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Jambo11

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Everything posted by Jambo11

  1. Problem finally resolved! What I ended up having to do was uninstall LOOT, delete the remaining LOOT folder, then reinstall it. To my surprise, it actually downloaded the masterlist for Skyrim. Appreciate the assist!
  2. Masterlist.yaml is located in Users/[name]/AppData/Local/LOOT/[game]. At least that's where it is for Skyrim abd Skyrim SE on my computer. The mods for Skyrim SE get sorted just fine. Edited to add: I also found masterlists in Users)[name]/My Documents/Nexus Mod Manager/loot/[game], but only for Fallout NV and Skyrim.
  3. I have the dialogue option to purchase the land, I have enough money, and I am a thane, but clicking the dialogue option does nothing. The steward responds as though I completed the transaction, even though I didn't. I visited the building site, and there is nothing there. I've done everything I can think of. Anyone have any ideas? I thought maybe using a console and to start the misc quest, "Visit your new property in Falkreath hold," might work but I can find what the quest ID is... assuming that would even work.
  4. Recently, I unchecked "Hide extensions of known file types" in the folder options, and I realized that masterlist.yaml was actually masterlist.yaml.txt. So, I deleted the ".text,"thinking that it would correct the issue. I ended up getting a new error message: (It was in red, so I think it could be bad. "An error occurred while parsing the metadata list(s): yaml-cpp: error at line 399, column 112: illegal EOF in scalar. Try updating your masterlist to resolve the error. If the error is with your user metadata, this probably happened because an update to LOOT changed its metadata syntax support. Your user metadata will have to be updated manually. To do so, use the 'Open Debug Log Location' in LOOT's main menu to open its data folder, then open your 'userlist.yaml' file in the relevant game folder. You can then edit the metadata it contains with reference to the documentation, which is accessible through LOOT's main menu. You can also seek support on LOOT's forum thread, which is linked to on LOOT's website." It also says that the git repossitory is missing.
  5. Unfortunately, it still shows that there's no masterlist present, even though I just put it where it's supposed to be.
  6. I'll give that a try. Thank you!
  7. For what ever reason, the Skyrim SE engine isn't the same Creation Engine that Fallout 4 uses. Here's hoping that Bethesda uses a better engine for for TES 6.
  8. I'm reviving a mod I made for regular Skyrim, back in 2014. Never did upload it, but I'm dusting off the cobwebs, with the possibility of uploading it: Entryway Armory Unfortunately, the antiquated engine used in Skyrim SE is giving me a hard time. Why is it that the Skyrim (SE) engine is so difficult to work with, but the engines for Fallout 3/New Vegas and Fallout 4 are so easy? If you want to remove a static object from the game world in a Bethesda Fallout game you can delete it in either the creation kit or xEdit. If you want to remove a similar object from Skyrim (SE) you have to move it down below the floor/ground. But even then, there's no guarantee that it will stay out of sight. The barrels and furniture in the Lakeview Manor entryway are at -200.00 on the Z axis in the creation kit and xEdit, but they're still there in the game. /EndRant
  9. 1. What difference does it make what plug-ins it won't sort? 2. "No masterlist present at C:\Users\Jamin\AppData\Local\LOOT\Skyrim\masterlist.yaml," even though the masterlist is right there where it's looking. 3. I really shouldn't have to answer that question, given the forum that I posted this in: Skyrim (not the Special Edition). 4. I'm using NMM, but what difference does that make?
  10. Well, using the vanilla start option just results in the same broken beginning as without the mod, except I'm outside of the wagon and the wagon is upended. Plus, I'm stuck with that T-pose bug. I never thought "playing" a video game would be so exhausting.
  11. LOOT won't sort the plug-ins, despite the masterlist being right where it's looking. It still gives me the same error message. I thought this was supposed to be better than BOSS...
  12. Yeah, I was thinking about trying the alternate start mod, but I was hoping to get the root problem fixed. Still, I didn't realize that the beginning bug was so common. I thought there was something wrong with my computer, or the residual game files. I'll give it a shot, and cross my fingers. Thanks!
  13. I certainly hope I'm not the only person bothered by the fact that hostile NPCs will continue to attack the player character when a dragon attacks. Seriously, a dragon is attacking, but Forsworn NPCs are more interested in attacking little ol' me, even at the cost of their own lives, since the dragons don't discriminate. Anyway, would it be possible to make a mod that overrides the AI of hostile NPCs when a dragon attacks? I know that there's a mod that makes friendly NPCs retreat to buildings, so it seems like it would be possible to make a similar mod for hostile NPCs
  14. I'm trying to start a new playthrough of Skyrim, but the carrieage can't even get through the gates of Helgen. I know that that's a common issue, and that the solution is usually to turn the refresh rate to 60hz. My refresh rate was already set to 59, but I turned it up to 60, but the problem persisted. What's weird is that my character is apparently up at the front of the wagon, clipping through the seat, instead of back with Brynolf, Ulfrik, and the other NPCs. This is actually a fresh reinstall of Skyrim. I uninstalled in the hopes that a fresh installation would correct the problem. Nope. Additionally, I have uninstalled all mods. Any ideas?
  15. Figured it out! It had a few dependencies in addition to Skyrim.esm and Hearthfires.esm. Got rid of them, and it loaded up just fine. Unfortunately, it's now introducing a duplicate interior to Lakeview Manor, which makes sense, since it doesn't have the same Form IDs.
  16. What do you mean, "not only the esp file?" The mod is nothing but an esp file. BTW, I tried again to load the mod in the SE creation kit, making sure to check Hearthfires and Skyrim SE, but it still crashes. I tried loading it in SSEEdit, but it wouldn't load. Mind you, the mod worked just fine in regular Skyrim, so I don't know what the hell is going on.
  17. Unfortunately, trying to load the ESP in the new Creation Kit results in the program crashing. f***k... I was hoping it would work.
  18. At first, the Skyrim SE script extender was working fine, but after a while, I would have to reinstall it before every time I started up the game in order for it to work. Then it just wouldn't work, at all, regardless of what I did. I really don't know what the problem is, but I had a similar issue with the script extender for Fallout 4. However, the script extenders for Fallout 3, Fallout New Vegas, and regular Skyrim work just fine. My best guess is that the script extenders for Fallout 4 and Skyrim SE were made for Windows 10; I'm using Windows 7. Any ideas?
  19. Ah, I misunderstood. The listing that you see on the forums is sorted by creation date, which may not always be ideal, but unfortunately is the way our forum software works. We'll try and look into rectifying this in the future. Apologies for the confusion! I would appreciate that. As it is, having them listed by creation date is hardly beneficial to users. It's just a needless complication.
  20. I was talking about the forums, not the mod page.
  21. I requested the desktop version, but I don't know what I need to tap on get the option to change the sorting.
  22. And how does one change the sorting from a smartphone? I go to the page in question, but there is no sorting option.
  23. What is required for a mod for regular Skyrim to be ported to Skyrim Special Edition? I have a mod that I made for regular Skyrim that added an entryway armory to Lakeview Manor, and I don't want to have to completely remake for Skyrim SE.
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