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Everything posted by twowolves80
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Barbers were also the surgeons of their time. When someone fell ill, they called for a barber. lol No kidding. Fits right in, and is lore friendly.
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No problemo! Happy modding! :)
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The orange isn't because the masters aren't in order, it's because they're no in the order that the mod that's orange expects them to be. There is a difference. Easy fix through TESVEdit is to load them one at a time and select Sort Masters, then save. That will at least help with stability and smoothness. BethINI is great for putting Sections in alphabetical order. I think it also removes the unnecessary settings in the skyrimpref.ini. Bethesda put a few in there that don't belong. STEP has a great guide on tweaking them, here. In combo with BethINI, it will make tweaking them when necessary much easier. Just don't forget to comment below each tweak so you know what you changed and by how much. :)
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I'm going to refer you to another thread that answers this very question for NMM users, and since you didn't say which, I'm going to assume you are using NMM. https://forums.nexusmods.com/index.php?/topic/801469-mods-not-showing-up-in-the-plugins-list/ [Mods, feel free to delete if this cross-referencing is verbotten, with apologies.]
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Then why are the ESMs at the top, but the weathers at the bottom? Wouldn't the ESMs be at the bottom of that list, too? It looks like it's trying to be both, in that case. And why reverse? When I had MO, it still displayed the mods in top-down fashion with the bashed patch (and I don't even see a bashed patch in that list) at the very bottom. I defer to you in this, but I still say that the Vivid Weathers and BV patches need to come after their parent mods, not before. Otherwise, the patch is being overwritten by the unpatched mod.
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No game data on top level with MO
twowolves80 replied to videojuegos17's topic in Skyrim's Skyrim LE
Seriously? Where is Tony971's MO page when you need it? This is basic, 101 here, people. You're getting that error because the mod wasn't packaged correctly. It's easy to fix, either manually, or through MO. The Data folder must be set as the directory in MO, nothing else. To do it manually... Create a folder called Data. Insert the mod's files. There should be folders like Textures, Meshes, and an ESP. Those go in the Data folder. Then you put that folder into another folder called NameOfMod, v x.x.x. Zip it, and point your mod manager's installer at it. Why that extra folder is hanging outside of the Data folder in that mod in the post above, I have no idea. Doesn't look right. I believe WryeBash is capable of fixing these errors, too, but I'm not familiar enough with it. -
First, I can see a few problems in your load order immediately. Better Vampires is supposed to be loaded last, after any other vampire mods you have (per Brehanin's instructions). Second, why is ELFX at the bottom of your load order? Vivid Weathers, too? Have you run LOOT at all? If that's the order LOOT is telling you, it's wrong. BV must always load after any other vampire mods. Weather mods (and other mods that affect worldspace) should go at the top of the load order. And you have patches loading before the masters they are supposed to be overwriting. That is a recipe for disaster. Run WryeBash. Look for orange boxes. If you see them, and I'm pretty sure you will, you have masters that aren't in the order certain mods are expecting them to be (not that the masters are out of order--there's a subtle but critical difference between the two), and the fix is easy. Make a note of each orange-boxed mod in WryeBash, then load each of those mods, one at a time, into TESVEdit, and when it's finished loading, right click it, select Sort Masters. It will look like nothing happened, but the way you know it worked is when you close out--it should ask you if you want to save (you do). That's it. When you load WryeBash again, those mods will no longer be orange. Run LOOT first, though. Also, did you clean the masters? You probably did, but I'm just trying to eliminate what isn't causing problems.
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You haven't touched the uGrids at all, right? "I set mine to 42, and my game has never looked better, dude!" is not a valid response. lol What are your uExteriorCellBuffer settings set to? They must match the uGrid setting. Ugrids=5 uExterior=36 Ugrids=7 uExterior=64 Ugrids=9 uExterior=100 Ugrids=11 uExterior=144 Ugrids=13 uExterior=196 The only reason I bring up uGrids is because it sounds like the game is having trouble rendering, so I'm thinking a possible conflict or bad setting. Do you use BethINI at all? Have you run wryebash? Any orange boxes? Sorry if you've done all these things already. I know you and twistedfatal were looking in another direction for problems, but I wonder if it's something simple that's just being overlooked?
