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Rooker75

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Everything posted by Rooker75

  1. Act 3, possible spoilers, so avert ye eyes if ye be not done with Act 3. So I'm up against the end game with few side quests left to do and I'm exploring a bit and just wandered into the audience hall at Wyrm's Rock and....
  2. Oh, is that all? So they yet again broke all the mods just so they could sell some more horse armor. Good grief.
  3. Sorry for asking a stupid question, but Steam is showing AE as being paid DLC and it appears as if I don't have it. Is this something I'd have to buy to get or do I just update to the latest Skyrim SE, because I thought I already had it. And if it is another DLC, what exactly is in it, because the Steam page says exactly nothing about that I can see. More horse armor I'm assuming?
  4. I'm trying to spawn an item in a vendor's inventory so that I can properly buy it rather than just cheating and spawning it in my own inventory, but it won't show up in their merchandise list. It's "Human Heart" and I'm trying to spawn it in an alchemist's inventory by just clicking on them in the console and doing an "additem" command (and I definitely do have the person selected properly in the console). I've modified the ingredient with a small mod to give it the VendorItemIngredient keyword, but that hasn't helped. I tried adding it to "common ingredients" leveled list. I even turned off clipping and added it directly to the hidden merchant chest under the store. I've done the same thing with "Human Flesh" in the past and that works fine. Other items work fine when I do this with merchants. So what's going wrong here?
  5. When it dawned on me six years ago that SKSE mods wouldn't work with Skyrim SE, I decided to just ignore it and stay with Skyrim Classic and it's established ecosystem of (at the time) 50,000+ mods, many of which would never be ported to SE. There was no way in hell I was going to play Skyrim without SkyUI. They eventually made an SE version of SKSE, but there were still few ports of the Classic mods I use, so I saw no reason to use SE. A non-trivial side benefit is that my mod load doesn't become chaos every time Bethesda decides to add a new horse armor nobody wants to their stupid Creation Club. Wish I had that option for Fallout 4. I never ported my own mods to SE because I didn't want the hassle of testing two versions of everything, especially since I don't even keep Skyrim SE installed. Now there'd be three versions of every mod to maintain and that's a big nope from me.
  6. This is in theory, so it may not work, but if you follow the steps in my original post, edit that app manifest file and delete whatâs in the "downloading" folder, AND you have allowed it to *install* that update, then you might be ok. If you have a backup somewhere, you may need to restore it.
  7. No idea, I've never used Mod Organizer. Maybe somebody else knows.
  8. On November 11, all your mods that depend on SKSE will suddenly stop working until SKSE is updated, which is expected to take longer than usual this time. To prevent this from screwing up your game until SKSE is updated, you will need to prevent the update to SkyrimSE. Since Valve does not respect users choice to decline game updates, you will need to perform a few hacks on Steam data files to protect your game from an unwanted update. Don't worry, nothing will break. To prevent the update: In your Steam library, set SkyrimSE to "update only when I launch" (Steam library > Skyrim Properties > Updates) Personally, I hate Steam, so I keep it offline when not installing/reinstalling a game. I also firewall it, because even in offline mode, it still misuses my network without permission. Never, ever, EVER launch the game from within Steam, or from the desktop shortcut that Steam creates. Never do that. Launch it from the script extender or just make a shortcut to SkyrimSE.exe if you don't use the script extender. Zip up your entire Skyrim folder and save it somewhere, just for situations like this. Yes, this takes a while to do and costs you several gigs of storage space, but do not skip this step. Now, if Steam says an update is required, but has not yet downloaded it: Immediately put Steam into Offline mod and then close it. Check the system tray to make certain it's not still running. Check Task Manager for things like Steam.exe, steamcrashreporter.exe, steamservice.exe, steamwebhelper.exe (basically, anything with steam in the name). If something is still running, terminate it. Find the file >>appmanifest_489830.acf<<, which should be in the \Steam\Steamapps\ folder. Open it in a text editor. Look for this line: "StateFlags" "XX" where XX is a number. Change that number to "4". This tells Steam that the game is installed and is fully up-to-date, no update required. Look for these two lines and make sure the number is 0 in both: "BytesToDownload" "0" "BytesDownloaded" "0" When you're done, save it, close your text editor and set the file to Read-Only. NOTE: you'll need to undo this when and if you ever decide to allow the update. Look in the \Steam\Steamapps\Downloading\ folder and if there are any files or folders with "489830" in the name, delete it immediately. Delete any folders with this number in the name. You *should* be safe to play the game now, as long as you DO NOT EVER launch it from within Steam. Only ever launch the game while Steam is in offline mode. If it already started downloading the update but didn't install it, this *usually* works to halt the update and return it to a playable state, but I can't promise anything. I have been doing this myself for all of my Steam games for the last several years and it works perfectly to prevent unwanted updates, at least as long as you keep steam in offline mode. If you put Steam back online for some reason, it may find that there is an update and try to download it, or at least refuse to let you launch the game until you do update. As long as you have followed the steps above, it will forget about the update when you restart it in offline mode.
