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Posts
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Nexus Mods Profile
About Aysling

Profile Fields
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Website URL
http://wildelights.etsy.com
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Country
United States
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Currently Playing
Currently *TRYING* to play Skyrim =(
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Favourite Game
Settlers 7
Aysling's Achievements
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No, this is on a fresh install. I'll try re-downloading USLEEP, see if that helps.
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I'm starting to think Skyrim is a myth. There is only Mod Organizer, load order and resource priorities. It's been three weeks since I started trying to get this to work. Can't figure out what I'm doing wrong.
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Thanks Ishara! I missed your reply yesterday ^^;
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I've got another suggestion for the guide, something I'm doing that's making sorting priorities easier. First, I removed all previous categories from my mods, uninstalled as many mods as possible that I wasn't intending to play with, and set up proper priorities/load order for my body mods. Next, I created 12 categories in MO: ESMs - Contains all ESMs plus any mods that HAVE to be right underneath the ESMs (Real Shelter, Community Uncapper) Body Meshes Body Textures ESPs Mesh/Tex Before SMIM Mesh/Tex After Animations SKSE Plugins Skeleton Output (forgot this category!) Unsure - If I can't come up with a category quickly, I dump it here and come back to it. This way I'm not spending a bunch of time switching back and forth between MO and Nexus during the initial sorting phase.I'm going through each installed mod and assigning a category, then moving each category into the correct position, then I'll sort the individual mods within the categories themselves. I'd never read through all the default categories in MO, so I didn't realize there was a 'SKSE Plugins' category, which might be a helpful tip for someone else as well! Still sorting (this really takes a while!), but it's going well so far.
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Thanks!
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Oh, and if I merged multiple mods, should the merged esp go before or after the plugins it contains? I'm guessing after? Example: BodiesMerge.esp: Kai's Lipstick.esp Beards.esp Brows.esp SGEyebrows.esp SylviaTattoo.esp TheEyesofBeauty.esp My resource list should look like: Kai's Lipstick.esp Beards.esp Brows.esp SGEyebrows.esp SylviaTattoo.esp TheEyesofBeauty.esp BodiesMerge.esp If the merge leaves the plugin with no valid game data, I've been deactivating it in the resource panel. I also have a few that are flagged 'redundant' - those should be deactivated as well, right?
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I feel like I'm being dense, but I don't see where it explains how to make mods of the output in the Overwrite folder? Do I just need to move it to another folder? This is what I saw pertaining to the overwrite folder: "It is safest to make mods out of them and replace the content when ever you ran the tool." "Data coming from mods that would otherwise get stored in SKSE folder. Popular mods causing these files are Campfire, Frostfall and HDT Physics. After they are moved here, game updates them from there and no longer dumps them to your Overwrite. It may be wise to name and activate your Output mods with character names, if you are using plenty of profiles with different mods, or have different settings for mods like Campfire and Frostfall. This allows you to manage different settings for each profile." Right now I'm working on sorting the resource priorities, but I'd like to get the overwrite folder sorted as well =)
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Thank you so much! I'll go through the guide, and post here if I have any issues/questions afterwards =)
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Thanks! What do you mean by 'tool output data is left unmanaged'? What do I need to sort on the left panel? I thought the right panel was the one that mattered ^^;
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modlist.txt Most plugins ending in Merge are custom merges made with Merge Plugins. I have very few (if any) bsas - extracted them all.
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I'm getting frequent CTDs, and (as far as I can tell) my Papyrus log isn't going to be helpful in determining why. [06/14/2016 - 01:44:40PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount [06/14/2016 - 01:44:41PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0 [06/14/2016 - 01:44:41PM] Cannot open store for class "aaaFLPSalaryApplyScript", missing file? [06/14/2016 - 01:44:41PM] VM is freezing... [06/14/2016 - 01:44:41PM] VM is frozen [06/14/2016 - 01:44:42PM] Saving game... [06/14/2016 - 01:44:42PM] VM is thawing... [06/14/2016 - 01:44:45PM] [BYOHHouseBuildingPlayerScript <alias Player on quest BYOHHouseBuilding (0300305D)>]OnItemAdded [Ingredient < (00077E1D)>], itemCount=2 [06/14/2016 - 01:44:45PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] UpdateLogCount [06/14/2016 - 01:44:45PM] [byohhousebuildingscript <BYOHHouseBuilding (0300305D)>] logcount=0 That's very similar to what I'm getting each time - something with Hearthfires. Full Log Skyrim.ini SkyrimPrefs.ini
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Ha, thanks! I try to be super organized with projects, something I've learned from years of coding. I WISH I was this organized in real life as well, but no. Good luck on your mod as well!
