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Everything posted by KainThePheonix
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I have a question and hopefully someone with the correct answer might possibly share. I understand that ESLs do not count towards the plugin limit and the SSE plugin limit is the same as LE at 255. Has anyone installed multiple ESLs in their load order and exceeded the number of plugins over the 255 limit? If so by how much and have you noticed any stability issues at all? Thank you.
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The best way is to install a mod manually in the main Data folder clean it and migrate it back to Mod Organizer 2. This is likely the only workaround for not being able to locate or generate an INI. I used the main file and there is still no SSEdit INI anywhere.
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Hello tonight. I was wondering about something I read recently and I am hoping someone might have an idea where I could go and read anything related to compiling new or Updating Skyrim LE SKSE Plugins/DLL Files? I have the source files I just do not know what program recompiles it. I read one of the programs is the 64 bit version of a Microsoft C ++ Redistributable pack for 2016 and above? Any help or ideas would be greatly appreciated. Thank you!
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SSE Haunting & Mourning - Could Someone Port This Mod?
KainThePheonix replied to KainThePheonix's topic in Skyrim's Mod Ideas
Ooooh thank you very much. I'm going to take a look at it. Thank you HadToRegister. -
SSE Haunting & Mourning - Could Someone Port This Mod?
KainThePheonix replied to KainThePheonix's topic in Skyrim's Mod Ideas
Yes I understand permissions. I also asked if someone could point me in the direction of the proper way to port mods for my own personal use which of course will not be posted. Is there a good guide on how to use the CK for SSE and porting the mod myself? I do not care about posting the mod publicly. I simply want the mod for my own personal use. -
Just starting to get into actually modding (and eventually playing) Skyrim 64 and one mod I noticed is not updated yet is Haunting & Mourning which to me was one of the coolest mods on Oldrim. If anyone dies in game they have a chance at coming back and haunting their loved ones. Apparently parts of it were in the original release for the game but were taken out early before release. I do not know how to do it myself and I have neither the CK64 installed nor do I have any idea what I am doing when it is I was hoping someone may perhaps port this really cool mod? Are there any guides that could help a layman catch up in order to do this myself? Thank you!
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I have a question about these two mods. I really like RobCo but my biggest problem is that there are no retextures for it and when you reprogram a robot it takes the crappy looking default textures instead of using those awesome textures from Improved Robot Textures HD. Would anyone have a fix or a way I could apply those from IRT to RobCo Certified? I tried creating a custom plugin for myself but I do not know the GECK for NV that well or any of them really. If anyone could point me in the right direction please I would much appreciate it.
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At the beginning of the game it always checks for download content and as far as I know this has no reason to be there if you own all the DLC. Is there any fix for this at all? I already have the Ultimate Edition with all the DLC. This seems to slow it down somewhat being especially noticeable using an ENB and any main menu texture replacers. I wonder has anyone fixed this with a mod or an INI fix? I have looked around and read what I could find but nothing on this subject shows up. My system is really decent and definitely not a potato but rather I believe this is simply an issue of settings. I would like to find out if someone created a fix anyways or if anyone would know anything that would be great. Thanks.
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@gambeat - The original topic was closed because of people like waterlogic and others just not letting it go - "Why can't they hurry faster?" routine. If there were not 60+ pages of complaining and people complaining about people complaining it may not have had any issues and for all we know it may have been released already. But page after page of reading people and their silly entitled attitude towards a mod and modding in general is enough to kill the interest in the game for ANYONE. I agree with Arthmoor somewhat, he is right SKSE is a crutch and the menus can go back and be added in via books or the Powers tab instead. It would be too easy to simply read the updates - it really went too far when one user said and I quote "They stabbed us in the back" referring to the SKSE - 64 programmer(s) - leave serious open ended discussions for the forums, leave the entitled whining (for those that whine) in a chat room.
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@kthompsen - Incorrect. OpenMW is being developed as we speak. Check the Youtube video by Ethreon. ANYONE can soon start modding the game when it is ready. With new coding it will be a pleasure to play Morrowind with a proper update.
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I recently started playing Dragonborn. When I first arrived at the island I seen visual glitches pop up and out. I thought this may have been a one time issue, I travelled back to Skyrim and went back to Solstheim but no towns are showing up, no landscape except at a distance. When I approach it pops OUT and disappears. There are areas that you can travel on foot and even enter doors but no details are present, background or in the immediate vicinity. I used toggled clipping to find these screenshots too. This also includes areas where you can fall off of the map from different levels. I have DynDOLOD running and all my settings are correct. I will edit and leave my load order later but has anyone have any experience tracking this issue down? I know it has happened before to others and heard it may be because of the missing or misplaced BTO files but my game runs great everywhere else but Solstheim. I even deleted and re-downloaded Dragonborn on STEAM thinking it could be the issue and a faulty Master file cleansing perhaps, but those issues were not involved. If anyone has any idea how I might begin tracking the fix to this issue down, let alone how it happened or know of this happening previously, that would be great. Here are some screenshots.