  9. For the love of god, somebody please make a mod that blocks phone calls, holds them until later, converts them into text (most are followed up by a text any damn way), SOMETHING. Sitting here trying to talk to an NPC and another damn NPC calls and neither will shut up and I can't understand what the hell anybody is saying. Jesus Christ, somebody fix this, please.
  10. So, like I often do, I browsed through a game's available mods today and downloaded several that I'd like to add to the game. Some examples of the files now in my download folder as a result of this are: 7z version-876-1-02-1610407268.7z 7z version-881-1-0-1610404286.7z 7z version-891-1-0-1610472905.7z 7z version-892-1-0-1610473824.7z 7z version-880-1-0-1610403268.7z There must be several tens, if not hundreds of thousands of files on this site exactly like this. I'd like to propose that all files uploaded to a mod page for download have the name of that mod be automatically prepended to the filename, so that users will know just what the heck they've downloaded if they do several at once.
  11. I see some modding tools are slowly starting to make their way out to the world. Would very much like a mod for this too. It kills replay value having to go through all that to get started again, not to mention making it tedious to do testing for mod creation.
  12. I know Gopher is playing this game and it's probably driving him batty too. Hopefully he'll jump right on it as soon as he figures out how the hell to do it.
  13. Patch 1.05 One rather douchey change is that the debug console is disabled with this patch, which means I'm probably not installing it. I haven't even used it for anything yet, but disabling it because someone might break something messing with it is fricking stupid.
  14. I've just started a new game and I cannot mount the horse at the very beginning. I distract the guards attacking Teresa, run up to any of the horses, I press E to mount and instead of working correctly, it just shows this window. It happens regardless of which horse I run up to. What is going on here and how do I fix it?
  15. Some mods and some uncommon combinations of multiple mods can mysteriously have an outsized impact on load times. On my previous PC, there were two mods that, if both were active, added over a minute to game load time. Disable either of them and the problem went away. I never did figure out how to fix that and just removed one of them. In terms of hardware, the biggest possible impact will be to use an SSD. Even a slow, SATA-based SSD is a giant upgrade over a spinning hard drive. I'm using an NVME SSD now and I go from desktop to ingame in about 30 - 40 seconds. Following the instructions on the Texture Optimization Project and packing as many textures as possible into ba2s will also have an enormous impact. This is especially true for Windows Defender. My new PC was hanging up launching several different games and excluding the entire Steam folder from Defender solved that problem. This is incorrect, it has a direct impact on numerous games. Although the game folders should be excluded from the security software rather than disabling the software altogether.
