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Everything posted by RedRocketTM
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I still don't like the colored letters on the white menubar. They're damn unreadable, depending on which Nexus site one is browsing. I can't stand it without Windows 10's high contrast mode, although that just reveals even more problems at other sections. There's still stuff I miss from the old design - which I'd still be using if it was possible, but even the old.nexusmods.com site always switches to the new design at will... And then... has the site suddenly become abandoned by everyone? It seems to be awfully dead. The typical spam of notifications has become... well... a few, if even per day. Is everyone gone or is there a problem with the notifications again? I've known the 'old' design for over 10 years now, it's not just a question of 'getting used' to something. x.x° Anyway, I guess it can't be helped now...
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Thank you two. :)
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Well... about a half year ago I have blocked someone from all my fioles, PMs, from my profile, and ofc threw the person out of my frien list. The first oddity was that he could write me a PM asking for forgiveness just lately. I blocked him, so why? Anyway... I was fair enough to unblock him, and add him to my friendlist again, even track him and so on and so forth... Now that I uploaded a file, that person reports that he cannot even open the modpage, because it tells him that I blocked him from my stuff. But haven't I revoked that by unblocking him? I had a look for possigly hidden settings or anything, I had a look at the file management pages, with no luck. So can anyone PLEASE (for heaven's sake ;) ) tell me how to unblock a user from my files? O.o
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Do theses straps belong to the armor directly, or are they a different piece of equip you can take on/off in addition to the armor? Because if they're an independent piece of armor, they might conflict with the biped slot Dual Sheath Redux uses for the loft hand models when sheathed, which would cause that piece of armor to be unequipped. In that case, youc an resolve the issue within the skyproc patcher that came with DSR, there are hidden options you can show, there you can select the biped slot for shields / weapons if I remember correctly. Should be easy to find a list on tthe net, which slot is used by what exactly, so you can change DSR slots to unused ones and run the patcher again afterwards. Another sollution in that case would be to change the straps biped slot using he Construction Kit, to prevent further conflicting with slots used by other mods, but since you're new to this the patcher would be the best way I guess. If these straps are one with the armor itself, then I honestly do not know hwat may cause this... ^^
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Need help with finding where to change ingame date
RedRocketTM replied to Archet1337's topic in Skyrim's Skyrim LE
You can use the SSE CK, it lets you open Oldrim Mods as well as SSE Mods, if that helps. ^^ Just don't save any changes to Oldrim mods you might do there, as the esp would have the new 64bit format afterwards and won't work for Oldrim anymore. ^^ -
Need help crashes when I'm going to riverwood
RedRocketTM replied to utawski's topic in Skyrim's Skyrim LE
Just out of curiosity, who made up your load order? Why are you loading esp files amidst esm files? There's a reason you can't even do that normally... o.o" Next thing is, why do you load DG/DB patches, before the actual mod's esp? They belong behind the original mod. (just forgot which one it was but you can examine your load order yourself I guess :D) Why do you have all the SoS mods spread across your load order, instead of lining them up? like Addon Y, SoS Racemenu, SoS Shop? (On a side note, I don't know where I got that from anymore, butt someone once said to load SoS stuff before SL stuff, both, esm and esps.(But esps AFTER the esms. Doesn't matter where you have them in your load order, it's just not bad to group them together. Anyway, it worked for me, it does until today) Next, where's the reason in using ELFX and ELE? Aren't both mods supposed to edit lighting in Skyrim? Using CoT you even got a third mod that edits lighting. (Although CoT and ELFX should work together, if you read ELFX's descriptions carefully. Not sure about the weathers addon of ELFX, it's too long since I tried the mod) Oh yeah and even if LOOT came up with that... strange load order... keep in mind hat LOOT is not the holy grail and that even LOOT can make mistakes... (I made my loadorder myself, Currently I'm running 251 mods, among them are several merges of even more mods, and I don't have a single crash or any other problem with it so far.) Btw you can load the Dual Sheath Redux patch right after the Dual Sheath Redux esp, no need to keep it at the end of your load order, just make sure you load weapon mods that are patched (or that you downloaded a patch for andran the patcher again) BEFORE Dual Sheath Redux, otherwise they won't have a second model on your back / hips / wherever you put them via XPMSE) I can't see anything that would affect Riverwood directly, butt I don't know all mods on earth. SoS Shop does affect Riverwood, but that shouldn't usually be a problem. NPC overhauls may do so as well, but I am using Immersive Citizens (and SoS) myself, and never ran into any problems. RDO should work as well. Anyway, unless you don't have a corrupted mesh or something in Riverwood, I suspect your load order being the cause for your crashes... ^^ -
Need help with finding where to change ingame date
RedRocketTM replied to Archet1337's topic in Skyrim's Skyrim LE
http://www.nexusmods.com/skyrim/mods/7655/? How aboutt just using this mod here? :D -
Phew... not sure, but have you had a look at Rampage or Rudy ENBs yet?
