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mikey1979

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Everything posted by mikey1979

  1. Hi Everyone: I know that when SSE AE first came out there were several site or posts that listed Mods that would require an update to their .dll's or had other issues regarding their playability in AE. Is there such a site or post that has been created that does the basic thing for FO4 NextGen? Thanks in Advance.......
  2. I have a couple of questions.......In the past I usually get to about Level 50 and sometimes Level 60 before I start getting CTD's If I open the save file using Fallrim Tools Resaver mod, the resulting message is that my save file is broken beyond all ye hope and the message states that I probably have too many scripts running. My questions are the following.........Is there a theoretical limit to the number of scripts that the game can handle? Does it pertain to the number of scripts or the number of Active scripts? In my mind it should be the number of active scripts and not the number of scripts............For example, a Library (i.e Game) may contain thousands of books (i.e. Scripts) but you're not charged for all of the books in the Library just because you have a couple of overdue books (i.e. Active scripts). Any assistance to help me in my understanding of this topic would be much appreciated.
  3. I am having an issue that I have never seen before. It seems to have started happening after one of the latest SSE updates. I have been playing SSE for quite some time now and routinely modify clothing and armor mods in order to change the body slot, weight, ability to enchant with specific enchantments with no problems until recently. The issue that I am currently having has to do with the ability to enchant items (please refer to the two screens shots). Normally if I am unable to enchant an item (i.e.all of the enchantments are greyed out as shown in the screenshot). It is usually because the item does not have the correct keywords associated with it or it has the disallow enchanting keyword included with the item. It's a fairly simple process to go into the creation kit and add/delete the proper keywords in order to make things enchantable. For some reason the dresses in this mod are still showing as unenchantable after making the changes in the creation kit. I could show you the one of the tops for this same mod where the keywords are exactly the same and I can enchant the item. I probably have close to twenty armor/clothing mods that I have modified in some fashion as described here with no issues. Has anyone experienced an issue similar? I know that there were some significant changes made to the creation kit in the last several SSE updates.
  4. So just downloaded the full AE version of Skyrim SSE and WOW talking about being unimpressed :laugh: :laugh: :laugh: :laugh: . Are all of the CC Creation Club House mods this poorly developed or did Bethesda just pick the worst ones in the lot for some unexplainable reason? IMHO if your housing mod (Whether it be CC or on a Nexus-like web-site) does not have some type of sauna/bathing area included in the interior then you need to really re-evaluate what it is that you are trying to accomplish with a house mod.
  5. I finally discovered which of my Mods was causing the issue, it was Children of Ug-Qualtoth. When you reach level 10 and sleep for the first time this mod starts and is supposed to transport you to the Forgotten Church in the Glowing Sea for a scripted encounter with Ug Qualtoth. The mod disables all player controls for this encounter and once you have completed the sequence it should transport you back to where you were sleeping and re-enable the player controls. On the mods Description page the Minor and Major conflicting Mods are hidden with a spoiler tag at the very bottom of the page instead of being prominently displayed further up for all to see and IMHO seems to be hidden from view for some weird reason. In my case the mod conflict that I had was with the mod See You Sleep which prevents the transport to the Forgotten Church but still disables the player controls. So I woke up from a very restful sleep with all player controls still disabled by the mod and I guess the re-enabling of the player controls is triggered by the transport back to your original location which did not happen in my case.
  6. Thank you for the reply. I'll check on the sleep scripts but I can usually get out of the bed after sleeping via the 'W' key. But once I get up, I can not do anything with the 'E' key like get a drink of water from a sink, sit in a chair or take a shower. I will also try the console command you suggested as well and see if that works.
  7. Just got back into FO4 after a two year hiatus and I am playing a heavily modded game. However around Level 10 or so in which I am either just starting or just finishing up the first minuteman quest at Ten Pines Bluff my player\character will go to sleep and when she wakes up I lose all of the functionality of my 'E' key <Activate> and can no longer interact with the world. I have tried all of the standard suggestions about disabling the console in the ini files since I am on a PC as well as to go into Steam settings and disable the steam overlay. I have now restarted my game on four separate occasions and each time, I have lost the 'E' key functionality. Has anybody experienced something similar to this. My Loadorder is attached.
  8. There should be a SKSE topic discussion that details all mods that are SKSE Dependant. A list that dtails the mods that have been updated. As well as a list of mods that need to be updated.
  9. That is quite a list of mods to be starting a new game with. Personally, I would never start a game with that many mods all enabled at startup, My rule of thumb is to start a game with as few mods as possible (body mods, racemenu, appearance mods etc.) and slowly add mods 5 at a time until you get the all of the mods you want installed. That way you can easily figure out which mods are the ones that are causing your issue. There is literally no way to help you figure out which mod(s) when you start out with so many at the beginning.
  10. I have never played Skyrim or Skyrim SE using a male PC (I have over 5000+ hours invested in these two games over the past 10 years)...........There has to be something going on with your setup/load order that is causing you to not be able to create a female PC using racemenu. I would suggest that you remedy that before investing a lot of time and effort in using work around mods that try to by-pass racemenu. I using racemenu constantly to change my female PC's hairstyle. In addition, there a ton of mods out there that also utilize racemenu to change a female PC appearance in a multitude of ways. So if racemenu is not working now............do you think that racemenu will work after you invest 100's of hours in a new character?
  11. In my current SSE playthrough my PC is a Daughter of Cold Harbor Vampire. Which in my mind means that Molag Bal himself turned her into a vampire during a brutal and graphic kind of ceremony that I will leave to your imagination. Will she be able or should she even be allowed entrance into Sovngarde for the final battle with Alduin?
  12. I am new to the creation kits for Fallout 4......I can not find a "variant" variable to change in the Add-on tab. Here is where I am looking: (1) I have loaded my modified esp (with changes from FO4Edit) into the CK. (2) I clicked the + sign next to armor add-on in file tree and found the item id that I wanted to change. (3) Right clicked the highlighted item and selected 'Edit' (this displayed an Armor Add-on display box which I am assuming is the Armor add-on tab that is being referenced above. But there is nothing on the displayed tab that references a variant or has any value that uses a body slot value (45 in my case). Please help......what am i doing wrong? oops......never mind...I figured it out.......should have clicked the + on the Armor instead of armor add-in on the tree.
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