod (Avant Garden in this case) further down. However, uninstalling / unticking midgame is definitely going to cause crashworthy problems - it's just a mod conflict, if you have backup saves you're all good. Save cleaning is useful for long convoluted playthroughs with slowly growing problems like script errors, but usually it's only worth removing 'unattached instances' and 'undefined elements'
  5. Purple textures = the mesh does not point to the correct location, or there is no texture there Mod authors sometimes mess up textures in the CK when they forget that their custom texture should not follow the same file path as vanilla. Another way they can mess up is if they intended to make an override, but instead edited the mesh or the CK object to point somewhere new, when it shouldn't. Also, this is a lifesaver for both install and load order https://skyrimseblog.wordpress.com/load-order-structure/ Edit: someone mentioned resetting the .ini files, yeah definitely try that, anyone seeing this later
  6. No problem I get lost on this stuff all the time :thumbsup: How about MoveTo but you just place the marker -30000 units away?
  7. If the base actor is set to respawn, as in that's checked off in the actor window, they will respawn as soon as the cell resets - try this function if you want it to happen fast https://www.creationkit.com/index.php?title=Reset_-_Cell
  8. Are you editing a vanilla script? Cause they can break real easily with tweaks like this- I'm not sure about your error out of context but if you add that ObjectReference Property line in the top property section, and use the same name for your property up there as you do in the script, it will compile - and if NPCs are moving it sounds like the rest of the script is working Let me check something on respawning
  9. Which faces and which armors? First try to arrange everything so that it looks like this: https://skyrimseblog.wordpress.com/load-order-structure/ If it's just a few purple items and black faces then you simply have non-texture mods trying to replace your replacers. Your txt says you're using Mod Organizer, so look for the overwrite tags (lightning bolt) and double click those, look at their 'conflicts'. Reinstall the mods that you think are causing problems, and don't worry about FNIS NPCs: What you might have is 2 mods that edit the same NPCs and both provide new meshes. That causes the black face sometimes, depending on how the author organized the mod. If you find out specifics and want to keep both mods, deleting some of the meshes and removing those edits in SSEdit will work (for replacers you need to do both) Armor replacer: If by not working you mean it's gone back to vanilla, you just need to move it lower in the install order & load order
  10. If it's a marker you can add the property and fill it afterwards as E3DemoMarker: ObjectReference Property killzone auto And in the script: [however you reference the target].MoveTo(killzone)
  11. It's as Guineapigpwr and Selonianth said, to reiterate, you have to use the 'delete' / del key and not backspace or any other variation. Again to necro, but this got past me for ages and doesn't match with any other behavior in the CK
  12. Dude, this game is insanely popular! Have you been over to Skyrim Nexus? You can't scroll 1 page without a Witcher mod :D Fantastic video
  13. Hello, bit of troubleshooting, or a puzzle if you will? Main questions: Does moving a portable MO2 installation, WITH corrected paths, break the CK, despite not breaking anything else?What ini files MUST be present, and paths set, for the CK to work through MO2?Does having MO2 on the same drive as Skyrim (but not in the Skyrim folder) cause problems? ~~~ Update for posterity: editing the descriptions of ESPs in the CK seems to give errors in certain cases... maybe depending which masters are ticked... there doesn't seem to be a rhyme or reason except the side effects of a directory location-change
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