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mjharper

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Everything posted by mjharper

  1. Okay, thanks. Before reading your answer, I tried a workaround that I was fairly happy with, duplicating the USKP esp, correcting everything which conflicted with my mod, and manually deleting everything which didn't. It means it isn't integrated with my mod as such, and that there is another esp to load--but at least all the information is present and correct, and I'm pretty certain I haven't broken anything.
  2. I'm trying to integrate the USKP fixes into my Khajiit Speak - Complete Dialogue Overhaul mod. I'm only adding corrections to the Dialog Topic records. I'm editing with TES5Edit, and most of it is straight forward, but a few records, such as 0003AA78, have additional script fragments referenced in the USKP. I can't find how to add those to my esp using TES5Edit. Also, when I open up USKP in the CK and check the same record, I see this warning in the Papyrus box: ;WARNING: Unable to load fragment source from function Fragment_1 in script TIF__0003AA78;Source NOT loaded Is this normal?How important are these fragment additions to the USKP?Would it matter if I left them out?Is there a way to add them in TES5Edit? If they are important but there's no simple way to add them, then I could just remove the edits from my mod so that it doesn't overwrite the USKP. Since all my mod alters is dialogue, it won't be a disaster, but I'd be grateful for advice from someone in the know :) Matt
  3. I'm having a really weird fps drop where I can't turn, but I can move left to right, and forward and backward. Just rotating is impossible. The drop is extreme, from completely fluid, to about 0.5 fps or lower. Loading an earlier save which did not have the problem doesn't help, as the old save now has the problem as well. And this is in a new install, after about two hours of play. Any advice would be greatly appreciated.
  4. I see... With 8000+ lines of dialogue, that's a tonne of work. Sounds like it would be less work than checking for race on each line, but still...
  5. My Khajiit Speak mod changes almost every line of dialogue in the game, but it only makes sense for it to be active when you're playing as a Khajiit. So a popular request is to make it race aware (very difficult, AFAIK) or, more recently, to provide an on/off toggle in MCM. I have no experience with MCM (other than as a user, obviously), and would be really grateful if someone could tell me whether that's even possible, and perhaps how I could do that. The problem is complicated by the fact that my mod has plug-ins for over a dozen other mods. Currently my installer detects whether the player has those mods active and then installs the appropriate plug-ins. But it means than an MCM toggle would need to affect all the esps associated with my mod. Any help very much appreciated! Matt
  6. Having exactly the same problem. The really weird thing is that the alternative 1st person female texture info shows up in TES5edit, apparently correctly. But the field is blank in the CK. I will confirm that just deleting the whole Female 1st Person model solved the problem--but there's got to be a better solution than that, hasn't there?
  7. Can I ask which one? I'm having exactly the same problem...
  8. I've got the exact same problem, and it's driving me to distraction. I also have convenient horses enabled, so I'll try deleting that...
  9. I'm in exactly the same position, though I have a lot more mods installed. For me, the whole Dawnguard quest doesn't register at all, even though I've had a few random encounters and seem heard the guard prompt (no map update). It seems to be set a stage 110, and even when I've set it to stage 180 via console to complete it, it's only actually completed a couple of times. Even then, nothing registers in the Journal, and although Fort Dawnguard is shown on the map, Dayspring Canyon isn't. Talking to Durak does nothing. When I enter the Fort, the two guys just stand there looking at each other without saying anything. When I talk to Isran he goes through the dialogue, ends with the line SirPandaFace mentioned and then they just walk off. I've tried coc-ing to Dimhollow Crypt, but it is in it's pre-quest state (wolves). Driving me nuts. I will have a go with the unofficial patch, and see if that changes anything, but I'm not holding my breath... EDIT: Uninstalling every mod made no difference, so I decided to delete every trace of Skyrim from my computer and completely reinstall. A pain, but the quest now starts correctly...
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