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twowolves80

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Everything posted by twowolves80

  1. There are reported bugs on the wiki that sound familiar... If one transforms into a Vampire Lord while wielding the blade, there is a chance that, after reverting back into human form, the sword will no longer produce the energy blast it usually does. (Sheathed or in hand, this will happen once the Dragonborn attempts to produce the blast.) To fix this, drop the weapon and pick it back up. As for what mods affect it, just open ones you suspect in tesvedit and look at which records they edit. In fact, here is the wiki. Otherwise, have you run wryebash? Cleaned the masters? There is a way to look up which record is overwriting/conflicting with it in TESVEdit, but I'm not sure how.
  2. Well, you should be running a vanilla game (completely--no mods whatsoever) until after you make a clean save in an interior space that is not the cave you just exited with Ralof/Hadvar (Really? The Imperials? The guys who just tried to cut your head off??). The beginning of the game is the most script-heavy part of the game, and it's delicate. Mods can, and usually do, mash it up. With that being said, you don't have a clean save to test. So, you can do basic trouble-shooting and hope for the best. Have you cleaned the masters? Verified the cache? Et cetera? Did you run wryebash? Orange boxes must be cured thusly: Leave wrye open and open tesvedit. Right click, select none. Tick only the mod that's orange in wrye. Let it run, and then right click, Sort Masters. Close out. It will prompt you to save, even though it looked like nothing happened. Save. Now it will turn green in wrye. For best results, rinse and repeat as necessary. If your scripts are broken that early in the game... http://2.bp.blogspot.com/-hsjXNAOGWpk/UWFSKPUH4UI/AAAAAAAALL4/-ZnyZEdqLG0/s1600/coach-hines.gif
  3. Are you using NMM? Or MO? NMM has it's own virtual data folder under C:\User\yournamehere\ProgramFiles(x86) or wherever you moved it to. I keep all my stuff on the D drive under the folder Games. The reason I bring this up, I ran into this problem several times with NMM. If the mod is in BSA form, it has to install alongside the esp file in Special Edition because of the way the 64-bit system works, or something like that. I read it on one of Sharlikran's posts, and there's a link near the top where it gets into deeper info. NMM keeps the BSAs in a separate area from the data folder it uses. I couldn't figure out once why I couldn't find the meshes for some bandoliers I was using--they were in the BSA and NMM didn't have them in the normal data folder, it had them it's own. I remember reading that either there or in one of the NMM how-to guides floating around that BSA files have to be installed alongside the esp file, you can't just break down the bsa and just install the textures and meshes. So what I would do is first back up your mod setup as is, then put the esp file in the Data folder, and then tick the box in NMM when it shows up in the plugins tab, and put the textures and meshes in. Then, it should work...although I believe in truth in advertising and tell you now that this is: CAVEAT EMPTOR Buyer beware. I am still relatively new at actually doing more than installing mods and basic troubleshooting. That's why I said back up everything. Then, if it doesn't work, delete the esp, and the mesh and texture files (you can filter by install date, and it will then be the top textures that come up in Windows, unless you're running Linux--then you're on you're own). Then you should be back to where you were before. If it doesn't work, then just stop trying to install it manually, and just download it through the manager. Otherwise...it's crash-course in BSA mechanics time. And I'm not talking about motorcycles. lol Hope this helps.