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Hey, no problem, man. I'm trying to be more present on these forums to help out a bit and pay it back to the community, so I don't like to let others hang if I can help. :) Yeah, you got the basics down, just make sure you always clean Dawnguard twice. It has something to do with errors being generated by invalid references in the DLC, I believe. I'm sure there are more knowledgeable modders here who can explain it a lot better than I can. It sounds almost like a VRAM issue, not something you did wrong. Just that your system can't handle running it. I would try to scale back on high-resolution texture mods, and try running Skyrim Performance Monitor. It's not hard to set up (you just get the program installed manually, then point it to the SKSE launcher so that it launches SKSE through itself and can provide telemetry on your VRAM usage). This is a great tool to use anytime you have oddball and seemingly random crashes. And it comes in a x64 Bit variant for Special Edition, too. You may also want to peruse the STEP guide, especially their part about tweaking the INI files. One thing they don't mention, but I always recommend, is to simply comment below each INI tweak so you know exactly what you tweaked, and what the default for it is so you can put it back if you tweak something that causes problems. You will save yourself hours of headache. Just start your comment line with a semicolon, ";" without the quotation marks. The STEP guide's page for tweaking INIs is one of the best I've ever found that explains it very succinctly and in a way that's easy to understand. I think the Skyrim Performance Monitor will be the best tool to determine what is going on under the hood, and it's fairly user-friendly, nothing super-complicated like the CK. lol Hope this helps! :)
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A few things: 1. Was this happening before you installed iNeed? Or only after? 2. Have you tried disabling the mod through your mod manager, and seeing if that makes a difference? 3. It may have deleted/overwritten something it shouldn't have. Have you tried posting this question on iNeed's page? I would look through the first 5-10 pages of the posts on that mod's nexus page to see if someone else had something similar happen. It doesn't take long, but better to be safe and check before posting. 4. Have you run WryeBash? 5. What mod manager are you using?
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i have a problem with the mod racemenu.....pls help
twowolves80 replied to DeaconDog's topic in Skyrim's Skyrim LE
Hey, no problem, man. Just pay it forward. You may have to check in NMM's virtual install folder, which you can open in NMM. It's location is where you have the NMM main folder installed at, and the file path is Nexus Mod Manager\Skyrim[sE if you have it]\Mods\Virtual Install. NMM labels the files in a numbering system that is baffling to me, so you may have to go one by one to check them. Happy Modding, or as we say, Mod it til it breaks! :) -
i have a problem with the mod racemenu.....pls help
twowolves80 replied to DeaconDog's topic in Skyrim's Skyrim LE
First problem is, you installed it in the UAC-controlled folder, Program Files (x86). That's problem number one. Two, it's missing scripts, so either you installed Racemenu twice incorrectly, meaning it didn't install into the correct folders, or you're installing an incompatible version of Racemenu (are you trying to install Oldrim Racemenu into SE?). There have been bugs with Racemenu and the Special Edition version--I'm not sure what, though. I just remember reading that somewhere. Have you tried ECE? That I know works with SE. Also, another solution. Download RaceMenu manually, and open the archive. Look for the folder labeled Scripts. Examine the contents and compare it to your Skyrim folder called Scripts in the Data folder. Make sure all files are present. NMM or MO may be failing to install it correctly, too. Beyond that, I'm not much help but I hope this helps a little. Also, did you clean the masters? Dawnguard must be cleaned twice. -
