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nosisab

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Everything posted by nosisab

  1. Well, have you tried to make the items? All the mods I actually know from that list need you to actually go to the forge, to have the correct smithing level and materials so you can make them.
  2. Well, not long ago was predicted the nightmare would become dealing with load order (you see, the problem is that, NMM does not and can't directly affect the game), all this WS buzz just made that big problem a lot bigger now. Until is resolved the problem of "how to make the chosen load order to be kept", the real problem which is "deciding the correct load order" is being forgotten. Even mods downloaded from Nexus are "paying" for that folly, the answer for the problems is now the same that was for all previous games and it starts by asking you to post that load order... and let's "hope" it is indeed the load order the game is using. Then, maybe we can help more.
  3. The two most common errors installing games in Windows are doing it on C:\Program Files (or it's x86 version) or at the Desktop. The first is related to Windows Vista and 7 only (to date), the second should not happen in any OS. A tad uncommon but still a serious error is installing under the Documents folder (notice this last case applies only to executable running from inside it, it's OK having control/ini files there). So, any user created folder, outside the mentioned folders is good enough. So is C:\xyz\... or any other partition/disk like D:, E:...
  4. I'm that distracted? how long has NWN been on Nexus? Seriously I saw it only after seeing this thread.
  5. Actually that isn't entirely accurate. The requirements to obtain exact user account info from the client IP depend on your particular jurisdiction and regulatory framework. Here in the US under the Patriot ACT, it actually requires very little for the FBI or DHS to track back to a particular user. The 'judicial oversight' laws have been completely gutted in the last 12 years. All of that aside, unless you are using a TOR or similar anonymiser system you shouldn't expect any privacy on the net anyway. Exposing IP is dangerous more because the risk of troll stalking of script-kid hacker willing to "make a name"... now that part about FBI and such made me laugh as if they depend on those statistics to "get their man"... or something like this I don't know how to express in your particular jargon or language.
  6. The answer depends on the video card is actually there. A 5850 has much less power than a 5890, the rule of thumb is that 3rth digit has a major impact in the performance. sometimes greater than the two first digits if they are close enough. PS: If it is an integrated card it may be way bellow the optimal performance compared to the rest of the rig. Edit: Googled the mobo, it has not IGP what eliminate the possibility of integrated video, good sign.
  7. Move CMNewCompanions.esm all the way to before the first ESP. You may need to try it before the Natural Characters and Companion.esm, too. This is only because ESM must be placed before ESPs, and for not knowing these mods I can't say if the former must be before or after the later. Even then is not assured success for the patch may have broken the mod functionality (or the inverse) and then may be needed to wait for update. The same reasoning may be needed for manually trying companion/followers related mods before and after the others. All this because is possible not being the patch the cause but simply the change in the load order what brought the issue. After all this, that many mods calls for at least an attempt to bash them together, to enhance the chances of many of them having something to add at all. Good luck, I fear you'll need it for that many different mods on same subjects at that list. --- You'll need the Wrye Bash utility, get it ASAP.
  8. Something is wrong, NMM should only list ESPs actually existent in your /data folder. I understand you are talking about the "Plugins" tab, for the "Mods" tab shows only the 7z files which the game doesn't use. Anyway, "Disable" the mod first before deleting it, so the "actual" mod's files are deleted from the /data, including the ESP(s). Failing to follow the previous step actually leaves the mod still installed (all it's files, textures, meshes and so on), only the 7z file is gone, and then the ESP file is still there, PS: What I mean is, if you don't disable the mod before deleting it from the "Mods" tab, all you did was like deleting the 7z file the same way as the mod was installed "by hand", what mean the mod itself was not uninstalled at all (the 7z file means nothing to the game). And then, NMM does not affect the game by itself, it should not even be active after having done it's work that is "managing" the install, uninstall, changing load order... of mods.
  9. First: Don't install Steam at C:\Program Files... at all if you are to do a fresh install, do it in a user created folder far away that non blessed one. But then, there is not an official LAA patch, it was included into the 1.3 patch and later. PS: Don't install ANY game under that accursed folder, mainly if is a game which allows plugins and mods.
  10. Good questions and points. I for once have been used to avoid even starting the main quests since Oblivion, and in a way even Morrowing. In Oblivion is "almost" obligatory not starting it if wanting not "gates" popping everywhere, in Skyrim, to delay dragons. But with my many characters I finished the main quest only once and with None of them I "started" the civil war. I don't know even how it looks like.
  11. nosisab

    Jokes?

