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7531Leonidas

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Everything posted by 7531Leonidas

  1. FYI - save files in Skyrim SE/AE are very compressible in 7 zip, or similar. Maximum compression can be in the low 80% range (occupies 1/5 of the original). I move all but the last three of my save files (and all of my screenshots - not so compressible) to a character-named folder and zip 'em up after every couple of sessions or so. I bet that FONV is similar.
  2. Regarding other info, you should at least state which version of the game you are running, which mod manager you are using, and post your Load Order (LO), either by attaching a .txt file in your comment (try to use the spoiler tags - the 'eye' in the menu bar), or posting it on one of the file sharing sites. That way, ppl will be alerted to what you have, and their experience with your mods may be of help.
  3. I have had this happen many times in Skyrim. Usually, all I have to do is back off from mining, and start again, trying to adjust my PC's position first. It can take 2-3 extra attempts to find the correct spot to begin. Mining directly with the pickaxe can sometimes be achieved by striking at different places on the vein, the 'sweet spot' can be very small, or non-existent. I believe that this has something to do with the ground meshes interfering with the ore location, and the pattern repeats from game to game. As an example, one of the iron ore deposits on the south wall of Whiterun's exterior, west of Nazeem's farm, has never allowed direct mining with the pick.
  4. An FOV of 200 is quite extreme, I run at a 95 value, and do not have any of the above problems. I think the game has a default of 80 or 85 on desktop.
  5. @OdysseusTheWanderer Yes that Crash Logger - follow the link above - is dependent upon both the proper SKSE64 and Address Library versions. It is NOT the original Crash Logger. Just use the versions of SKSE and Address Library that match your Skyrim version. BTW - Vortex will allow you to see which of your mods have LOOT messages, or some sort of warnings. Just go to the 'Plugins' area, and click on the 'Flags' dialog window. There, you have many choices available for more information. I don't usually have much use for the 'Tags' selection, but the five just above it (Dirty, Don't Clean, Warnings, Incompatible, LOOT Messages) are easy to access. You must enable the Flags column in the Toggle Columns gear/cogwheel. You will have to double-click on the message balloons you see to read the message for each plugin. Any sorting needed for patches are often automatic, but you may have to use the conflicts resolution (lightning bolt) procedure in Vortex. Just click 'Show' under the notifications bell item, OR double-click the RED lightning bolt to the right of your patch, and you will be able to choose which one(s) win the conflict. Sometimes a patch may also conflict with some other mod, but that does not happen very often, experience - AND the willingness to go to the mod site's 'Posts' or discussion areas will help you research which one should win. I am also not interested in pay.
  6. Do you have a crash logger? Crash Logger SSE AE VR ( https://www.nexusmods.com/skyrimspecialedition/mods/59818 ) has an advantage if you use Crash Log Analyzer ( https://www.nexusmods.com/skyrimspecialedition/mods/89860 ) with it, as the analyzer simplifies the crash log somewhat, and gives you some steps that could help fix the problems.
  7. My example was 'patching a patch', I was trying to make sure that the info carried over, so I wouldn't have to keep going back in and adjusting my bashed patch for the leveled lists again, since building the bashed patch likes to omit some overwrites and favor others, which I found out after checking for conflicts. I only know that more and more varied types of items have begun showing up in the merchant and loot bundles since I did this, I hope that I am not fooling myself. I got my basic info long ago from a guide on LL - A Beginner's Guide to Making Your Own Compatibility Patches. I have a copy in my machine, I don't know if it still exists, or if it has been updated. That guide showed an example where a record was carried over into a blank space in the patch. Remember - LL is a NSFW mod site. All of that said, you CAN move more than one record at a time, as long as the records are all in the same general section. For me, trial and error was/is the only way to try such a copy/paste.
  8. Try this - on the 'Mods' page of Vortex, select the 'Open Mod Staging Folder', then search that folder for your plugin. That should find which mod(s) have that file still in them. Then, after you have uninstalled those mods, check again in the 'Game Mods Folder'. If you see it again there, then I would suggest cut and paste to place it in a failsafe folder on your desktop, in case you break something. After you have removed it, be sure to deploy your mods again, to force Vortex to tell you if you need to confirm any file changes, or spot any problems with installed mods. You might still break stuff doing this, especially on anything not a brand-new game.
  9. Oh, I mess up a lot, it's just that on the older forums, it seemed that there were more ppl who were able to correct my mistakes.
  10. Sorry, just saw the title, and didn't check the comments like I usually do for myself. Been on the forums for a little while today. I hope that you find what you need.
  11. Maybe 'Man Those Borders', or some such? Install/use More Informative Console, run up to the tower, open the console, and click around on the tower parts themselves. You should see an entry appear with information on the mod involved, and the last mod to modify that place.