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LE Pumpkin the fox as a follower
KainThePheonix replied to RevanFanMan's topic in Skyrim's Mod Ideas
There are actually 2 mods one that exists off site of the Nexus that allows you to make Pumpkin the Fox a normal animal follower. It is worth finding and the mod itself is NOT buggy and it works just FINE. -
In response to post #50627712. I forgot to mention modding does seem a bit easier doing it on DRM free games. Thankfully they added those Bethesda games to their catalogue. This is wonderful news.
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In response to post #50625442. #50626367 is also a reply to the same post. DRM Free is also something that keeps you from losing certain games after a selected number of installs, or running crappy programs in the background screwing up your gaming (the aforementioned Games for Windows Live comes to mind) with programs designed to be resource hogs. This is a big deal indeed!
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Awesome. Thank you Nexus. Just another reason this is my favorite site for modding and GOG for their incredible selection of games. This is a win - win. Kudos Nexus! :D
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[WIPz] Skyrim Script Extender (SKSE64)
KainThePheonix replied to behippo's topic in Skyrim's Skyrim LE
I disagree about Oldrim being obsolete Zeridian. I am playing Oldrim now and have had zero issues, stable 254 mods game, NO CTD's, installed textures in the base Skyrim/data folder and Mod Organizer loads more quickly as a result. I do think it is obviously a matter of opinion on that but honestly the game can be played with or without SKSE64. I am simply happy they are working on it. -
Thank you for the interview. I look forward to testing this out eventually. I enjoy using the VFS but it does have some bugs. I recently lost all my Mod Organizer connections to the main Skyrim folder after a windows update and it kind of killed me inside but I had everything up and working within 4 hours. I look forward to testing Vortex out. Plus, nothing wrong whatsoever with installing in the main Skyrim folder. I simply back up the larger files like the BSA and ESM's, the Textures and Meshes folder respectively but I also installed mods like Animated Clutter in the folder and it works perfectly so I like the combination of manual installing and using a mod manager. Thank you for your work Tannin.
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[WIPz] Skyrim Script Extender (SKSE64)
KainThePheonix replied to behippo's topic in Skyrim's Skyrim LE
@Ethreon - thank you. it is nice to know that about New Vegas definitively speaking. Albeit slightly off topic I can hardly believe that being on topic helps much when people are still asking the same thing about SKSE64 despite there being the 2 most recent updates. I believe people are still incredulous SKSE64 isn't out yet. It will be out when it will be out. I believe perhaps bookmarking silverlock.org would be more helpful than empty supposition. If they look in, thank you for working on it. I really cannot wait to use it. Though I am willing to wait and see - SSE is still fun to play in the interim. -
Honestly I do not believe you even really need the Search or Filter functions actually. I never use them so I would say go for it, download it and use it. Even if the script extender isn't out yet SSE is still worthwhile playing.
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How can i fix this annoying tree bug
KainThePheonix replied to Dannybrez's topic in Skyrim's Skyrim LE
Please provide more information. What is your load order like? What mods do you have installed? What mod manager do you use? There are quite a few ways to fix this issue depending on what your load order is and what texture packs/esp's you use. -
Vivid Landscapes mod series and performance
KainThePheonix replied to VikingPrince's topic in Skyrim's Skyrim LE
Vivid runs just fine. Install it manually. It is one of the most beautiful texture packs on Nexus. Hein's work in FO4 is excellent as well. Despite the 4GIG cap for DX9 games it is not that bad just make sure not every pack you install is 4K. Mix both 1K for smaller items 2K (which is what the default High Res packs are resolution wise) 2K-1K for clothing or armors/weapons and 2K for environment if you're concerned about limits. 4K if you're a screen archer and can afford it. The DX9 cap is well known and mentioned quite a bit in regards to Oldrim. -
[WIPz] Skyrim Script Extender (SKSE64)
KainThePheonix replied to behippo's topic in Skyrim's Skyrim LE
Exactly xxt65xx - It would be nice if the problem was fixed. Until a couple pages ago I wasn't aware how they hooked into the exe for the scripting engine. Makes me wonder if it could be fixed eventually by someone. -
[WIPz] Skyrim Script Extender (SKSE64)
KainThePheonix replied to behippo's topic in Skyrim's Skyrim LE
@Zenderat - Good point. Thank you. I have a thought that is slightly off topic here but.... Just an idea. Wouldn't it be nice to have that hooked .exe access to possibly and hopefully forever fix the New Vegas Mod Limit bug? I can dream at least..... :sad: