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PolarBearMike

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  1. Hi! Was wondering if anybody would be willing to help me with this, I was not encountering the issue until downloading some of the cathedral 3d plant mods. Neither my town/city overhauls or my landscape mods changed, just downloading the other plants. I tried re-installing patches (complementary grass fixes, enb grass compendium fixes, efps, landscape fixes, pretty much anything I could think of) I'm aware of No Grass in Objects, but I'm on 1.6.640 AE and I'd rather not have to reinstall/re-do everything already downloaded for that. https://i.imgur.com/rFE07BE.jpeg Are there any other solutions or anything I might be missing? Thanks in advance to any who take the time to help!
  2. Hi, so I started a new save a week or so ago and this is my first time using Imperious. All my mods were working fine but later in the game when I started to get to a higher level I noticed I wasn't taking as much damage from frost spells as I should. I selected Nord and with Imperious I should only have 25% but I have that in addition to the vanilla 50% resistance so I have had 75% frost resist since level 1. I was under the impression that Imperious would remove the old racials and now I'm too far in to want to restart. Checked the mod page and it seems too risky to uninstall/reinstall the mod to see if it will work that way so I tried to remove the vanilla 50% through console commands which works but I'd have to do it every time I load the game. Is there another way around this I'm not thinking of to permanently get rid of the vanilla 50% Resist Frost Nord racial? EDIT: forgot to note that when I first checked out if Imperious was working at level 1 when I started the save that neither Battle Cry or the vanilla Resist Frost had appeared in my powers/active effects tab. I didn't keep rechecking so I am not sure when that changed but I do know that frost spells have tickled the entire save.
  3. Alright I understand now, got the first few working, thanks a ton I appreciate it!
  4. So you're saying if it is an .esp file for example I could just download the original mod to my Skyrim on NMM, then go to SSE NMM and directly add that file and it should work? Sorry I'm not great with this stuff :D Had read somewhere that the .bsa files need to be reformatted or unpacked or something?
  5. Just to give more info, I have gone through the first few steps on the guide. I did have to add a line into my CK.ini to allow multiple master files, but I'm not sure I created the correct new file? I also am completely lost at the 3rd step to pack the mod for SSE. Looked up a few videos and still can't tell what exactly I'm doing wrong since I can't find a video showcasing the mod types I'm looking to import.
  6. Hi, would anybody be willing to help me out with importing old Skyrim mods over to SSE for private use? Some of my favorite mods aren't released by the authors and I don't want to play the game without them, they don't require SKSE and I've gone to the old pages and there are posts of people saying they were successful importing them. I was using this as my guideline: https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition I'm completely new at this and feel like I'm screwing it up so all help would be appreciated! Here are a few examples of the old mods I was trying to transfer over to SSE: http://www.nexusmods.com/skyrim/mods/37861/? http://www.nexusmods.com/skyrim/mods/7059/? http://www.nexusmods.com/skyrim/mods/23390/?
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