Okay, first, that's a lot of mods. First, did you clean the masters? Yes, you must clean the Update.esm, and ALL the DLCs. Dawnguard you must clean twice. It's just that filthy. No, seriously. It can cause errors if you don't. Also, what are your ini edits? Those can have a huge impact. If you're trying to run uGrids higher than default, it can cause instability IF you don't up them in odd numbers only and if you don't also adjust the...crap...LOD settings I believe. Best bet, go to the STEP wiki, especially the Configuring INIs section, and the Troubleshooting section. Last, can you describe to us where it CTDs? That's information we need because if it's CTD-ing in game, that could be a missing or mangled script cause by mod conflicts. If it's CTD-ing at the load screen, that's a horse of a different color. In that case, I would say it might be the SKSE (You do have SKSE, right?). Hope this helps! :smile:
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CHARACTER FROZEN COMPLETELY - CANT MOVE *HELP*
twowolves80 replied to ukmerked's topic in Skyrim's Skyrim LE
For future reference, using WryeBash isn't hard. When you see the orange boxes, it means that the masters aren't in the expected order, not that their out of order. There's a subtle difference there that is key. To fix this is easy. Make a note of each mod that has an orange box, then close Wrye out. Load each mod one at a time in TESVEdit. This means, right click, Select None, then tick ONLY that mod that's orange in WryeBash. Let it load. When it's finished, right click the mod in the left pane. Select Sort Masters. Looks like nothing happens right? That's good. That's what it's supposed to look like. Now, close out of xEdit. When you do, you'll get a Save dialogue box that pops up. Select Save. Done. When you open WryeBash now, that mod will no longer have an orange box next to it. Thank Tony971 for that trick, which I learned from his defunct MO tutorial page. Some modders will tell you that doesn't matter. Don't listen to them. If the masters aren't in the order a mod expects them to be, it can (and probably will during some point in your playthrough) cause jinky behavior. Best to have everything nice and neat. :smile: -
When you load it into the CK, make sure it's the only esp you're uploading. It will tick it's own masters once you press load. Make sure to click the Active File button after clicking on it to highlight it in the Load dialogue box. Then you'll see a bunch of warnings pop up--just say yes to all. You can read them in the warning box later. That should load the custom follower esp no problem.
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I think he meant in-game without using the showracemenu command, Jan. Similar to what we have in Fallout 4. Would require a simple script, I think, but I have no idea how to write it.
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Riverside Lodge already has this. Open it up in CK, see how he did it, and rinse and repeat as necessary. Could just PM the author and ask them how they did it, too.
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I think it is one of the mods that edits interior fogs. It's either Remove Interior Fog, No Interior Fog, or Interior Floating Fog Remover. Either those, or some kind of conflict with RLO. I have no idea how to track it down myself. I only use TES5Edit for cleaning, and sorting masters in combo with WryeBash. And had I been able to find a Skyrim Special Edition forum, I would have posted there. The options were Skyrim, Oblivion, Morrowind, etc. Nothing there about Skyrim SE. I initially suspected CoT because of all the scripts it runs, and there is that bug with the water...and TrueStorms has scripts running, too, but TS was installed after CoT, per the instructions on CoT's page, I believe, to allow both to work. Now, though, I am pretty sure you're right, Grospolina--it's gotta be either the RLO or the interior fog removers. I installed No Interior Fog after Remove Interior Fog because for whatever reason, that mod never works after a while. So I just installed No Interior Fog and said to hell with it. I'll test it to see if removing one or the other does anything, but after I reinstalled Remove Interior Fog, it still didn't work, even though it was completely uninstalled and reinstalled, and was at the bottom of the load order.
