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kevkiev

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Everything posted by kevkiev

  1. Awesome, thanks. I'll give that try. Went to give you a kudos, but it looks like I've already done that :smile: Update: it worked, huzaah!
  2. Thanks for the reply. So, just to confirm, that's setting the mod as the active file, going into the main breezehome interior space and hitting "finalize cell navmeshes" in the dropdown box? Then, for good measure, doing the same thing but in the breezehome basement interior space?
  3. DAMMIT: I hit "post" instead of edit. I'll try to edit this quickly to get my point across. (Dam Dam Dam) I'm trying to make an old Breezehome Basement mod compatible with Hearthfires. Once I accomplish that, I can move on to my grander plans for the mod (fingers crossed). I suck at the CK and have zero navmesh experience, so I was hoping to do as much in XEdit as I could. With HF, the mod CTDs upon entering Breezehome. As anyone who can answer this query likely knows, this was because HF redid the navmeshing which resulted in missing door reference for a lot of basement mods. The base game had its navmesh records (and the door reference) in the 000CB4F3 record, while HF deleted all entries from that record and put the navmesh (and door reference) in 000CBF4 as shown in the below pic from XEdit. I was able to solve the CTD by installing a mod that added back the door record into 000CBF4. However, since the basement mod also had a couple entries in that record, it overrode the majority of the HF navmesh and resulted in stuck NPCs. For what I hoped would be a quick and hopefully not too dirty fix, I simply deleted the mod's navmeshing in these 2 records, and copied (i.e. "copy as override) the HF records into the mod. That indeed fixed both the CTD and general navmesh issue, so I could uninstall the crash fix mod and NPCs could navigate throughout the home. However, unlike in the mod without HF, companions will no longer follow into the basement when I activate the trapdoor and teleport there. Especially considering my fat finger moment, I'm going to leave it there for now. I would be happy to provide more info/screenshots.
  4. They aren't using Gamebryo though. They're using an engine based on some of Gamebryo's code, but it is it's self something distinct and entirely under Bethesda's control. I meant the Gamebryo-based engine that Bethesda's used for FO3, F04 and Skyrim as may have been modified for each of those games. I know there were more substantive changes after FO3 and it was moved in-house and called the Creation Engine but, call it what you want and no matter if it's your property or not, it's still an evolved version of the old Gamebryo engine.
  5. Afaik, that's a Gamebryo engine limitation so, unless they implement a new engine rather than stick some more duct tape and bubblegum on the old one, we're stuck with the limit.
  6. I play oldrim, but this was a constant hassle when I was playing FO4. It wasn't mentioned in the Gamer Poets video, but for FO4 changing the game's properties in Steam to make it only update on launch wasn't enough. Even with that setting, starting via the SKSE launcher when a game update (i.e. @#$! Creation Club update) was pending would trigger the update. To prevent that from happening, you have to make sure to run Steam (not the game, just Steam - can shut it down right away if you want) at least once in your current session so that the various steam processes are running in the background before you launch SKSE. I always launched FO4 from a SKSE launcher shortcut, and not my mod manager, so maybe that's why it wasn't mentioned in the Gamer Poets video. I think Mod Organizer might launch steam itself as part of the game launch process? Anyways, if you don't use a mod manager to start Skyrim SE via SKSE, I'd advise to always ensure that you've run steam at some point in your current session. Along with changing your settings to "update only on launch" of course.
  7. Thanks for the head's up. Luckily, as it turns out, I've been lax in updating my drivers so I'll stick with the old ones for now.
  8. I noticed the author recommendation: Did you do that? If not, you could try reinstalling the mod, go to a save just before you uninstalled, put your char in idle animation and uninstall again. Not sure if that would work, but might be worth a shot.
  9. Those actually look kinda cool in their own way.
  10. AHA - the Overwrite folder it is! Thanks very much. Kudos all around! (Edit: Although apparently not for you, WA, since it looks like I've already given you one :) )
  11. Breezehome Fully Upgradeable indeed looks pretty good, since it looks like I could just get the upgrades to add a full smithy + a bit of extra storage and still keep the place simple & cozy. Haven't totally given up my plans to work on the Breezehome Redux mod tho.
  12. In any event. The thing is, if OP has a pirated copy of the game, that's most likely the reason this incredibly bizarre bug is happening. My advice would be to buy a legitimate copy. It's full price on Steam, but from a recent post on these forums, it appears that you can hunt around and buy the complete Legendary edition from various legit vendors for under $10. Piracy ethics aside, at that price it's just plain idiotic to be running a pirated version of oldrim.
  13. After modifying an plugin in the CK (started via MO) I went to disable then remove the mod so I could reinstall it and get the original version back. (Long story.) However, disabling and even removing the mod in the LH pane of MO has no effect on the corresponding plug in - it remains in the RH plugins list and checked active. I can uncheck it manually, but can't get rid of it. I've confirmed that the mod is no longer in Skyrim/Mod Organizer/ Mods and, not suprisingly since I'm using MO, the plugin isn't in Skyrim/Data. I tried reinstalling the mod, then removing it again, but that had no effect, the plugin remains in MO. I have no idea why the plugin remains in MO's plugin list, or how to delete it. Ultimately, it might not be harmful since I can uncheck the plugin manually, but I'd really just like to get rid of it. Thoughts?
