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Everything posted by scorrp10
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Creation Kit froze my character and followers
scorrp10 replied to Fouvale's topic in Skyrim's Creation Kit and Modders
Which plugin did you edit in CK? Have you tried reinstalling the mod you changed? Did you try rerunning your animation engine? (FNIS, Nemesis etc) -
According to this https://wiki.beyondskyrim.org/wiki/Arcane_University:NIF_Data_Format _em textures (also _m) are environment map masks, determining how strongly a given piece of texture reflects the cubemap.
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How Do I Identify a Mod?
scorrp10 replied to Shadeybladey's topic in Skyrim's Creation Kit and Modders
If you use Vortex as your mod manager, just delete that file from Data\Scripts, and hit 'Deploy' button. Vortex will complain that a file is missing (and will tell you which mod is it from). Just choose the 'Restore' option. -
Skyrim LE Infinite Mining and Wood Chopping - No Ore or Wood
scorrp10 replied to Shadeybladey's topic in Skyrim's Skyrim LE
Most likely some kind of mod script overload, likely USSEP related. But I am away from my Skyrim setup this week, so can't confirm. -
Bodyslide and outfit sliders for specific characters help
scorrp10 replied to Kaian500's topic in Skyrim's Skyrim SE
Consider looking into OBody NG - there is a standalone version if you don't want OStim as well. Basically what you need to do is build all clothing to 'Zeroed Sliders' preset, and make sure to check 'Build Morphs' option. Then, in game, you can assign BodySlide presets to NPCs directly. According to this article, one can fine-tune which preset(s) OBody will assign to any given NPC based on their race, faction, or sourced from a specific plugin. (I.e. one can make all Immersive Wenches NPCs get either CBBE Bombshell or CBBE Curvy.) -
Get the 'More Informative console' In game, open console and click on the offending object. See what its base ID is, and if it is being overloaded by something else. Then, look up its static FormID using SSEEdit, and determine which mesh(nif file) it uses. Open that file in NifScope, see which part of the mesh has the issue, see which textures it has assigned. Before you go chasing those textures, see if the static record in the esp assigns any texture sets.
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Help Please with installing Autumnwatch Refined mod
scorrp10 replied to paddy2017's topic in Skyrim's Skyrim SE
A lot of larger mods will contain just 2 files - esp and bsa, in order to avoid having a ton of loose files. Both go into your Data folder. Are you saying Vortex complains about bsa being outdated? You could use BAE to extract the BSA, and then use CAO(Cathedral Asset Optimizer) to compress it to a newer bsa format. -
The mechanism of filling the location alias in a radiant quest can be fairly murky. I am away from my Skyrim setup, so I can't really tell exactly, but radiants are generally spawned via "change location" SM event, and alias is randomly picked from the arrival location provided by the event. There are some keyword-based restrictions that make sure you will not get a radiant in an inaccessible location, but many modders forget to add those.
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Vanilla? No. A fair amount of modded stuff though.
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No, by design. Vanilla circlets would clip badly through hoods.
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Definitely can get sent to a place you never been to before.
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The .swf is only needed if you plan to change look and positioning of main menu choices.
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How can I determine cause of long load times?
scorrp10 replied to reddog2058's topic in Skyrim's Skyrim SE
I suggest enabling Papyrus logging and examining the log. -
My general methodology, if I want to see how some mod does something, I may manually download it, unzip it and examine its contents first. I might also actually install it as well. I use Vortex so I can always 'Open mod folder' to see just the files belonging to the mod. Next stage might be, examining mod's plugin in xEdit or CK. In case of main menu replacers (MMR), I can see they come in two flavors: single independent ones, or collections intended to be used by "main menu randomizer." mod.
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I suppose you are using MO2. Vortex keeps add-on mod files in staging folders, but it creates hard links in Skyrim's data folder so the files actually appear to be there. I think MO2 uses a virtual file system that makes files available only when game actually runs. But yeah, game's own files are primarily packaged in .bsa archives.
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Easy example: https://www.nexusmods.com/skyrimspecialedition/mods/128431 Data\textures\interface\objects\MAINMENUWALLPAPER.dds provides the background But one also can place a 3D object (logo) and a different music xwm file
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I like 'em glamorous - even orcs. So for Uror and Borgash, it's Bijin Warmaidens for me. Lydia from Women of Skyrim - Whiterun - by LamaKreis I know Delphine is supposed to be older, whatever. I use Delphine replacer version of Delara by LamaKreis
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I never tried making or even using one. And presently, I am away from home where I got Skyrim and my mod setup. But I would strongly suggest downloading and installing one and examining it. By my understanding, main menu is basically a completely black interior cell, with some 3D object placed in it (potentially animated), and main menu replacer is just an edit of that cell's contents.
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Will Game File Verification on Steam Ruin Mods?
scorrp10 replied to Arpin282's topic in Skyrim's Skyrim SE
If you were already running latest game version (1.6.1170), and mods for it, then no. Otherwise, your game will be updated to latest, and you may need to update your core mods as well -
Ah, indeed, the initial setup. In order to compile even the initial empty script, the compiler needs to know what "ObjectReference" is. In your games Data folder, there should be a file "Scripts.zip". You need to unzip it, which will put a ton of .psc files into your your Data/Source/Scripts. This should be enough for now. Next, you need an editor application associated with .psc files. It could be just Notepad, but you really should get something designed for coding. I personally use Apache Netbeans. You could also try Eclipse, Visual Studio or even Notepad++. After you done that, load your mod in CK and edit the trigger box again. If it already shows with script attached, go and edit its properties as I mentioned. Otherwise, try adding the script again. (And then creating its properties) You should not be getting a compile error now. At this point, if you select "Papyrus Script manager" (PSM) from gameplay menu, your new script should be listed there. Might need to use the filter box to locate it. If not there, save your mod and restart CK. Right click your script in PSM and choose "Open in External Editor", which should open your script in the editor you chose. This is where you get to add actual script code. Edit, save, then in PSM, right click your script and choose Compile.
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- triggers
- enable static
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(and 2 more)
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1. Anyone who bought LE while it was available in 2013-16, should have received SE free. It should be in your Steam library. 2. That mod of yours should work in SE directly.