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Not sure if this is possible, but I went through ten pages in this forum to make sure no one else posted it. Simple. A poleaxe or halberd (or any variation thereof) that would be able to be used like one against any mounted player or NPC. You hit them with it, and on a critical hit, it yanks them off the horse. They fall prone to the ground. If you're quick enough, get over to them and perform a power attack (coup de grace) that deals extra damage for them being prone. This is how pikesmen took out cavalry, so it should be very lore-friendly, and the technology is right around the same. From the Wikipedia entry for Halberd: "The halberd was inexpensive to produce and very versatile in battle. As the halberd was eventually refined, its point was more fully developed to allow it to better deal with spears and pikes (also able to push back approaching horsemen), as was the hook opposite the axe head, which could be used to pull horsemen to the ground. A Swiss peasant used a halberd to kill Charles the Bold,the Duke of Burgundy—decisively ending the Burgundian Wars, literally in a single stroke. Researchers suspect that a halberd or a bill sliced through the back of King Richard III's skull at the Battle of Bosworth." I don't think it would be too hard to set up in the CK with a timer. Say, after the critical hit with the halberd, the target falls prone for five seconds. If you strike within that five seconds, damage is doubled if you use a one handed weapon like a dagger or sword (the sword is really just a nod to Skyrim's way of handling backstabbing), though in actual history, this would have been done with a misericord. Poleaxes were cheap to manufacture, too, so they wouldn't be very expensive in game terms. Everything could be tied to the weapon, I believe. I just don't know how to do it myself. Plus, the object itself would need to be created, either from scratch, or using vanilla assets.
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Any mod like this should probably use Open Cities as a framework since it would require being able to scale said walls. Unfortunately, if you scale the wall now, you see a low-resolution LOD-style rendering of the city inside the walls. This could also become a framework for more immersion-friendly stuff, like actual siege warfare with escalade ladders and towers. I was looking at actual castles, too, and most of what you see in Skyrim seems to fit the definition of a keep or donjon more than castle. Beaumaris Castle, for instance, would probably take up most of the space between Whiterun and Fort Graymoor. lol It's that big, especially if you include the moat. Most castles would be massive in Skyrim, far surpassing even Solitude in size, though I think Solitude is probably the closest to a real castle in the game. That, or Volkihar. At the very least, I'd like to see a castle in Skyrim with an actual, functional barbican and gate complex that would allow for the use of arrow slits and murderholes. Let's not forget machiolated towers and/or bartizans. The machiolation of towers was a huge defensive leap as you could hide behind the crenelations (battlements) and yet still drop boiling oil (mostly rendered lard! Ha!) on your enemies through the machiolations in the floor.
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Word boxes like that would actually simplify things as you wouldn't have to create a world space. I was thinking the other way, almost like the dream sequences in Fallout 4 when you're in the Memory Den. Either way would be cool, though. Especially as new stuff could be added (especially if it's just dialogue boxes like the above. Really hope something comes of this (damn my lack of ck skills!).
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lol Um...that's not good? Unfortunately, I discovered it's not just a matter of using any lock image, it has to be aligned around where the lock picks center. And my photoshop skills are terrible (I used to know how to use CS2! Waaaaaay back!). I don't think I'm allowed to link the other thread here... (Moderators? Any thoughts on this?) Otherwise I would, but he basically said the same thing. I would just like to see Dwemer locks look...I dunno...dwemerish? And then there's the whole line Mercer Frey gives you about that draugr ring combo lock... "These locks all have a weakness. You just have to know what it is..." Which he then goes to fail to explain. Thanks, Mercer! Ya son of a... But if there were only just a different appearing lock for each container type, I'd be happy. This seems like it should be number one for an immersion mod... Also, nice Dune reference, by the way. The original Dune...ah, Patrick Stewart...is there anything that he is in that isn't elevated to theatrical art? lol
