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agerweb

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Everything posted by agerweb

  1. The lip files are the same across LE and SSE. I generate all dialogue in LE and all voice files can be transferred straight across to SSE as is.
  2. Whether using xEdit or the CK the mods you are changing have to be set as masters whilst being edited otherwise any changes to them in your esp will be 'forgotten'. This may be your problem.
  3. You would be better asking this on the SSE CK Forum: SSE Forum
  4. Very mysterious, are using a saved game that hasn't already 'seen' the changes in your mod?
  5. I have done this several times by placing the NPC (with an inventory) setting an xmarker as a parent, then setting the Xmarker to disabled, then enabling that when I want the body to be visible. They are clothes etc with no problem; Is that how your doing it?
  6. I suspect you were using a save file that had 'seen' this character in it's unedited form and consequently did not recognise any changes.
  7. Just looked at my LE installation and my scripts.rar is in the Data folder.
  8. I don't go as far as targetting TGM use; but will give gentle reminders to players who try and get past doors and barriers illegally with a standard killbox. I would however not seek to prevent setting quest stages; because you never know when a set of circumstances for an individual player may require it to further the game, particularly clashes with other mods.
  9. So if the corpse is an Alias in a quest it won't delete - that's useful to know. That's the best way to deal with actors anyway.
  10. Which mod is doing the deleting of corpses? I use corpses with items too, come to think of it so does the vanilla game. In any event the mod should be disabling not deleting.
  11. No you have to Select the items in the render window each time.
  12. These go under [General] bAllowMultipleMasterLoads=1 bAllowMultipleMasterFiles=1
  13. Have you made the necessary changes to SkyrimEditor.ini? bAllowMultipleMasterLoads=1 bAllowMultipleMasterFiles=1 and if you want the bsa's to bel oaded SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa
  14. For example quests that just deal with dialogue will be marked as type 'none'.
  15. I had a quick look when I installed SSE; but I ignore it. I am never likely to want to buy a mod!
  16. You can buy LE on Steam, you just have to hunt for it a bit. What is also no longer advertised is that if you buy LE you can upgrade for free to SSE. Steam and/or Bethesda don't really advertise that anymore because they want everyone to buy SSE. It does rather imply that if you bought SSE you effectively have a license to use LE. I think a lot of people have stuck with LE because they are comfortable with it and can live without the graphic enhancements of SSE. I certainly do and I still do my mods on LE and convert to SSE.
  17. Most of us modders will port our own mods to SE, however, there are many modders who are just not around anymore to do this job. Porting a mod to SE is a fairly simple process and it has been described elsewhere like here.
  18. There is nothing wrong with his zipped file as it stands. You do not need to create a 'Data' folder as the zip file itself is acting as the 'Data' folder. As an example, Inside your zip should be: Meshes/.... (if any) Textures/.... (if any) Sounds/.... (if any) Scripts/.... (if any) MyMod.esp Mymod.bsa (if one) The problem may be the structure inside the Textures folder or whatever MO he is using is not configured.
  19. I have always found TesVCheck useful in identifying what resources are missing from my mods: TesVCheck
  20. Also if the door to their house is locked have you given them the key.
  21. dds textures apart from being in the correct format also have to be square pixelwise (eg 256x256) and I believe in multiples of 8. You can check your textures in Nif Optimiser which will give you some idea if Skyrim will not like them.
  22. As I have discovered cutting and pasting 1000's of lines of dialogue from Word into the CK, the Word apostrophe is not recognised; but if you type apostrope directly into the CK it works. I have had to change apostrophes manually each time as I was unable to think of any other way of doing it. By the way if you cut and paste from notepad the CK is fine with it's apostrophes!
  23. Unless the quest is set to run on start up (in which case your first dialogue conditions will apply), conditions for starting a quest can go in Story Manager, usually script event or location event. I did a tutorial on the Story Manager location event if its any help:SM Tutorial
  24. Yes, this happens and weirdly it can be computer dependent; I have a mod which when I load and save it on one computer, the CK adds edits to two cells I have never been near, doing the same thing on my laptop and another desktop, it doesn't add edits. Very strange!
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