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Grosaprap

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  1. Pre-Load Background - I've been playing TES games and modding them since Morrowind. However due to life and other issues, I stopped in the mid-Oblivion era. Thanks to COVID and other fun life stuff, I've gotten back into playing Skyrim as of last July and am attempting to relearn modding and simple mod resolution skills. My current install is a heavily customized version of the Living Skyrim 2 mod list that used to be available for install via Wabbajack (he's working on 3 now and took 2 down because he didn't have time to keep updating the list as mods kept updating). I have a reasonable knowledge of how OLDER Elder Scroll mods worked but I'm still very much in the learning stage when it comes to Skyrim modding. Actual Background - Living Skyrim 2 uses JK's Skyrim and Palaces and Castles Enhanced. One of the new mods I've installed also adds items to the various hold capitals and the 'castles/palaces' of each. However many of these items seem to be buried under vegetation, or otherwise misaligned to how JK and PCE have placed things. What I'd like to do is go through each capital and each palace and create a patch deleting trees and plants that are in the way and moving other objects to better spots. My first attempt at doing this was going to be through the Creation Kit but after having it crash for the tenth time while trying to load the Solitude worldspace in the rendering screen with just the relevant plugins loaded, I decided to first tackle removing plants and trees via xEdit (start with little successes then build on that...). I loaded the game, went to Skyrim and went to the fire problematic location in Solitude that I wanted to work on, selected the first plant to delete, got it's reference ID, loaded up xEdit and only loaded the relevant plugins, did a search for that formID (updating it to account for the different load order) and double checked the information seemed to match the item I had selected in game. This turned out to be in the "Temporary" section of the SolitudeOrigin cell, so I right clicked that and selected "Copy as Override into" and used that to create a new ESP with just the entries under the "Temporary" section of SolitudeOrigin listed. I then went into this ESP and re-found the plant I wanted gone, selected it and deleted the record. I then did this again with five other plants in the same area. Saved the ESP and exited. Adding the new ESP to the very bottom of my load order to ensure it's records would be the winners, I loaded up the game again and went to the spot where I had been working. Only to find the plants still there. What did I do wrong? What should I have done differently?
  2. And wouldn't you know it, the moment I throw my hands up and decide to ask for help... the answer floats down to my desk. It was SM Plugin Refurbish :closedeyes: though if anyone knows that this isn't FCOM compatible, I'd appreciate the heads up. :biggrin:
  3. So when I first got Oblivion I spent about a week going over all the fun little (and big) mods out there and after awhile things got mashed together in my head. :wallbash: But, I could have sworn up and down that there was a mod that delayed the start of most or all of the DLC content (as opposed to stepping out of the sewers with deeds to half the continent). Of course, once I actually got around to installing everything, I realized I can't find such a mod. I've looked for "delay" and found a couple of uploads that related to specific non-official quests, but none that related to the official ones. The specific 'set' I'm looking for claimed (in my addled memory) claimed to have files for each of the official mods. :confused: Of course, searching for oblivion DLC delay on google just brings up pages on pages of people bitching about fallout's dlc being held up. :unsure: Virtual bonus points if any info about compatibility with FCOM can be provided. :whistling: :thanks:
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