-
Posts
309 -
Joined
-
Last visited
Nexus Mods Profile
About Ru5tyShackleford
Profile Fields
-
Country
United States
Ru5tyShackleford's Achievements
Proficient (10/14)
0
Reputation
-
[LE] Undoing another mod's changes?
Ru5tyShackleford replied to Ru5tyShackleford's topic in Skyrim's Creation Kit and Modders
HadToRegister - Oops, by changes I mean changes to Skyrim, not the mod itself. Only one version so there is nothing to fall back on. NexusComa2 & ANaj - Thanks, I'll take a look! -
So this mod recently released for Special Edition: https://www.nexusmods.com/skyrimspecialedition/mods/49352?tab=description I love it, but the author made a few changes that I'm not a fan of. Coming to mind immediately are the changes to existing locations and the replacement of some Hold Guards. I would like to keep it in my load order, but I can't live with those changes for my own mod development, compatibility with other mods, and my own preference. I've asked the author about this in the comments but I never got a response and now I'm under a page or two of other comments. Don't think I'm gonna get any word from them. So is there a way to undo these changes within the mods that isn't entirely time-consuming (like manually removing additions and copying the removals by hand)? I feel like I remember something like this is possible with TESedit, but I barely manage to clean my own mods with that thing, let alone make any real edits. So is it possible to "undo" changes, and revert things to their vanilla state while preserving the rest of the mod?
-
This year my sister got around to purchasing her own desktop, and intends to play and mod Skyrim on it. I know I have to inform a moderator before she opens an account so I don't get mistaken for ban evasion, sockpuppetry, or whatnot. What forum do I post my request on? Or which moderator do I contact? I've gone through this procedure years ago when my brother made his account, so this would be the third account on this IP. However, I don't remember the exact process nor can I find the old messages I had with a mod.
-
I've been trying to set up a really simple message script on an object- however, I was getting an error about a missing something or whatever, and it seems that I need to extract a "Script.rar" from my data folder into the data/scripts/source folder. However, I don't seem to have this "Scripts.rar" file. I've looked through the whole data folder a few times and have even made Steam verify my install. Verification restored two files (no idea what) but still no Scripts.rar. Any idea what's happening? Such a hassle for a little popup message.
-
well I'm stumped. So, I added a new package- "relax" set to anytime, and going for two hours. supposed to make them find a piece of furniture to use. Also placed it above the normal wander package. However, now the NPCs just stand there doing nothing. Not wandering, not looking for furniture. Here are some GECK pictures I took: Any ideas?
-
I've been trying out some playthroughs using Abbalovesyou's playable creature mods, and during these playthroughs I use a combo of Wasteland Workshop and Beastmaster to fill (almost) human-less settlements with mosters. That's great and all, but I don't have much choice in decoration besides occasionally coming across the odd egg or bone to throw on the floor. So, I think some monster, animal, and mutant clutter would be fantastic. Deathclaw nests, Mirelurk nests, dead brahmin, bones and some other humanoid monster clutter would be cool too, like some super mutant furnishings. The ant hills and stingwing nests from Nuka World would be great too. plus, maybe some of these can have animation markers for certain creatures? Deathclaws squatting over or digging around eggs, claw sharpening rocks, piles of rubbish for Yao Guai or other animals to sleep on? Could make those settlements more lively, even for human players. They could probably work the same way that feed troughs work for brahmin, dog houses for dogs, and cat bowls for cats. tl/dr: clutter and furniture for animals, mutants, and monsters.
-
I tried using Start Me Up for a deathclaw playthrough, but I later realized that it seemed to have broken the NPCs travel mod for me, I believe because it never began it's "install" triggers. I also noticed that there was now a black dome over the vault 111 entrance and I would get an infinite load screen when trying to enter or exit (after teleporting in via console). Are there any other working alt start mods or am I just gonna have to deal with the intro over and over?
-
OBMM broken + OCO and bodies issues
Ru5tyShackleford replied to Ru5tyShackleford's topic in Oblivion's Mod troubleshooting
I use it since Mod Organizer acts kinda dumb with some Oblivion mods, especially replacers. I believe it was the cause of the OCO ear bugs I was experiencing. I'm pretty sure I got the idea from somewhere else, but it was a long time ago. I think it worked fine for a while but eventually it just quit on me. I do the same thing with FOMM and MO and it's been working fine so far. -
I run OBMM via Mod Organizer, I believe it worked fine at one point but now OBMM struggles to do anything. It has errors installing mods, activating them, and refuses to shut off. Once it's turns back on, it undos everything it previously did. On top of that, I'm having troubles getting female Khajiit textures to appear for HGEC + OCO. I was able to fix the bugs with all the other races but the female khajiit who was stuck with a purple body no matter what I tried to fix it with. I explained my method in these comments: https://www.nexusmods.com/oblivion/mods/44676?tab=posts&BH=0 this is the error I keep getting whenever I try to shut it off: crashdump: I've tried making some dummy files, but OBMM just deletes them then tells me something else is missing. Any ideas? Is there something I can replace OBMM with?