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LostMyAlembic

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  1. I think it is, but I'll check. There's a folder for USVFS, but no files in it. One of the recommended fixes I've found is to delete this folder, then remake it, so I'm not sure what files are supposed to go there. From what I understand, USVFS is the virtual folder system MO2 uses. I've tried adding MO2 to my antivirus's accepted files. Even tried uninstalling it, but still nothing. That's interesting. Does CK run on linux using WINE?
  2. Went to use Skyrim SE CK for the first time in a while, and it's giving me an error about USVFS not working. Long post, sorry for so much detail. Trying to get my CK setup working again, or else update my setup. I've tried a bunch of things to fix this, using Macrium to restore to the original point after nothing works. If you have any solutions or ideas to get my old setup working or for getting an updated setup to work, I'd appreciate it. CK used to work fine out of MO2, but now I'm getting an error that says "Unhandled USVFS proxy exception (line 112): The system cannot find the file specified." This error appears when CK starts, but goes away. It comes back up anytime I try to script, and then CK fails to open the scripting window. I can create and load mods, edit Effects, Items, etc, but suddenly I can't edit existing scripts or create and compile new ones. My setup: Skyrim v1.6.640 SKSE v2.2.3 MO2 2.4.4 Skyrim SE CK v1.5.73.0, installed using Bethesda launcher. Skyrim and SKSE are installed in X drive, which is a folder I created in C drive mounted virtually as a drive letter. (I know my setup is jank, lol. Didn't have a spare HDD when I first set everything up.) Things I've tried with current setup: Removed antivirus: no effect Making USVFS folder not Read Only: can't, Windows sets it right back to Read Only Copying the contents of X drive out of their C drive staging area into D drive, then re-mounting virtually as X drive: MO2 says it can't run the game from one drive and mods from another After failing to get CK to compile scripts, I tried to update MO2 and CK, shown below. Now CK won't run. When I select CK in MO2 and hit Run, the window blinks for a second and a little box pops up and disappears so fast I can't see if it says anything. Then the "Mod Organizer 2 is locked..." box pops up for half a second and also disappears. Skyrim still runs fine when I use MO2 to open SKSE and run the game, but CK won't start. Note: I mod Fallout 4 using this same setup below (Steam version of CK running out of MO2, using the Overwrite Steam App ID option) and have no issues. It's only Skyrim that's having trouble. I have NOT tried updating Skyrim or SKSE yet, since they both seem to be working fine. Updates and changes I've tried: Removed CK through Bethesda launcher and updated CK to the Steam SE/AE version 1.6.1130.0 Updating MO2 to v2.5.0 using the install .exe from Github; also tried downloading the .7z version and unpacking Setting the Overwrite Steam App ID to 202480 (old ID) and to 1946180 Tried creating both Global and Portable MO2 Skyrim instances, neither works After these updates, CK just fails to start. The MO2 logs don't show anything as far as I can tell. I enabled the Debug mode in both the MO2 and loot options. The main MO2 log only shows issues finding ModOrganizer.ini when running a portable instance. usvfs-DATETIMETHINGIE are all blank. Any suggestions or help would be great. Thanks for reading my novel.
  3. I'm trying to create an activator object to trigger an effect. I want something the player can carry around in inventory and click/activate/consume to fire a script. I know how to do this with normal chem/food objects, but I don't want the player to have to carry around a stack of activators or make a new one every time they want to use the effect. I've tried making the activator a misc item. I copied one of the burnt books to make the item and attached a script to it with event handlers to trigger the script. The OnActivate() works when the object is picked up or deliberately actcivated in the Pipboy, but not if you just click on it. The OnEquip() event handler shows a message saying the item is not equippable. The script actually works, but the message is annoying. I can use either of these methods, but they're not ideal. I'd like to have something you can save to Favorites and use over and over again. I've used mods with activators like this. They're Aid items that show up in the same Pipboy tree as food and chems and medicines, but they don't get removed from inventory when you "consume" them. An example is the Take Cover activator in Take Cover. I've opened some of these mods up in CK to see how they work. Most are just standard-looking Aid items that call an effect to trigger as script. I've looked for a flag or something to tell the game not to remove the item when used, but I don't see anything special. Am I missing something? Does anyone know how to make an item like this?
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