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leonardo2

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Everything posted by leonardo2

  1. Doesn't the 'hide' command also exist in Oblivion as it does in Skyrim? As for deleting refs in Morrowind and to my knowledge there are two options to do that which is something like this. In the saves tab in Wrye Mash the user can select any gamesave then click on repair allIn the mods tab in Wrye Mash the user can select an esp then click on repair refs or renumber refsShould the user get a message about bad refs then all bad refs needs to be deleted. However, I know the user can load a gamesave into the Enchanted Editor (EE) and make the changes then save it. Anyway, newer TES games are using FormID, but I'm not entirely sure if Oblivion has the BaseID record or not while Skyrim has the BaseID record (Lydia). As you can see Skyrim uses both RefID and BaseID, which are unique for the same, in this case, NPC. @OP: Maybe changing the script to search for BaseID record(s) instead of focusing on RefID record(s) and doing that might help.
  2. The OP could try the old OBGE, just to see if that helps.
  3. I bet using RefScope would provide more information. Just move the mouse cursor over the ability then activate RefScope via a spell IIRC. Read the description of how to use RefScope. Aside from that it looks like you have a missing icon for a scipt or somethings else, so checking your current loadorder in TES4Edit could give you a hint about a mod issue. Which I think it is.
  4. I think the OP is talking about Steam. https://support.steampowered.com/kb_article.php?ref=7710-TDLC-0426
  5. Do you get a message or an error in the Warnings.txt file (found in the Morrowind folder)? If you do then I suggest that you remove Friends & Foes and start a new game, just to see if that helps. Otherwise remove both the Patch for Purist and Friends & Foe then start a new game and only install Friends & Foes.
  6. I knew it. Belivex's guide doesn't mention one important thing and that's the user need to use the TES4LODGen every time one is changing the loadorder. I copy this from the mod page. There is also TESCosi to follow. FYI, TESCosi is now hosted on UESP due to TAL as a defunct site.
  7. I know KINGPIX's BSA tool is realiable in comparison to the old BSAReg tool. http://download.fliggerty.com/download-58-633
  8. In case you didn't know, but searching on MMH is at the moment almost impossible due to a server issue that happen in late 2017. http://www.fliggerty.com/phpBB3/viewtopic.php?f=3&t=6831 http://www.fliggerty.com/phpBB3/viewtopic.php?f=3&t=7061
  9. As for scripts, no they are not because scripts was compiled with 32-bit if I am not mistaken. While scripts for SSE are compiled with 64-bit. Here is more information about converting mods from SLE to SSE.
  10. Are you playing other games than Fallout 4?
  11. That's correct and I did that the other day when I was testing a mod, but despite doing that I still got a loading error. So, re-saving an esp or esm in CS does the same thing, which I had to do when testing a mod. Although, cleaning the mod might be necessary.
  12. Yep, you need to use MCP 2.4 and here is the complete changelog.
  13. Let me guess. You didn't finish the first quest that's called "Report to Caius Cosades in Balmora" after you getting the package and step out the door into Seyda Neen, am I right. Do that quest first before doing any other quests. I hate to tell you this, but you need to start a new game despite for playing a lot.
  14. In case you didn't know, but this is probably why you couldn't find a mod on MMH. Which means that you need to manually search for the mod you're looking for on MMH.
  15. Thanks for your reply, cyran0. :) That is intresting since it is a mod that's causing that kind of an issue. As for the unofficial patches I'm not sure anymore, because due for the issues e.g "Who is there ?" (Stuporstar posted about it on the old BSF), CnE is affected by MPP on several things that has been discovered over the years. God knows how much stuff that are really bug fixes and not modded related in every MPP version including UMP 1.6.3. Anyway, here is the new home for the UMP project I once started back in late July 2014. Hmm, I'm a bit skeptic about what MPP 1.6.6 do or not do, because to me MPP 1.6.6 is unfinished and not a game patch IMO. Which could probably explain why Quorn stop working with it.
  16. I can't say this will solve your issue. My Telvanni guards come fully clothed so I cannot test it. I am not certain what information about the guards is preserved in your saved game's record. Sometimes changes to official NPCs don't 'take' because they are over-written when the save loads (always last). If that is a problem, you could try to clean your save. Those spawned from lists might be fine, but you may have to kill the existing spawn for public indecency to trigger his/her replacement. There is the matter that Telvanni guards will no longer behave as guards since they are warriors. They will not interdict if you perform a crime, and they will not come to your aid if you're under attack (as if they ever did). I didn't change the sharpshooters since their medium armor skill was appropriate, but if the class and unarmored changes are necessary, they might still choose to go 'au naturale'. Good luck. https://drive.google.com/file/d/1jwpuagp5i6rO4AmWSTCv-fLDrmkQ3sOv/view?usp=sharing Edit: Activate the link; permissions will follow. Just curious. Is that another bug that Bethesda never fixed and what I'm referring to is the animation bug that is affecting NPC's in-game (silt strider caravaner)?
  17. It looks like you need to start from scratch, but to save some time I suggest you reinstall SKSE64 and launch it without having any mod active just to see if that helps. If not then scrap everything and get SKSE64 working without overwriting files every time you launch SSE. Then start to add one mod at the time and pause your game without getting a CTD. Should get a CTD then the latest mod you added is likely what is causing your issue. Also, make sure your loadorder is sorted in LOOT and the rebuilt bashed patch is last in your loadorder, because I can't see the bashed patch in the loadorder you posted.
  18. So, you want a mod that's similiar to LGNPC for Morrowind. :P I dunno if such a mod exist for SSE or not, but there is the Relation Dialogue Overhaul (RDO) mod.
  19. I neither use AI Overhaul or NPC Overhaul, but I do use Arthmoor's Open CIties and that's a-must-have mod for me. As I recall it, all mods Arthmoor have realeased always have the latest USSEP fixes included in his updates, so using Open CIties with another AI/NPC overhaul mod should work together unless a patch is required.
  20. If I were you I would ask for help at the Steam forum rather than here. https://store.steampowered.com/app/256190/Enemy_Front/
  21. Do you use the latest SkyUI and have the SkyUI.esp activated in your loadorder?
  22. My advice is to go back to the gamesave your game was working and remember neither uninstall or reinstall a mod in mid-game. Doing that will sooner or later make your game almost unplayable due to a corrupt gamesave(s) and the reason for that is this.
  23. How about installing the required mods (check the Requirements drop down button)?
  24. You're doing wrong, because your mod idea might not be feasible to do. Start small then after you have gain some modding knowledge, you'll know for sure what can you do or cannot do. Most modders who is creating the first mod will often fail due to the complexity of modding and if one who doesn't have the required modding experience will fail.
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