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agerweb

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Everything posted by agerweb

  1. Have you tried with just this mod and Skyrim and DLC loaded? If it works then you will know you have a mod conflict with something else and not a problem with the mod itself.
  2. Not used this; the mod page doesn't say it can't merge an esp into its master so maybe it can. In which case your problem is something different. If you want to put you esp somewhere I can get at it, I am happy to try and create a LoD for it - at least this will discover whether its the tools you are using or a problem with the file itself.
  3. Did you use the CK merge with master facility? As far as I am aware that is the only method of merging and esp with an esp/esm that is already its master. The xEdit merge plugins facility will only merge esp with esp; not esp with master; I checked this some time ago with the author.
  4. The Xedit link I gave you will do Lod for all versions of Skyrim, you just have to rename the exe file. See the Readme. I still reccomend you use it. As far as your existing problems are concerned; Oscape is in the habit of not reading the Sea and Landlevels correctly - worth checking the levels in the CK and change them in Oscape to match if necessary. And still don't use the CK for LoD. However, if you are making large landscape changes, I would be inclined to make them to the Master that contains the Worldspace. unless there is a specific reason why you can't.
  5. Don't use the CK for any LOD generation its bugged to hell. I originally used Oscape for Terrain and XLodGen for Objects, I now use the version of XLodGen that does both and have had no problems with it, you can get it here: XLodGen As with all methods you will need the tree bill boards and extract all the Lod files from the Meshes0 and Meshes1 bsa.
  6. Too much assuming: Shouting would be capital letters and it is not clear that any of these NPC's would be tied to custom quests. Vanilla follower/marriage quests do not count. If they were set-up as followers but are disabled then they cannot be recruited so there will be no errors. If they are referred to directly in a dialogue line that is also fine because the game still recognises them as existing which is why you only disable not delete.
  7. As we don't know what Mod is being amended here, difficult to say what the effect would be. If it is just a boatload of new NPC's running sandbox packages in various locations, you may be able to just disable them. If this mod does use them in custom quests, then it would take careful quest editing to remove them. We have Insufficient data to give furthert advice.
  8. My understanding is that he just wants to remove NPC's from the game, in which case they just have to be set to initially disabled. You can then move them somewhere or leave them where they are. It doesn't matter, to the game they effectivelly no longer exist. This applies to any object in the game you want to remove, the only reason you actually move anything out of the way is to avoid confusing yourself about what's there and what's not.
  9. One thing you could try is to open it in TesVEdit. You will see that it makes what appears to be a dirty edit to the Bannered Mare ie changes Ysoldas Chair. Delete this change and have another go.
  10. Have you made the Mod you are trying to amend a master? -That is change its Header in xEdit to Esm. If you don't do this before opening the CK any changes you make will not be saved in your esp.
  11. Disable advice applies to objects in any mod that's not your own.
  12. If the NPC's are Vanilla ones than don't delete just set them to disabled. Double click on the NPC in the render window and tick 'initially disabled'.
  13. Look at other Worldspace mods for ideas and see how other modders have placed trees and foliage and structures. Particularly the placement of clutter in towns and villages.
  14. You probably have, but just in case; as you are running Windows 10 have you set bEnableAudio=0 Also, I always use the CK on my laptop in offline mode so steam can't do anything I don't want like fiddle with ini files.
  15. If you are seeing the name Allandou's House then you have not got the Version of Pirates in the Shumer download; probably got the one from the Pirate North page which is an earlier version. Also try the new patch I uploaded that changes back location names that other mods may be overwriting to fix the quest starting problem. I notice you have "Point the way" which is likely to affect a number of locations. Your load order should be: Shumerworld.esm PiratesNorth.esp ShumerNWa.esp
  16. Looking through what you have edited you have changed a lot of Dialog topics (in green) as well as adding your own (in Black) - if you only meant to add your own you may need remove all the 'green' edited lines. BTW: when you copy lines to edit in these dialogue quests, in the CK the original is the one with the asterisk against it - which is counter intuitive.
  17. It looks like all you need to remove is the edit to the Topic which you changed from 'Lead on Friend' to 'Lead the Way'. In xEdit this is in Dialogue Topic under DialogueFavorGenericFollowBranchTopic - the formiD being 000D8DDF. Is that what you deleted?
  18. OK it would help if you did it because only you know exactly what you want editing. Understanding is not helped by the only example in the xEdit wiki being a complicated one involving changing formIDs when all that most of us want is to remove edits on vanilla items we made by mistake. When you have loaded your esp into xEdit apply filter for cleaning so edits of vanilla items will be highlighted in green. In your case you need to root about under Dialogue Topic to find the specific line you have edited that you think you shouldn't have. When you select it in the left pane (of xEdit) you will see it displayed in the right pane, this gives you a display of the vanilla version and next to it your edited version. If you right click on the selected item in the left pain and select remove from the dropdown menu the edit on that vanilla item will be removed.
  19. There are two exe files for TESVEdit and SSEEdit now in Version 4 one for just cleaning and one for editing; it is irritating so I stick with Version 3. It may not make a difference but I would not use SSEEdit for LE files or vice versa just to be on the safe side. On this particular problem which I haven't seen before; as far as I can see xEdit does not show the file path of the actual sound files so there is a possibility it does not pick this up as an edit in which case you can't delete it. As I say this is only a possibility (try editing first); but if it is the case you are left with re pointing to the correct sound files which you will have to extract from the Skyrim - Sounds.bsa
  20. Process of elimination on the 15 or so you think it is; take out half of them and see if it works. If it does its the other half, if it doesn't its one of those. Take the non working half carry out the same process and so on.
  21. The tesVedit cleaning guide has a section on navmesh and the problems of deletion. In general it is assumed every modder will have read this guide as using the CK without using TesVEdit is a recipe for In game CTDs
  22. Have you tried deleting the two editor ini files and then Verifying Integrity of Tool files in Steam to replace them? To do this right click on the CK in Steam select Properties then select the Local Files Tab and click Verify.
  23. It sounds like in SkyrimEditor.ini you have bEnableAudio=0 rather than set to 1. However, if you are running Windows10 I think you need this set to 0 for the CK to work.
  24. Don't clean an original dirty edit by editing it again! In SSEEdit run the clean tool and then if your mod is still editing a vanilla item 'remove' the item in your mod in SSEedit.
  25. You would be best to post this to the Skyrim SE forums: https://forums.nexusmods.com/index.php?/forum/4070-skyrim-special-edition-creation-kit-and-modders/
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