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I've got an outline for a housing mod including an entire questline. I'm really excited about it, but I don't know anything about scripting for Skyrim. I'm hoping to get one or two people to help with the scripting aspects and/or adding clutter. I've got a bunch of the architecture already laid out, some of the clutter as well. If you're interested, please message me! Here's a list of planned features/phases: Phase 1 Complete finished version of architectureFind in-game location to link house to (right now it's on top of lakeview manor, want to move it)Create all necessary NPCsSet up basic NPC schedulesBegin adding clutterPhase 2 Establish basics of questlineComplete decrepit version of architectureComplete exterior of manor - decrepit and finished landscaping/outbuildingsPhase 3 Polish questlineNavmeshFinish NPC schedulesFinish clutterRooms: EntranceMain hallPromenade (shops):BoyerGeneral GoodsBlacksmithGrocerEnchantersAlchemistMagical GoodsClothingSpouse StallKitchenGreenhouseLibraryCrafting roomTrophy roomStorage roomServant bedroomsLost gardenChildren bedrooms (configurable 2, 4 or 6 child beds or extra storage)Bathroom w/ hot tubExterior: Barracks (outbuilding)Stable (outbuilding)GardenWallsGrain millFish hatcheryPoolNPCs (Custom): CookMaid4 guardsGardenerMerchants:General goodsBowyerBlacksmith sisters (3)Magical goodsEnchantressClothingStablemasterNPCs (Quest): Short quest to cure Arcadia's mother, she will join you at your manor. Quest available after promenade is upgraded.Happy ending quest for Carlotta Valentia - she will come work as a grocer at your manor w/ her child. Quest available after promenade is upgraded.Normal steward and housecarl quests.Normal spouse and child quests.Required/Compatible Mods: Hearthfire Multiple Adoptions (compatible)Happy ending for CarlottaGeneral stores (compatible)General displays (compatible)Quest Outline: Once you've exited the starting caves there's a quest added about inheritance (this is why you were sneaking across the border). You are prompted to check the inheritance letter that you received to get the address. Letter is located in backpack, explains situation. Distant relative died, left you their property. Property is decrepit, property needs to be cleared of monsters and rubble. Interiors need to be cleaned and cleared of rubble as well. Entrance must be restored first - once it's built you can sleep there. Contains bedroll, fireplace, cooking pot. Main hall must be restored next. Once the main hall is restored, walls can be restored. Barracks and stable can be restored as soon as walls are restored. Remaining rooms can be restored in any order. Entrance can be furnished once the master bedroom is restored. All other rooms can be furnished as they're restored. Once the walls and servant quarters are restored, the garden, fish hatchery, grain mill, and pool can be restored. Restoring rooms might require Hearthfire parts? Once promenade is restored shop proprietors can be recruited/hired. Once the promenade is restored, questlines for Arcadia and Carlotta unlock. Generic NPCs can also be recruited for these positions. Once servant quarters are restored, servants can be recruited (cook, maid) Once exterior is restored gardener can be recruited. Once barracks and stable are restored, guards and stablemaster can be recruited.
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The UI could use some improvements. The biggest improvement, imo, would be a bloodline manager - something that allows you to put candidates on a 'short list' as you're scrolling through the main list. Once you have your shortlist you can simulate picking a regent and see the available mates. Selecting the mate will show you their potential offspring and frequency, and (if possible) their progeny's chance of inheriting traits. If you like the match, there's a button to set this pair as the new regent/mate. Otherwise there's a restart button, and an X next to the mate so you can easily test out another one. It'd just take a lot of the tedium out of bloodlines. I've got a bit of a programming background, but I'm much more comfortable working with UI design or basic art assets.
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Model is finished, texturing will be next.