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Everything posted by agerweb
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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.
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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.
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[LE] Question about ESL-ifying my previously ESP mod
agerweb replied to taleden's topic in Skyrim's Skyrim LE
You would be better asking this on the SSE CK Forum: SSE Forum -
Very mysterious, are using a saved game that hasn't already 'seen' the changes in your mod?
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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?
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[LE] Follower dialogue not appearing for edited mod NPC
agerweb replied to teresatiger's topic in Skyrim's Skyrim LE
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. -
[LE] [Legendary Edition] No Scripts.rar in data?
agerweb replied to Ru5tyShackleford's topic in Skyrim's Skyrim LE
Just looked at my LE installation and my scripts.rar is in the Data folder. -
[LE] A script that may kill PC even if using console
agerweb replied to Damastine's topic in Skyrim's Skyrim LE
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. -
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.
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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.
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No you have to Select the items in the render window each time.
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[LE] Why Does the CK Keep Crashing?
agerweb replied to Shadeybladey's topic in Skyrim's Creation Kit and Modders
These go under [General] bAllowMultipleMasterLoads=1 bAllowMultipleMasterFiles=1 -
[LE] Why Does the CK Keep Crashing?
agerweb replied to Shadeybladey's topic in Skyrim's Creation Kit and Modders
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 -
SSE Quest Data
agerweb replied to DefinitelyNotLordEnglish's topic in Skyrim's Creation Kit and Modders
For example quests that just deal with dialogue will be marked as type 'none'.- 2 replies
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I desperately need help with this load order...
agerweb replied to AndalTheManhunter's topic in Skyrim's Skyrim LE
I had a quick look when I installed SSE; but I ignore it. I am never likely to want to buy a mod! -
I desperately need help with this load order...
agerweb replied to AndalTheManhunter's topic in Skyrim's Skyrim LE
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. -
I desperately need help with this load order...
agerweb replied to AndalTheManhunter's topic in Skyrim's Skyrim LE
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. -
[LE] Textures not showing ingame
agerweb replied to Holzey's topic in Skyrim's Creation Kit and Modders
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. -
[LE] I want to clean that mess. Help needed
agerweb replied to Gerheardt's topic in Skyrim's Creation Kit and Modders
I have always found TesVCheck useful in identifying what resources are missing from my mods: TesVCheck -
[LE] NPC AI Packages not working
agerweb replied to Grubsnik's topic in Skyrim's Creation Kit and Modders
Also if the door to their house is locked have you given them the key. -
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.
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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!
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[LE] 'Active Cell' Bug in CK? Known or Unknown?
agerweb replied to Garruski's topic in Skyrim's Creation Kit and Modders
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!- 4 replies
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