  12. Have you taken a look at this ( https://www.nexusmods.com/skyrimspecialedition/mods/59859 )? The comments page has only one comment on HPH, says it should work w/this mod... Searching for 'vampire' mods gave me this offering "Normal Vampire Face For High Poly Head" ( https://www.nexusmods.com/skyrimspecialedition/mods/71732 ). This looks like what you were asking for.
  13. Go to the Skyrim SE forum on the Game Communities selection, above. You will have to join that Skyrim community to post, however. Don't be surprised if this gets moved there...
  14. I think that maybe you are the victim of overkill - if you added the mod to Vortex, then installed and enabled it, it should be working. You should not have to manually put the mod's files into the data folder yourself. Vortex will make/place hardlinks to your data folder, so your computer and game see the mods. Under 'Workarounds' on the settings page, you can change to symlinks, but I don't have any insights on that. Mods will not show up if they are not enabled, which makes them go through the deployment routines. Check your Vortex settings page, you should see a selection under Automation that will force mods to deploy when you install them, as opposed to the default of having to manually click 'Enable' after each install. I do not use any other option there, as I often d/l mods for future use/inspection. I also have FNIS set to run on deployment, so it resets every time I have mods deployed, to update animations. One last idea - if you are on v. 1.6.1170 (OR .1130), you must make changes in some mods to keep Bethesda from messing with Steam, and handling your LO. Search/hunt for guidance on the Nexus. I can't help, I stayed on 1.6.640, which still has Steam Integration.
  15. This one I know! The answer is - sort of... You can move entire blocks of records, if you select the proper record area when selecting for the drag. In this example I included earlier, you simply have to mouse over the empty block beside the 'Item' label above the ZDO2_Merchant_LItemScrolls75... , and drag it over to the matching place in your patch, as opposed to moving the individual record, and then the value underneath it. The entire item gets copied over to the patch. Some blocks work, some don't, SSEEdit won't let you have the move prompt if you didn't select the proper starting area. It will take some trial and error, sometimes you will have to uncheck the 'Hide no conflict and empty rows' to see the area you need to select w/your mouse to move the block of records.
  16. @Indio21 - my last real surge of patching was a couple of years ago, so I don't remember a lot about the process. Just a few tweaks here and there since.
  17. I am not sure that that is a possible change for xEdit. As long as you keep track of what patches you have made separate .esp files for, you should be OK.
  18. Might be easier if you tag your post with the name of the game you are trying to mod, or at least include it in your post...
  19. How about resurrecting them, then going into the console and using 'disable' (for Skyrim) or the equivalent in w/e game you are playing?
  20. So, try this - go to the Mods portion of Vortex, use the 'Open' icon to let you "Open Game Mods Folder", find your patch .esp, and copy it to your desktop. Once it is there, place it in a new folder, name the folder to tell you which patch it is (preferably something close to the name of your .esp), and use 7zip or another compression tool on it to get the compressed archive. Then, drag and drop that compressed file to the 'Install From File' icon on the Mods page. You could try renaming your original xxx.esp to xxx.esp.old, or .orig, something to protect it from being overwritten, just in case. Vortex does have routines for backing up plugins, so don't be surprised if there is some sort of dialog to confirm your new addition when it is deployed. Your first fail-safe is that .esp copied to your desktop. Once completed, fire up your game, and make sure that everything is working properly.
  21. Wasn't there some routine or command in MO2 that would tell you what files were not present? I have never used MO2. Only tried the original MO for a short time on LE, changed to Vortex when I moved to SE. Maybe just use the print screen key when the error prompt shows up, to show you which files are not present any more?
  22. What version of Skyrim SE/AE are you using? Anything before 1.6.1130 will have trouble with mods made under the newer Creation Kit. The Backported Extended ESL Support - BEES ( https://www.nexusmods.com/skyrimspecialedition/mods/106441 ). The reason I am referring to this is you may have updated an older mod or two with newer versions, which can't be loaded. This is just a guess. Take a look at BEES. If you are familiar with SSEEdit, you can load up your newly added mod(s), and check the file header there. If you see the value 1.710000 (not sure about the number of zeros), then it was made under the new CK.
  23. IDK, but if you click directly on the SKSE64_loader w/o starting Steam, then it runs the standard Steam initialization, as if SKSE were not running, which allowed auto updates to occur. I understand that the same thing happens if the SKSE loader is set up as a tool in Vortex, and started w/o Steam already running. TL;DR - try starting Steam 1st, then run the SKSE loader through MO2?
  24. @Athalos1772 In the above info, if you are on 1.6.1170, replace 1.6.1130 with the newer version value and the SKSE version with the version that matches from ( https://skse.silverlock.org/ ). I think that the EngineFixes.toml is in the SKSE folder in your game's appdata...Data folder.
  25. @IsharaMeradin@Warhog67 Using the appmanifest data set to 'read only' saved me from an update only a couple of days ago, when I didn't start Steam up b4 SKSE when loading a new profile under Vortex. The files d/l, but didn't get applied. I haven't tried the game hide technique.
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