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To mod manually, you need a bit of know-how, and what the files are actually doing, what the folders are there for, and so on. It's not just "drag it into the data folder and allow overwrites." You need to know what you're overwriting and how. The order of operations becomes very critical in manual installs, and while it's not super complicated, you just need a basic understanding of what the effects of each file you drag into the data folder will be. To manually install mods, the Data folder is your main sandbox. In there you will find a few folders of note--Caliente's Tools (if you use it, and you should), Meshes, Textures, Video, Scripts, SKSE, etc. The most putzing I do is in the Meshes folder. In there, you find things like Armor, Clothes, Actor, etc. Everything in the Data folder is a loose file, and the most important thing to remember: Loose files always override BSA files. NMM (which you can and should use until you get the hang of what it's actually doing) doesn't put loose files into the data folder anymore. Instead, it stores them in it's own virtual Data folder under C:\Users\Username\My Documents\Nexus Mod Manager. NMM installs mods as BSAs, and the above rule ALWAYS applies. The catch is, while NMM will install them in a BSA, if you want to overwrite them as a loose file, you have to pull the files and the folder structure out of the BSA (unpack it before installing it through NMM, make your changes/edits) and put it into the Data folder after it's been installed as a BSA by NMM. Open a Notepad file, make a note of what you put in and where (it takes like ten seconds, and will save you hours of headache), and keep these notes until you get a bit more experienced and get used to swapping out loose files. Making it even more complicated, NMM doesn't even bother to name the folders for the BSAs in normal-speak; instead, it assigns them numbers, so you'll see folders like, 116, 118, 235, 1348, etc. No idea what that's about yet myself (I'm sure those numbers come from somewhere, it's just the numbering convention that I'm not familiar with). A lot of times, you'll have to go through them one-by-one to find the mod you are looking to modify. A quicker way to deal with this when first installing is to keep a window open showing those files, and every time you install a mod, look in that window and note which new folder appeared and what it's number is. That way, you have your own "index" telling you what each number file is. Most modders will tell you that swapping anything but clothing textures/meshes, or things that have zero scripts is okay, but--I'll say it again: NOTHING THAT HAS ANY SCRIPTING, i.e., mods that add quests, dialogue, dynamic changes to the worldspace, things that add new items/followers. Once you start adding mid-playthrough, you can't go back when you add a scripted mod (there are a few exceptions, but they're far and few between) because it becomes hard-baked into the save file. Manually installing can give you some control over this, if you know what you're doing. Clothing mods, hair mods, stuff directly for your character is mostly harmless, which is why Caliente's Tools works as well as it does. Your best bet is to read the STEP wiki, especially the part about Tweaking INIs. There's stuff on the site (besides the main STEP guide which is geared towards MO users, and unlikely to change soon) that will give you a good groundwork for installing manually. Also, I'm not going to be one of those modders who will simply cross their arms and tell you to google it for yourself. There are, however, manuals out there for manually installing mods. Your best bet is to play around a bit, note what changes and how. I found this, for example. I don't mind answering questions in a PM, just don't flood me. :D Now, to get this thread back on track... Neronel, did you ever find what you were looking for? I really think IA was what you were looking for and hoped it helped!
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This is a cool idea, and is an expansion on Provincial Courier Service by the daedric god Arthmoor. You could try PM-ing him and seeing if he might be willing to expand on it when he has time. He's pretty busy, usually, though, so you might want to grab a snickers. You could also open up his mod in the CK and see how he did what he did, and then expand on it yourself (but don't put it up on Nexus--you need permission from him to do that). Hope this helps!
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Actually, this could start not only a quest, but a whole series of mods tied around this if you have different daedra trying to invade people's dreams...Sheogorath, anyone? He would be chief among mischief-makers that would drive men mad through their dreams. Plus, you have necromancers and other mage-types that might use dreams as a weapon, which means the player could learn to do so, too. Cast a spell, invade someone's dreams, plant an idea there in the form of an inventory item that you carry with you across the threshold, and then withdraw and watch the fireworks begin. Haha! There goes crazy Lucan again, muttering about his sister trying to steal from the store! The screen change could be achieved using the same script as when you transform into a vampire lord or werewolf--that quick fade to black and sound fx. You would need: 1. A script to trigger the dream sequence, with different triggers for the script to activate--i.e., casting a spell, sleeping in a bed, random daedra caprice... 2. A small world-space cell that would randomly generate different types of terrain--clipping? Who cares! It's a dream! It's not supposed to make sense! 3. ??? That's about as far as my knowledge extends. This would be a cool concept for that, though, especially as it would allow more interaction with daedra (could probably use the vanilla voice recordings in some instances to get them to speak, too). Thanks for posting the concept! Here's to hoping it will get made!