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Everything posted by quicksilverva
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Despite the yellow triangle there, I do have internet access. It has done that since I first installed this network card about 5 years ago. I have went in and cleared out the stored cookies, and that seemed to have helped, but the site still fails to load properly occasionally.
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Not sure if it's a site issue, or an issue on my end, but quite frequently whenever I go to a Nexus page or a mod page, I end up with this and have to refresh many times before it will load properly:
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Autosave Manager
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Seeing as I am not a modeller in any way, shape, or form, I am here to humbly ask if someone would be interested in creating the Sig Sauer SP2022 handgun (preferably in black). It is my daily carry and is a damn good weapon to boot. It comes chambered in 9x19mm Parabellum, .40 S&W, or .357 SIG. For lore friendliness, the standard 10mm (predecessor to the .40 S&W) will work just fine. For additional information/details, please ask or visit SP2022
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So, I stupidly deleted a few of refs...
quicksilverva replied to strungout's topic in Fallout 3's Discussion
Right. Anything that calls upon the deleted reference will not work as intended, as the called upon reference would not be used by the game. See attached Example 1 http://img.photobucket.com/albums/v727/quicksilverva/Example%201_zpsdxmvi6q7.jpg No data available to be used by game Precisely. Removing the deleted flag will have the same effect as well. See Example 2 http://img.photobucket.com/albums/v727/quicksilverva/Example%202_zps6wfptcct.jpg All data identical to master -
So, I stupidly deleted a few of refs...
quicksilverva replied to strungout's topic in Fallout 3's Discussion
No worries mate. Doing it that way introduces what is called an ITM, or an Identical To Master record. While it is best practice to not have any ITM records in mods, they are essentially harmless. Please note that you could either leave the ITM in your mod, or you could go back at a later date and remove it. Either way works. Actually no. The game will only load one instance of that particular record in that particular spot as the ITM "overrides" the record in Fallout3.esm. -
So, I stupidly deleted a few of refs...
quicksilverva replied to strungout's topic in Fallout 3's Discussion
Load your mod in FO3Edit, find the deleted references, and remove the the "Deleted" flag from them in your mod. -
Do FormLists that are edited via script treated the same as those edited manually? For Example: Mod 1 adds 6 forms to FormList A via script and Mod 2 adds 1 form to FormList A via script. In other words, will the scripted additions of Mod 2 overwrite those of Mod 1, or will the scripted additions be combined at run time?
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XP is short for "experience points".
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wtf? if he cant run the game the why he took the mod? The requirements for running SSE mirror those of Fallout 4 I believe. His rig may have been enough to handle Skyrim LE, just not enough for Skyrim SE. My computer was the same way. It could run Skyrim LE, but would have struggled to run Skyrim SE.
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From the ETaC comment section:
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Nexus Mod Manager launches Bethesda Skyrim not Steam version.
quicksilverva replied to Avantare's topic in Skyrim's Skyrim SE
Actually, that is not true. Skyrim mods, for the most part, will work in Skyrim Special Edition. However, mods specifically for Skyrim Special Edition will NOT work in Skyrim. -
Last I heard, Bethesda does not allow assets to be ported between games, and I believe Nexus draws on this too.
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False "save corruption" during gameplay
quicksilverva replied to Ramagast's topic in Skyrim's Skyrim SE
My guess would be Interesting NPCs. Disable it and play for a bit and see if you still have issues. Using mods that have not been converted to the new plugin header can cause issues down the road. -
Do you use any Hires texture replacers? If so, what size are they in? 2x? 4x? You also might want to clean your .esms.
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I could be mistaken, but reshade takes a few minutes to get setup in game, so it will look like the game is hanging. Try it again and let it be, and see if it takes you to the main menu after a bit.
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Actually, no. There is an in-game mod menu accessible from either the main menu or the pause menu when you press Esc.
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If you use a mod from Oldrim that contains a .bsa that has NOT been converted to the new format, then it will cause SSE to hang on launch.
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please, need help with combined levelled list
quicksilverva replied to godzilla90fan's topic in Skyrim's Skyrim SE
Wrye Bash for SSE can be found here.- 6 replies
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- wyre bash
- levelled list
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(and 2 more)
Tagged with:
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Yes and no. The biggest update to Skyrim is the transitioning from 32 bit to 64 bit, followed by the moving to a new engine (Skyrim/FO4 hybrid). The graphical enhancements were done in large part by the integration of the HD DLCs and some bits seemingly taken from ENBs. It's probably a lot more indepth than what I mentioned, but this seems to be the jist of it.
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please, need help with combined levelled list
quicksilverva replied to godzilla90fan's topic in Skyrim's Skyrim SE
Sorry to hear that mate. Do you have any editing programs installed like Wrye Bash or SSEEdit?- 6 replies
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- wyre bash
- levelled list
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(and 2 more)
Tagged with: