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dizietemblesssma

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  1. So you can't remove a collection from the Nexus, that's ok, I don't have to visit the page; but not being able to delete from the workshop? I can 'remove' it, but then it is simply replaced with the same picture and an option to install. No way to actually get rid of the entry. So... is this a bug in the latest beta, or intended? Because I won't be making any more collections if i can't help but slowly fill up the collections tab with huge pictures I don't want:) diziet
  2. I'm trying to troubleshoot a situation where an animal NPC (from a mod) alters their appearance when I fast travel if they are not following me. I've been trying to find a comprehensive list of what the game engine does, what is reset etc. when the player character fast travels, changes from exterior to interior or vice versa, or enters a new world space; my suspicion is that this knowledge might answer my question as to what is happening. Can anyone point me to a resource please? diziet
  3. Thanks but I've already seen that:) I use Vortex though and so I don't have the MO2 vfs issues. All the searching I've done results in no description of what the 'validation' is looking for beyond successful compiling. diziet
  4. I'm experimenting with an edit to the bittercup creation. To start I'm testing if I can stop all the activators on the altar from disabling in this quest fragment: ;BEGIN FRAGMENT Fragment_4 Function Fragment_4() ;BEGIN CODE Alias_AltarFORTUNE.TryToDisableNoWait() Alias_AltarPOWER.TryToDisableNoWait() Alias_AltarNOTHING.TryToDisableNoWait() game.GetPlayer().DamageAV("Health", 0.900000) utility.Wait(2 as Float) SetObjectiveCompleted(5) SetObjectiveDisplayed(30) actor PlayerREF = game.GetPlayer() actor bDanica = Alias_DanicaBackup.GetActorRef() if Alias_Danica.GetActorRef().IsDead() || T03.GetStage() < 20 bDanica.EnableNoWait() Alias_Danica.ForceRefTo(bDanica as objectreference) objectreference myNoteB = PlayerREF.PlaceAtMe(ccKRTSSE001_QuestNote08b as form, 1, false, false) Alias_DanicaNote.ForceRefTo(myNoteB) WiCourier.AddItemToContainer(myNoteB as form, 1) else objectreference myNoteA = PlayerREF.PlaceAtMe(ccKRTSSE001_QuestNote08 as form, 1, false, false) Alias_DanicaNote.ForceRefTo(myNoteA) WiCourier.AddItemToContainer(myNoteA as form, 1) endIf actor Rulnik = Alias_Rulnik.GetActorRef() Rulnik.EnableNoWait() Rulnik.EvaluatePackage() Rulnik.SetGhost(true) Rulnik.BlockActivation(true) ;END CODE EndFunction ;END FRAGMENT by removing the top 3 TryToDisableNoWait lines, but even though the compile button in the quest dialogue reports no errors, the edit dialogue shows a successful compile and the script can be saved, when I click ok on the quest dialogue I get an error about the script failing validation, but the backup created gives no clue as to how the validation failed. This is all being done in the CK, no external editor is being used. how do I find out how a script is failing validation? diziet edit: are comments allowed in quest fragments? At first I tried commenting out lines and got the failure message, so I assumed that commenting was the issue, but now I don't know.
  5. The racemenu mod page has a link to Lovers Lab for a download which is not everyone's cup of tea so here is the link from LL: https://1drv.ms/u/s!AnjD_1wmUEoGgjicTdM0nX2LP7OU diziet
  6. So if I only backup archives that aren't on nexus then the combo of staging folder and the database will allow me to re download the nexus provided files if i wanted to re-install? The database will still have the nexus mod page details? diziet
  7. I don't see the need to backup both my staging and downloads directories, but if I just keep the downloads and the database will this be enough to reinstall from the downloads with the same FOMOD settings? Would it be necessary to backup the database and staging folder instead? diziet1
  8. Preview now seems to work for me:) diziet
  9. I'm using SkyUI with Dear Diary, is there a way to script opening the inventory with a filter already applied, rather than have to type in the filter in the box? diziet
  10. Yes, that is what I did first, but that didn't work, even after choosing engine_injector, it works with other mods just not this one I made for me. Does it matter if the zip file has a top level directory like this: or if it just looks like this: diziet
  11. I have made my own little mod to install creation kit and source on a profile; the folder layout is: as you can see there is a data folder and in that are the scripts and dialogue view folders, I zip this and install manually in Vortex, but even after choosing engine injector mod Vortex show the contents of the staging folder as: diziet
  12. The latest steam version comes with creations that are updated, I believe some of the updated versions will be version 1.71 where they used to be version 1.7, this is the version of the file made by the creation kit which has also been updated to now create that version of esp/esm. You might try the Backported Extended ESL Support - BEES-1_2 mod: https://www.nexusmods.com/skyrimspecialedition/mods/106441 and see if that helps. diziet
  13. I'm adding custom inis to the ini editor extension by Picksaurus, but they are not being saved, when I restart Vortex the list is just the standard bethesda game inis. I have edited the index.js file of the extension to add .bat and .toml files to the list of files that the extension sees, could this be the reason the custom inis aren't being saved? diziet
  14. The latest CK version according to the one I just downloaded with steam is 1.6.1130, the scripts included with that don't have it. I installed SSE 1.6.1170 just to look in the resource pack bsa and there isn't a pex for it either. diziet
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