  4. Sorry someone didn't get back to you sooner. I try not to let these hang more than a few hours if possible because I know when I have a problem, I want answers, yesterday. lol What really sucks is Steam just updated, and now I have to wait for the SKSE64 to catch up. Right in the middle of an install. lol Now, for future reference, you can use spoiler tags for the mod list. That way, it's not a wall of words. [ spoiler ] <---- without spaces. text goes here [ /spoiler ] <---- without spaces, obviously. Also, I see that you ran loot, and have the basics. Did you clean the masters? Also, did you run wryebash? Are there any orange boxes? Make sure they're orange, not red. They can look a little reddish. The red boxes look pinkish. Orange boxes are easy to fix. It sounds like it's not finding the proper mesh, or it's trying to put two meshes into one place. I would open up outfit studio and take a look at the reference bodies for male characters. I'm at a loss as to what is causing it, but hopefully some basic stuff with WryeBash/TESVEdit will take care of it. :)
  5. I'll give it a whirl. I'm not sure I know how to convert mods yet as I'm still trying to figure it out. I'll play around and see if I can convert it per Arthmoor's instructions. :smile: Edit: I sent you a pm with the link in it for the Equinox mod. Didn't just want to blast it in public as it's not even alpha yet. I'll let you test it. lol I followed Sharlikran's instructions, I think, to the letter, and I've used a couple simple retex mods by just nifoptimizing them, so with all I did now, it should be good to go... *crosses fingers*
  6. Thank you, qwertyzeldar! I was actually just going to start this thread, but glad someone else beat me to the punch! I'd actually pm'd a moderator to ask about starting a Mod Detectives Thread in the Special Edition section. Great minds think alike? o_O Nah, I'm lying. I haven't had an original idea since 1932. :P
  7. Well, there is the Guild Outposts - Director's Cut mod, but it hasn't been converted to SE, yet. And considering it modifies quite a bit of world space, you're not going to be able to just NifOptimize it. You'll have to take a few extra steps to convert it to SE, so here and here are a few website threads that discuss converting Oldrim to Special Edition mods. Also, this may have been more appropriate in the Mod Detectives Thread...wait. There is no Mod Detectives Thread for Special Edition forums?? What the...?! Quick! To the Bat Cave! *runs off to create one* Hope this helps! Happy modding! :smile: Edit: Someone beat me to the punch by a week! Here is the Mod Detectives Thread for Special Edition.
  8. Well, there is this article for converting OldRim mods to SSE. It's in a pinned thread, but the thread title doesn't exactly hint that there are conversion instructions in there. Took me an hour to find a thread I commented on the other day...grr... Anyway, hope this helps answer your question, Lawcode, at least until OP gets back to you on this thread. Happy modding! :)
  9. Or...actually making the stable tied to player homes as part of the Hearthfires DLCs actually functional. Mind-blowing, I know. "Doo doo doo...don't want to take my horse into Blackreach, better stable it here." Press E to Stable Horse. *presses E* "Ahh...much better. Stay. Stay. Good horse."
  10. Thank you for the update! Glad things worked out so at least you have water. I get the hinky LODs sometimes--just have to pan the lens and take a screenshot with that off-camera. lol Happy modding! :)
  11. Yeah, I'd leave the pic up, just black bars over the naughty bits--or use the "awesome" emoticon. lmao It will help others identify it if it's a preset. And a preset is just a suite of settings in the CBBE sliders (or whatever body type that is) that size everything. With ECE, you can launch showracemenu in the console, and it will open up the menu to build your character, only with a lot of sliders. Currently, the ECE version is not support in the new XPMSSE (why, guys?? :sad: ), so we may have to wait until the authors of ECE put out new skeletons to overwrite XPMSSE--as for Oldrim, I think everything is still compatible, so you should be good to go. Just set aside an hour or so to play with the face sliders, change things around, you'll see. Best part is, you can save them as presets right in ECE's interface, or you can just finish like normal, then hit spf in the console. It will save it to the data folder as a preset...might want to google more info on that. I'm not fully sure how it works. Pretty sure that's Apachii Sky Hair, though. Hope this helps!
  12. Whoah--quick censor it before the moderators see it! Remember, this is a public forum, so it has to be censored. :smile: Also, that might just be a preset, not a specific race, most likely CBBE. I could probably put that together in about twenty minutes in CBBE with Apachii Sky Hair, Improved Eyes Skyrim, and ECE.
  13. Yeah, it was kind of hidden away. Glad you were able to update it and get some of them in. It could just be the site, like I said. Sometimes it does that to me, too. Anytime I make a fresh install, I empty my downloads folder, and then make a back up of it when I have all my mods. Try running it through a different web browser? They do mention in the article about windows may throw some errors as their certificate lapsed. That could also be a part of it. Make sure that it's whitelisted in the Windows Defender or your AV.
  14. Most likely it is a site-to-NMM error. Make sure you are running the correct version of NMM (0.63.17), too, and make sure NMM's settings aren't wonky, either. I'm thinking it's probably because you have an outdated NMM version--hopefully, that's it so it's an easy fix. Otherwise, you might want to pm a site admin and see what they have to say. The final version of NMM can be found here. They will not be updating it again.
  15. You might not need to. That's what I said at the beginning. We're just eliminating the basic variables now, doing the simple fixes. Like I said before, I'm almost positive there's a way to load up records in TESVEdit, and then search for that record number. You just do them one at a time. Give me a second, and I'll see if I can find it. EDIT: It's not TESVEdit you have to use, it's le CK. Here are the instructions on how to find it. Took me less than five minutes to find on the first page to pop up on Bing. Two Wolves ftw. :P
  16. Yep, that's what we need. So you have 16GB of RAM. What's your GPU looking like? CPU is no problem, either. So we don't have to worry about throttling from lack of RAM/VRAM. That's good. It's okay if you're not tech savvy. I know how to open the CK and load files...and that's about it. lol A good place to start when you do an install (especially if you're just starting out) is the STEP guide. Yes, they use MO, and no, you don't have to and can still follow along (I've done it several times). Just go slow, take your time, write notes if you have to. Aside from it being a good list of mods, it's a good resource for other bits of information (like this for configuring your ini files). In the meantime, though... I believe you can load up your mods through TESVEdit, and then search for that record number. There is a way. You may have to play with it a bit to find it, just don't save anything, and you'll be fine. The orange box mods mean that the masters are not in the order that mod expects them to be (most likely because the author had his masters in a different order when he/she made the mod). This is not like LOOT in that it means that the masters are out of order. Completely different. To fix is easy. Simply leave wrye open, open TESVEdit, right click on the pane where it asks you what to load, select none, then tick ONLY that mod that is orange in Wrye (and yes, do them one at a time). Wait for it to finish loading. Right click the mod in the left pane, select Sort Masters. It will look like nothing happened. That's okay. The way you know it did is when you close out--it will prompt you to save. Select Save. Done. Now, when you re-run Wrye, those mods will be green and happy. That reduces one more variable you'll never have to worry about. Did you clean your masters? Do you have a clean save? Those are the other two things. A clean save is a vanilla save with no mods installed yet. You can usually find one floating around, or ask others to give you a copy. Basically, you sit through the dragon attack, and escape with Ralof (really? You're choosing the Imperials? The guys who just tried cutting off your head?) or whoever, and once you reach an interior space in Riverwood, then you save. That's your clean save. Now you begin adding mods and tweaking. No matter what else happens, you'll never have to sit through that intro scene ever again. Cheers. Cleaning the masters is also important. If you don't know how, I'll walk you through it.
  17. Not sure if this is possible (never imagined I'd ever be posting in this forum, either, but there ya go). Was wondering if it's possible to make a bit of software that will scan esps/bsas, look for FOMODs and whether there are meshes/textures present, and then compile a list of those mods in priority of installation based on whether the esps/bsas call for parent mods to be present prior to their install. So...a LOOT for mods not installed yet? The way I envision this is: We download our mods to a working folder on the desktop. All of them. Nothing installed yet through NMM or MO or anything. Everything still vanilla. We point this software (much in the way NifOptimizer works, for instance) at that folder. It scans the mods, does it's thing, spits out a suggested install order list to ensure that when installing the FOMODs with patching options that require parent mods to be present, those mods are installed in the correct order. I don't think this would be too difficult to implement, but I'm looking with an armchair amateur's eyes. This isn't a mod, per se, so I'm not requesting anything be made, just wondering if this is possible to do, or if the CK itself (or another tool) already has the ability to do this before any mods are installed. The manual way that has been suggested to me in this thread for doing this while compiling my install list (to be able to install the same mods over and over in the exact same order) is thus: "the best way for you to check about a specific mod is to just open the archive , and see which files are installed with the patches if it's only a plugin , and the installer allows you to select a patch without the parent mod , you should have no problem doing it this way (aside from cases where installation order is actually important , but this isn't the case in general)" I figured there might be a way to create a small bit of software to do this automatically (and this might actually be useful to the point where it would reduce much of the noob mistakes when installing we see in the help forums). Just food for thought. Thanks for reading! Any responses greatly appreciated!
  18. Oh, my God, yes, thank you! I was getting everything but what I was looking for when googling. I'm trying to compile my mod install list right now (because I am using NMM for the time being) so I can install the same mods in the same order every time (with hopefully more speed). Yes, my OCD is kicking in. The only mods I can think of off the top of my head that give me problems like this are Climates of Tamriel, TrueStorms, AFT, XPMSSE and ECE, and Valdacil's Item Sorting (I'm sure there are a few I'm forgetting, but these are the big ones). So, even in NMM (with it's hot-swapping limitations), I can safely change the load order in the Plugins tab when it comes to patches and parent mods? That makes things a bit easier. lol Sometimes, I get the feeling that I'm trying to perceive something with modding that I know is there, I just can't get a grip on it. This finally answers a question that has been nagging at me for years. Before, I would come across a FOMOD that would require a parent mod, freak out, uninstall everything back to where that parent mod was, and then continue. Many, many hours were wasted...lol Now, you just showed me proof that I may not need to do that anymore. Again, thank you! I feel like a blind man who saw a flash of color for the first time in his life.
