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DragonAge: Inquisition
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DragonAge: Origins, DA2, DragonAge: Inquisition, Skyrim
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Haven Blacksmith Has Dissappeared ... Plz Help!
NWelf replied to NWelf's topic in Dragon Age: Inquisition's Troubleshooting
Here's a pic of it, its not just the npc that's missing, even the objects like the anvils and the crafting stations are gone. https://nwelf.tumblr.com/post/148376134432/wtf-seems-my-blacksmith-and-his-whole-crew-have -
I'm having a bit of a problem in Haven, it seems my blacksmith left on vacation and didn't inform the inquisition of the leave of absence. His entire crew from the workers down to the anvils are just gone. I'm pretty sure it's a mod problem, but I am Having trouble figuring out which it is. Has anyone else's blacksmith gone Awal ?? I've tried uninstalling, re-patching, etc, I've tried, re-downloading the patch, uninstalled the game and reinstalled. I've tried deleting all patch folders, and repairing the game to get a fresh patch, then tried remerging, still nothing. Its weird cause on my very first character playthru, I had none of these problems, and that game was also modding. Any help as to the culprit here would be greatly appreciated :D .
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I just want open mod and revised its . Yes I understand you want to revise it, but the type of revisions you want to make are what will decide what program to use. A lot can be done in the Creation Kit, which you can download from steam. Once you Download it, got to your skyrim directory, should be located in C:\Program Files (x86)\Steam\SteamApps\common\Skyrim , and look for a file called CreationKit.exe . Left click that to start up the program, wait for it to finish loading, if you get any warnings, just click yes to all and continue on. Once its finished initializing, go to file menu and click on Data. That will pull up the window where you can select the plugin you want to work on. Double left click on Skyrim.esm, and Update.esm, then double left click the mod in your list that you want to work on, and then double right click to set that mod as the active file or you can just click on the mod to highlight it and then click the set as active file button at the bottom of the window. With that done, click ok and it will load the mod up, again if you get more warnings, just click yes to all and let it continue loading. After that's done, then you can start working on your mod. There are many great tutorials on the web and on the nexus, to help you learn how to use the CK. Also some great videos on youtube with tutorials for the CK. So are you wanting to revise some meshes or textures in this mod? Or add new content?? What exactly do you want to do with this mod. Because if you are working on meshes, then a program like Blender will be needed, its a free program that you can DL from the web. There is also Nifskope, which you can edit meshes with. If you are working on textures, Than a program like Gimp or Photoshop work well. As you can see what program you use depends very much on what you want to do with the mod. So again, before I can offer any advise, I need to know what exactly you want to change and/or add to or subtract from this mod. Without that information, I won't know what to suggest.
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Yea it comes up when I first start up the program, before I select any mods, while the program is initializing. And it is installed in the proper place in C:\Program Files (x86)\Steam\steamapps\common\skyrim . Yes using Windows 7 home premium (64bit) Service Pack 1. My windows version is all up to date with the latest patches and whatnot. I tried running it directly from the .exe file in my skyrim folder, but it still throws that same assertion error. Also uninstalled and reinstalled the program but it didn't help any, still gives me the error. I've validated all the cache files, and it says they are all fine, so not sure why its giving me this error.
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Awe stop your makin me :blush: !! Anyways lol, I'm not using any optimizers, or mod organizers or anything like that, as I install all my mods by hand. And I did do a verify tool cache for the CK, it reacquired like 34 files, ran the validator again and it said all of the files validated, but when I went to use the CK I still get the same Assertion Error. So not sure what else to do.
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Depends on what you want to do. Some edits can be done in the Creation Kit, Some can be done in TES5Edit, or Nifskope, or Blender. It really depends on what types of edits you want to make to the mod. So you will have to be more specific about what types of edits you want to make to the mod, or people won't know which program to suggest as the best to use. So we need more details.
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I am having a problem when I go to load the CK. I get this assertion error (see file below) every time I try to start up the CK. Not sure what to do, since I thought I already had been using the 64bit version. So not sure what to do, any help would be appreciated :D . I believe this is the Steam version of the CK, as the shortcut points to a steam url and not something on my HD, if that makes any difference. System Info: Alienware X51 R2 Windows 7 Home Premium (64bit) Service Pack 1 CPU: IntelĀ® Core i7-4770 CPU @ 3.40GHz Memory: 8Gigs HDD: Seagate 2TB Video Card: Nvidia GeForce GTX 670 Video Memory: 2Gigs DirectX Version: 11 EDIT: Ok tried loading it by clicking on the EXE file right from my skyrim folder, still give the assertion error. Also tried validating the tool cache and it says it all validates just fine, so I'm stumped.