  16. Sorry if this is answered somewhere else but the search engine on the forum seems to be having trouble? I just got a brand new PC and put a brand new copy of Windows 10 Pro on it and it seems like ENB will not work. Skyrim runs fine without ENB. From what I can tell from googling, it looks like Microsoft broke something related to custom d3d9.dll files in one of the updates. Boris, typically, is behaving like a child about it and refusing to look into it. I've downloaded and installed the 2010 DirectX stuff, DotNet, and Visual whatever support, updated my bios and my graphics card and it's still not working. I've tried running Riva Tuner having it force enable custom d3d9 support and still not working. The Graphics card is a Radeon 5700 XT. I can live with Fallout 4 with no ENB, but not Skyrim. Anyone know what I can do? Well nevermind. It just mysteriously started working for no reason I can see. Carry on.
  17. Not going near software designed by people so full of themselves that they would actually post the sort of replies we see here in this thread on the question of load order. You don't want to enable a simple drag and drop because it burns your ego that someone might decide they know their own mod environment better than you do. Load order management is basic functionality that's expected of any software that would present itself as a mod manager and you have no legitimate excuse to exclude it. It's all ego and it's always shameful to see software developers behave like this.
  18. If someone could make a mod that removes the idiotic AI package that makes NPCs flip out when I'm walking around without a torch, I would be super grateful.
  19. Every time I alt/tab out and come back, it resets the graphics options to use borderless window, which doesn't work very well in this game. How can I force it to stay locked in fullscreen mode?
  20. You probably just need to put them in the right folders. Apparently for one of the updates, some genius decided to change where the game engine looks for mods and it broke everything. You're in luck though. I can't stand lockpicking in any game and it's especially ridiculous in this one, so here's what I've done to fix it. Get the "Cheat" mod, installed at \KingdomComeDeliverance\Mods\Cheat and "No Lockpicking / Pickpocketing," installed at \KingdomComeDeliverance\Data\AutoCheat.txt
  21. I've just noticed that, while Steam is online, this hack will not allow you to play the game. I don't know if that's a new development or if I just missed it. You will need to keep Steam offline in order to launch the game, at least through the Steam launcher. I don't know what would happen if you launched it through F4SE while online and don't really want to find out and possibly screw up my own game. While online, Steam will attempt to change your appmanifest file to show that an update is required, but it will fail to make the change as long as you remembered to set it Read-Only. OP edited with new info
  22. In response to post #65235001. #65238371, #65249136, #65253756, #65257321, #65271461, #65276151, #65276591, #65278876, #65279386, #65409951, #65517856 are all replies on the same post. Remember all the Bethesda "fans" who assured us the Creation Club wouldn't harm modding? Well here it is, harming it. I don't buy things from the Creation Club, don't even let it through my firewall. But even if I bought stuff from it regularly, none of your mods would ever see a penny from me if you ever did get signed up there. This was a crap thing to do to the community, Niero. Have a blessed day.
  23. No, earphones insert into the ear canal, earbuds do not. This is why it's so hard to search for this, the two terms keep getting used interchangeably or incorrectly. These are the earbuds I like: link They don't insert into the ear canal. They're super comfortable, but the friggin cable keeps getting tangled up in stuff. These are the earphones I have that insert into the ear canal. They're great for sound, but I can't wear them for more than 20-30 minutes before my ears are in agony: link Anyway, someone's pointed me toward something that uses bone conduction through the cheekbone and doesn't even touch the ears. It's an Aftershokz Titanium: link . It's a little pricey, but I'm looking hard at them. If anybody has experience with bone conduction headphones, let me know what you think of them.
  24. Anyone know of a decent set of bluetooth earbuds? Or any set at all? Specifically, earBUDS, not HEADPHONES nor earPHONES. The kind that hang in your ear, but don't cover them or insert into them. They have to be bluetooth wireless, compatible with Windows and Android and they have to be earBUDS, not earPHONES. Preferably with a microphone and little buttons that let me pause, change volume and so on, but I'll take anything I can get at this point. I cannot find a single instance of such a thing existing on the google. Every combination of search I've tried just comes back with hits for earphones.
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