  19. First, in-game, open the console and type help "silver candelabra blue" 0 and get the form ID, then google that. Second, run WryeBash, look for orange boxes, not text. If you have orange or red text, that's a different issue entirely. Third, what mod manager are you using? The more information you can provide us, the better. What is your system specs? That will let us rule out VRAM issues, or point them out. Redownloading everything, and then reinstalling things out of the original order of installation (hence, why I'm agonizing over my mod install list), especially with NMM, can muck things up. NMM sucks in that it doesn't allow you to hot-swap load priorities the way MO does (and is one of the things people are bitching prematurely about at Tannin and the new Vortex mod manager coming out in January, even though nothing has been released about it--patience seems to be lacking amongst modders, myself included at times!). This is why I'm writing out my mod install order so I can use NMM to just reduplicate it over and over, once the order is properly laid out. FOMOD patching complicates it. For future reference (are you paying attention, me? lol), you can, instead of posting a text file, just use spoiler brackets to hide the list, like this: [ spoiler ] (without spaces) Insert Text Here [ /spoiler ] Also, did you clean the masters? Update.esm, and all the DLCs (and Dawnguard twice, yes, twice). Your best bet would be to get the CK (it's not scary, I promise), then make a list of mods off your mod list above of mods that could add a candelabra (house mods, clutter mods, new lands mods...), and open those up in the CK then search for that form ID. This will cover the basics, and we'll go from there.
  20. Caveat: I've never seen this information laid out this way, or in any way, and I'm hoping someone can give me a quick answer as to how this works: The FOMOD-patching is throwing me off, and I'm trying to wrap my head around how it works. If I install Mod A through NMM, and do not have Mod B, yet, but will be installing it later, can I then go into NMM's load order panel (the plugin tab) and just drag the patch from Mod A below Mod B when I install it? Or do I have to install Mod B first and then install Mod A so it patches over the top of it? Not sure how the patches themselves work (if their patch plugin can be dragged around like that, similar to MO) because of how NMM requires you to install/uninstall mods over the tops of others (unlike MO where you can hot-swap the load order to set priorities). The reason I'm asking is because I've read all the complaints/comments about the VFS and MO, and wanted a little clarity on whether or not I can get away with installing Mod A, running it's FOMOD, getting the patch .esp files from it, and then moving those patch .esp files below Mod B when I later install Mod B. Plus, every single wiki guide seems to be written for MO, and NMM 0.63.17 is the final NMM version until Vortex comes out, and I would like to understand how this works a little better so I can compile a proper install order for my mods that I can repeat over and over (I use pretty much the same mods with slight changes here and there) and avoid instability/conflicts as much as possible. Not looking for error-checking my mod list, or anything extensive, just a bit of explanation. Thank you ahead of time! Also, I have nothing electronic to offer, and my skills are questionable, so have some comedy instead as a token of appreciation for at least reading through: Hahaha! Someone had way too much modding skill and too much time on their hand to create this. :woot: :laugh:
  21. lol Next fresh install (or this one) follow the STEP, or at least study it first, and take a look at their section about INI tweaks.
  22. Excellent! At least that's one thing you don't have to worry about. Try it out see if your CTDs go away *fingers crossed*
  23. Whew--glad you had a back up! Some mods require those types of edits that it will show as dirty, but those mods always say so (or should) in either the readme, or the mod page. If there's ever any question, just note the mod that LOOT says is dirty or has ITM records, and then look at that mod's nexus page because if it's one that requires those records, and there are a few, it will say so very explicitly. I can't think of any off the top of my head, but I know they exist because I've come across them. If you don't see any specific warnings, make a back up, and try it. See what happens. Sometimes, some authors don't clean their mods and just put 'em up on Nexus. Or they forget to clean it. It happens. Just get the mods masters sorted first so they come clean in WryeBash, and then if that doesn't address the problem, it's one less possible thing it can be.
  24. Mod? I didn't say to clean any mods...I hope you meant the masters, Update.esm, and the DLCs, Hearthfire.esm, Dragonborn.esm and Dawnguard.esm (Dawnguard twice). Sorting Masters doesn't clean them. Sorting Masters is a standalone function at the bottom of the options when you right click them.
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