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OhHiSleepy

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Everything posted by OhHiSleepy

  1. I had a bunch of problems when I moved my mod files from one drive to the next. I ended up having to go back through my download history here on nexus and redownload each one individually. So is this an error you get when you attempt to download each mod? You may need to verify that you aren't missing some sort of off-site requirement like C++ or something. I look forward to hearing back.
  2. Why are you running 1.5? Is there a mod that won't translate well to 1.6?
  3. I'd suggest the age-old Immersive Armors Mod(https://www.nexusmods.com/skyrimspecialedition/mods/3479). Also Nether's Follower Framework(https://www.nexusmods.com/skyrimspecialedition/mods/55653). This one's dope because it works with Guild Starter(https://www.nexusmods.com/skyrimspecialedition/mods/99857). You can have multiple followers and start your own guild this way. I'd also like you to check out PROTEUS. Take a gander. I'm sure you'll find some use out of it. https://www.nexusmods.com/skyrimspecialedition/mods/62934 - 0verboss
  4. I hate to say it brother but I don't think you can solve this one without an age-old skyrim purge.
  5. BEHOLD!!! This is the Inferno Adze, created by the legendary @johnskyrim. To date, this is the closest thing I've found to the idea that's been bouncing around in my head. An all-in-one tool. Weapon, wood axe, pickaxe, fishing pole and torch. I think the Inferno Adze(https://www.nexusmods.com/skyrim/mods/41009/) would be a fine foundation to build upon. Perhaps fishing line wrapped around the base of the hilt. You turn the axe upside down in the fishing animation and cast your line out? Perhaps the weapon(being enchanted with fire) would have a flame burning in the top between the two blades? I'm thinking of a mod that would allow you to hold the weapon as a torch when not in combat(or optionally sheath the weapon entirely and have no light emanating from it) and then seamlessly switch into swinging it as a weapon when needed. Obviously, when you use the woodcutting or mining stations the animations would need to display the adze instead of the vanilla assets. I've heard that a big problem with doing something like this is that it would replace every actor in the game's wood/pickaxe when they use this animation. I'm trying to get into modding myself and I'd love any input/ideas you guys have. Also if any experienced modders wanted to take a crack at this that would be awesome too. Let me know your thoughts. - 0verboss
  6. I think this is going to have more to do with your sliders than anything. Since I don't tend to edit bodyscales often, I did a little research and found this forum with people discussing it. Hopefully this will provide a little help. -0verboss https://vectorplexis.com/topic/799-feet-sinking-below-ground/ User Ulfberto Says: "HAHA!!! finally fixed, actually its a bit tricky since i forced a bug to fix the bug. 1. After loading your game go to Racemenu set both "Calf Length" and "Thigh Length" to 0 save a preset and go back to main menu 2. Load your save again and load the saved preset from "step 1". Your character will likely float and in my case with tiny legs (note that you must load the save which your character had an already changed value for both calf and thigh) . Save the game and go back to main menu 3. Load your last save, open the Racemenu and change both "Calf Length" and "Thigh Length" to the desired value, in my case, Thigh - 1/ Calf - 9 (note that if your feet sink below ground after changing the value, it means it worked, congrats!). Save the game and go back to main menu 4. Load your last save and enjoy your Oversized character ;D"
  7. I think @Hietanen is right. A head mesh (BSFaceGenNiNodeSkinned) is likely the cause of the CTD. I'll include a reddit post and a link to it. User Bloosuga replied and this is an excerpt from his response that may or may not be useful. - 0verboss "The first like of action would be to work out any potential mod conflicts that may arise from the modification of said head part. Like the previous crash entry, to identify which NPC is leading to the crash, simply use your HDT-SMP log located in your documents folder under Skyrim Special Edition and navigate to the bottom of the page. There it would list the name of the NPC the game tried to load but failed. Once identified, figure out which mods modify that character and reorder your load order and mod order accordingly to make sure that absolutely nothing overwrites it. Using a mod like NPC Plugin Chooser can prevent this kind of conflict from occurring as it allows you to responsibly organize the different appearance mods you have assuming you struggle doing this on your own."
  8. Uploaded this to gen. mod ideas initially by accident. Decided to reupload here in hopes that it would have a better chance at being seen by the right author. My original post read as follows; "I saw some talk about this back in the mid 2010's, so I figured I'd refresh the topic. This definitely needs to get made. A fire staff or walking stick that doubles as a torch. Maybe the flame goes out when you sheath the stave unless you use the walking stick animation mod. Thoughts?" - 0verboss
  9. I saw some talk about this back in the mid 2010's, so I figured I'd refresh the topic. This definitely needs to get made. A fire staff or walking stick that doubles as a torch. Maybe the flame goes out when you sheath the stave unless you use the walking stick animation mod. Thoughts?
  10. I haven’t updated my game at all. Just the mods thus far.
  11. I’ve been hearing tales of people’s games one by one failing to load. Even those that haven’t updated on steam. It’ll get to the s.p.e.c.i.a.l training video and CTD each time. Finally happened to me. Updated all my mods, redeployed, same. I’m sure we’ll get some sort of update with script extender or unofficial patch to help sort this issue. Looking forward to getting the new update settled and having all of our mods updated to support it.
  12. Hey thanks I appreciate it. My mistake was that I didn't download the files for one of the guns(glock i think) and so anytime I'd scroll through the visible weapons menu i'd ctd before i'd ever reach the pipe wrench.
  13. My understanding is that you can turn auto updates off and then only launch fo4 through vortex(or whatever sorter you prefer please don't execute me). I'm sure a new script extender update will drop shortly after the team gets ahold of the update files.
  14. Anyone know of a mod that makes the pipe wrench a visible holstered weapon?
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