- 6 replies
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I am trying to make a compatibility patch for Aemers Refuge.esm ( http://www.nexusmods.com/skyrim/mods/37450/ ) and Breezehome_Fully_Upgradeable_NoDLC.esp ( http://www.nexusmods.com/skyrim/mods/11158/ ). But I'm not sure how to go about it, Do I have to make Breezehome mod into an esm file first, then load them both in CK, make my changes, save new esp file, then load breezehome mod back into Wyre Bash and turn it back into an esp file?? Any help here would be appreciated. I've made mods before but never made a compatibility patch before (well at least not one that uses multiple mods as a base -only one I have made was for Lanterns of Skyrim), and there isn't much documentation on it, as I have searched the net looking for tutorials and came up empty. EDIT: NVM lol, the mod author of Aemers Refuge explained how to make them compatible
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- compatibility patch
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How To Merge Multiple Mods with Multiple Master Files
NWelf replied to MTichenor's topic in Skyrim's Skyrim LE
You could try re-installing the textures for the invisible armors back into the data/texture folder and see if that fixes the invisible armor problem. Could be that the merge may have messed up the textures somehow, or the texture may have gotten overwritten, especially if you have 2 armors that use the same mesh as a base. It may have deleted one of the textures, seeing it like a duplicate to that mesh. Or possibly, now that I think about it, if 2 armors use the same mesh as a base, it may have merged the meshes?? But I am by far no expert, but that would be my best guess. Hopefully someone here with more knowledge will have a better answer for you. But I figured I would throw the idea out there anyway. :D -
Would like to request a compatibility patch for: Remodeled Armor for CBBE Bodyslide and BBP by ChronoTrigger77: http://www.nexusmods.com/skyrim/mods/25259/? and The Well Dressed Mage http://www.nexusmods.com/skyrim/mods/29469 and Opulent Outfits - Mages of Winterhold http://www.nexusmods.com/skyrim/mods/35002/? So that both RA & TWDM will work with Opulent Outfits and have both RA & TWDM use Opulent Outfits textures. And before anyone flames me, I know that RA already has a patch, but it is out of date, since the Common Robes file that the RA patch depends on was updated on the opulent page a month after the last RA patch was made. So need an updated patch for that one.
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Are you having constant exterior CTDs? I've FINALLY found your sol
NWelf replied to yafi's topic in Skyrim's Skyrim LE
Looks like a rogue mannequin script. Are you running any player home mods that use mannequins, or any other mods that use mannequins ?? Could be that your load order is wrong, or maybe that script got corrupted somehow. When, Where do you encounter the CTD? Need More Info before we can start sorting it out. -
Ah ok cool, I wasn't sure cause some mods say to load this one before that one, ya know what I mean. I use BOSS already, but thank you for the info all the same :) . Ahh kk thx, I will take another look at the mod pages and see if I can't get them organized in the right install order. Thx for all the help :) !
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Ok I figured out which ones I want to use, but now the big question, in which order should I install them ( I always install manually, never liked nmm much). And I've been hopping back and forth between all the mod pages tyring to figure out the install order I should use, but its just giving me a headache lol. Any chance you could tell me in which order these should be installed in?? Climates of Tamriel Enhanced Lights and Effects Lanterns of Skyrim Pure Water Skyrim Project Optimization Ultimate Lighting Overhaul Any Help would be greatly appreciated!
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Wow Thx!! This will really help me out. Thank you for being so detailed in your response :D ! And thx for taking the time to actually respond to my newb questions lol. I have had alot of my questions about various topics never get a response at all. So thank you for responding :) . Thx for the response I really appreciate it! I've used imaginator before but I didn't really like it much, and it was causeing some nasty save game bloat after I used it for a while, but thx for the link all the same. I appreciate you taking the time to give a response :) .
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I'm still fairly new to modding and I'm just boggled by the amount of lighting mods out there. I won't be using an ENB if I can get away with it as my graphics card sucks lol. But I was going thru the multitude of choices for lighting mods and I am having trouble figuring out which ones to use, which work together the best, etc. So I am hoping that you more experienced modders could help me pick some from a list of the ones I would like to try. Climates of Tamriel -and all modules except DLC's Enhanced Lights and FX Lanterns Of Skyrim Pure Water Realistic Lighting Overhaul Realistic Liighting Overhaul- Dark Dungeons and Interiors Realistic Lighting Weathers RC3 Relighting Skyrim Skyrim Project Optimization Ultimate Lighting Overhaul - Fantasy W.A.T.E.R. I know that the pure water, w.a.t.e.r., and skyrim project optimization arent exactly lighting mods, but they do affect lighting mods so I thought I would include them in the list. So of all of these, which ones are the most compatible/ works best together. Keep in mind I'm not big on realism, I don't mind the colorfulness of a more fantasy color scheme (well unless its like crazy colors lol). Now I know what you saying - I can hear you thinking it as you read this .....you ask yourself "Why not just check the compatibilities lists on the mod pages"??? Well I did that, and unfortunately not all are clear as to which ones work with what mods and which ones dont. It may say that one is incompatible but doesnt mention others, and I would really like to not break my game again trying to figure this out myself with just trial and error. As I have already had to do that a couple of times now, and its a real pain. So any helpful insight would be most welcomed and appreciated.