  14. If you have the steam code, you still have to have steam to set up the game using steam. So verify cache (to generate a new esm/bsa) is still available. OP, do you have a pirated copy of the game?
  15. That's super weird. (Preaching to the choir, I know.) I wonder if deleting your skyrim.esm (and maybe even the bsa) and then verifying your game cache via Steam would work. i.e. it would download a new .esm (and bsa).
  16. I've watched the Gamer Poets tutorial on dyndolod, but it didn't answer one of my questions. If I use that mod to generate LODs for the various new lands mods I have, and then start a new game with some of them uninstalled (not sure I'm going to play them again, but maybe) will that cause any problems? I.E. are the LODs somehow linked to the esps so there would be missing master type issues if the new lands mods aren't active? Edit: the answer is yes, can't do that.
  17. You must have forgotten to (or didn't know that you have to) run steam (not the game, just steam) at some point in your session before launching F4SE. You have to do that so that the various steam process are running in the background. Once they are, and assuming you have the game to update only on launch, you can launch F4SE without fear of a pending update taking hold of your game. No need to fiddle with offline settings. I'm back to Skyrim atm but out of curiosity, after starting steam and then shutting it down, I launched F4SE and the game started no problem. And my FO4 is something like 4 updates behind. PS I use a F4SE Launcher shortcut, and not the launcher in my mod manager, but I don't think that makes any diff.
  18. Thanks, I saw that mod and can certainly appreciate why it's so popular. And, with Elianora, you know it's going to be top quality. For whatever reason though, I've always liked Breezehome to be on the simple side. The Breezehome Basement Redux mod was perfect for me, as it just added a bit more storage in the alchemy room and a small basement with all crafting stuff (except a smelter), nicely adequate extra storage and some elegantly simple decorations. Current plan is to try my hand at firing up the CK to see if I can figure out how to make the Redux mod HF-compatible. If not (the CK is not exactly my forte) I'll start considering replacements. Who knows, maybe I'll end up with the Elianora version. Knowing it was made with elite-level modding skills is pretty persuasive.
  19. I absolutely love this breezehome mod: https://www.nexusmods.com/skyrim/mods/10878/ It essentially just adds a small basement with smithing stations, accessible via a trap door under the stairs. Unfortunately, it's not compatible with Hearthfires, apparently because, as stated by the author: The author's granted permission for anyone to upload a compatible version, and I was thinking of giving it a shot since I'm back to Skyrim after a long-absence and will (finally) be buying HF simply because of the many mods that require it. (I have zero interest in its content.) However, my CK skills are pretty rudimentary and I have no idea what the fix would entail, i.e. I don't really know what the above quotation even means (when it comes to navmesh, I know basically what it is but not much more). Fwiw, I think by "upstairs" the author just meant the vanilla Breezehome interior, not the upstairs master bedroom type area. (Maybe that's obvious.) Can anyone give me some clues? PS: I'm talking oldrim, not SSE, if that makes a diff. Edit: ok, I watched the tutorial I found in this thread about hooking up 2 world spaces. When I install HF I think I'll just load the mod into the CK and see what I can see in accordance with the tutorial. Don't know what it all has to do with navmesh but hopefully the problem will be obvious.
  20. Lol, when I (some day) go back to FO4 and start a new game, I'm probably going to leave Preston in the Museum. I absolutely loathe that character. I'm currently milking my level 100+ Skyrim character with the, fantastic, Skyrim Underground mod but I think I'll start a new game relatively soon with the Hearthfires DLC. The only thing that makes me a bit reluctant is that my favourite Breezehome mod (Breezehome Basement Redux) isn't compatible with Hearthfires, and my favourite Proudspire mod (Proudspire Manor Refurbished) has been hidden. I think the Proudspire one had a hearthfires version but... oh well.
  21. Just getting back into Skryim after a couple years of playing other stuff. I never did get Hearthfires, as there's absolutely nothing about it that I want in my game. But now there's so many tasty looking mods (not to mention USLEEP) that require it that I'm thinking of finally snagging that DLC when I start a new game. Any reason why I couldn't simply ignore its content?
  22. My only wish is related to my biggest apprehension: I really, really hope that ES VI doesnt adopt FO4's settlement system. I could maybe handle a little bit of that but only just a bit. Kinda doubt my wish will be granted, though, considering that (i) a lot of people actually liked that in FO4 (ii) there's not much creativity involved (i.e. it's relatively cheap to develop) (iii) Bethesda is all about keeping development costs to the absolute minimum and (iv) they now know they can publish entire DLCs based on almost nothing but settlement crafting. I hope I'm wrong but I think that, given the financial success of FO4, Bethesda is going to turn away from developing interesting story/quest lines and will eventually turn both Fallout and the Elder Scolls into quasi-SIMS franchises.
  23. You could load up all your mods in FO4Edit and see what you can find in the "Quest" section of the Fallout4.esm. I believe that's where companion dialogue stuff is located. Might be able to find which mod is adding that dialogue, i.e. you should be able to see what mods also have companion dialogue in that section and, more specifically, the line you mentioned.
  24. I could/should have mentioned Curie as well. I've played with her a ton, although mainly on previous games, and liked her the most of all vanilla companions. I thought her quest to become human was excellent and, yeah, she's really entertaining and all-around super likeable. My fave line is when she comments about evidence and baggies.
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