    When the graveside service had no more than terminated, there was a tremendous burst of thunder accompanied by a distant lightning bolt and more rumbling thunder. The little old man looked at the pastor and calmly said, "Well, she's there and it is His problem now."
  12. Being new does not help if the issue is caused by wrong load order or mod conflicts. We got to that (already expected) point where telling which mods are being used and the actual load order is fundamental to understand what may be happening.
  13. You missed the forum titled "Skyrim Mod Requests" then? Seems i did il go try to find it and rewrite this there tnx for telling me. No, no, you are missing the points. Worse than starting a thread in the wrong forum is creating many on the same subject. Just report your own thread and ask a moderator to move it to the correct place. That's OK though, nothing in this that would get you a warning ever, except repeating the mistake over and over :) Welcome to the community.
  14. disabling dinput8.dll at Skyrim folder disables Script Dragon completely but sometimes disabling mods can turn a save game unplayable. Each case must be treated as unique. Not only Script Dragon must be taken into account as all plugins using it too.
  15. By principle Skyrim.esm should never be edited, and actually CK does not allow editing it :) About using TES4Edit... well, is for TES4 (Oblivion) and most headers are different, is risky to use it to clean a mod at this point, to say the least.
  16. Make sure you are logged on to the site.
  17. Script Dragon and SKSE are different, Script dragon is a greater utility but the plugin model is not good for Bethesda games for the created dependency on games patch versions not only from Script dragon itself as to most plugins of it. So you see, even after it is updated to the newer patch is still needed to wait most asi plugins to be updated too... The same happens with SKSE today, but having "plugins" is not the idea of "script extender", SKSE will be really a script extender when that confuse phase with so many changes coming from Steam and WS is over, so SKSE can "inject" itself into the CK so it's new functions are "indeed" an extension of Papyrus capacity, having the same syntax of the vanilla functions, be used in the same script the vanilla functions are, compile in the same step and generating the same ESP driven mod, not a "plugin". PS: Just look how OBSE (or even FOSE and NVSE) works to understand what I mean. Of course the change to Papyrus brought extra complexity to adapt but there are no doubts there are yet many things to be covered by a script extender, mainly in the area of Input/Output access (for Papyrus notoriously has none) but certainly not limited to it... at some point SKSE will start growing in response to modders requests for specific functions.
  18. It is really complex. At this point you may find than renaming the file "SkyrimEditorPrefs.ini" to something else, like "SkyrimEditor.Prefs.ini.old" is the simpler way to return to the default. Notice a new file with the previous name will be recreate, you can copy the values for the render windows position from that new created ini to the old if wanting to keep other already done tweaks and rename it back after deleting the newest. PS: the file is found at the game main folder, not at /Documents.
  19. Of course the load order is problem only when it is problem :) I mean, some people may have mods which work (or seem to work) independent of the load order, another guy/gal may have such than the change makes the game unplayable or even crash it totally, these last may be luckier than the former for an unnoticed flaw may leave savegames definitely compromised and hard to "come back". Such is the importance of trying to keep a "sane" load order all the time.
  20. Just don't make this an habit, sometimes the quest may depend on an activator being ...well... activated and sometimes you may find yourself where was not supposed to be and do what was not supposed to do (at least yet) and again possibly breaking quests (remember the simple presence may trigger events with unforeseeable consequences).
  21. Gave you her ownership to the container? PS: You know, she is sadist and lightminded but not a thief :)
  22. Assuming you want to "clean" your generated ESP, for gamemast676 is right and you can't directly edit Skyrim.esm. It is "tricky" but actually not hard. when starting CK select your mod (don't need making it the active file but does not hurt) and click "Details..." That will bring another window with a list of things your mod does and what it edited, find those changes you want to eliminate, highlight them one at a time and press the "Del/Delete" key on keyboard. This will mark then with an "I" (for ignore) flag. Once you marked all for ignore, close the window, make sure your mod is Set as Active File and start CK normally. Save it again and all the ignored entries will be gone and your mod is clean. Good Luck.
  23. In all honesty I must say I respect Alexander and his work. Just the way Script Dragon works is not adequate to this game. At this point can be said the same about how SKSE has been used to the moment. I mean, that "plugin" model is not good, it makes not only the injector utility vulnerable as almost all their plugins too. This is specially true at this phase where the game itself is far from finished patching... there is much to fix yet in Skyrim, this last patch did not even touch the game in meaningful way, it was just to try and correct the nightmare that is starting to hit WS mod download/upload policies and mechanics and even in this it is far from finished. So the game will be patched again and again and the injectors will need update and with them most plugins. SKSE at least is based on another proposal, just not yet implemented and is being belated by all the mess the game's integration with Steam brought, to the point I'm not even sure it will be like OBSE is, a "real" script extender. Not just an injector for plugins but able to insert new functions seamless, functions all in all like the vanilla functions, with the same syntax, compiled the same way, using the same calling mechanism the vanilla uses and producing not "plugins" but the same like vanilla ESP driven mod. Mods which don't need to update every time the game is patched, leaving this necessity to update only for SKSE itself. I hope the SKSE integration with CK comes the sooner possible, the functionality today employed in plugins to it is integrated into the core and the "plugin" stigma is over once and for all.
  24. Actually I meant you "should" use FOMM to manage the mods :) not putting them into correct load order is among the most common causes of issues. Get the mod called BOSS too, it will try and create the best known load order for your mods automatically. PS: Trying to be clearer, neither NMM nor FOMM affect the game itself, their function is only install/uninstall and otherwise manage your mods. The game never is aware of them. Mods installed by them are just like any mod you unpack and place the files and/or folders directly inside the /Data. Just they never do it wrongly, supposing the mod is correctly packed. Besides, they keep track of all files installed for those mods, making much easier to uninstall them if the need arises.
  25. The "hook" for Script Dragon is the DInput8.dll found inside the game root folder, it's safe to remove this dll from that folder And only from that folder. About the crashes, that is a common symptom of mods relying on a missing ESP although may be due to some other cause. Verify carefully your load order and double check the active/deactivated ESM/ESPs.
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