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Ja gut, aber das betrifft ja nur die Leute die einen Modmanager benutzen, das lässt sich aus dem OP ja nicht entnehmen. Ohne Modmanager gibt's auch Mittel und Wege seinen Kram wieder zu finden, und wenn man BSA Archive aus den Sachen baut die man runterläd, dann können garkeine Fremd-Texturen angewandt werden die man nicht haben will, es sei denn man wirft sie selbst in dne Ordner. ^^ Ich bin was das angeht so ein Kontrollfreak, ich entscheide selbst welche Textur da rein darf und welche nich. :D Ich kenn meine Ordner so genau wie den Supermarkt um's Eck.
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Three big follower mods, but do they move between cells?
RedRocketTM replied to JSmitty23's topic in Skyrim's Skyrim LE
they should actually do that, my spouse always leaves the house to do stuff in the garden, and that's definitely a loading screen, and I am 100 percent sure I told him to WORK at the alchemy lab via MHIYH, and not to run outside, as there may be dragon attacks, he still does so, so it's either AFT's fault or a side effect of MHIYH. I can't really tell, since I have a lot of houses and a lott of followers living in them, and I assigned them all using MHIYH. It may also depend on the house itself. While they leave my family's house to hang out in the garden although they were not told to do so, the one's living in Breezehome for example do not leave it to run around town. (I haven't told them to anyway, and I locked Lydia up in the basement because she went on my nerves :D) So if you're content with what EFF offers, I suggest you try My Home Is Your Home in addition to it, just load it after your follower mod. You can assign different homes to each of your followers, tell there where to sleep, where to work, and where to hang out and stuff, as long as they're dismissed. They will return to their assigned homes as well, if you dismiss them anywhere in the world, so you won't lose any follower anymore. ^^ Ofc you could try AFT as well, it's up to you. At least I can tell from experience that both mods work nicely together. -
Er hat aber nach einem standalone Mod gefragt, nicht nach einem Modmanager fähigen Archiv... Oder er hat sich missverständlich ausgedrückt, keine Ahnung. Ich benutz' das Zeug nicht. Ab rein in dn Ordner Klappe zu, fertig... :P Und ja, noch einer, seit öh über 10 Jahren schon... ^^ Sorry for the German babbling, wasn't anything of importance anyway. ;)
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Need help figuring out which mod this is
RedRocketTM replied to RevanFanMan's topic in Skyrim's Skyrim LE
Well since heavy armor is no clothing you should have your culprit here. Shouldn't be hard to check that out, no? ^^ -
That's why you start saving in a new slot after installing a heavy mod, in case it ruins something for you, and prevent loading an earlier save from there and resaving unless you restarted the game, to prevent baking still running scripts into that save as well and ruining it too... ^^" In case it is a mod that comes with a lot of loose files / loose scripts and stuff and you are NOT using a modmanager, it's even smart to backup your whole Skyrim folder before installing, so that you can easily revert back to its former state without having to figure out what to delete and what to keep and so on... IF you're using a modmanager however... I don't know where the problem is... Aren't these holy grails supposed to prevent stuff like that? ;) Anyway, in addition to the things about savegames I mentioned above: Use a script cleaner for your savegames, and always run it after uninstalling mods. Uninstall them, make a fresh save and clean that one. Also, if you haven't already have a look at "Crash fixes", it should come with an SKSE plugin that terminates most scripts that should not be running on loading. I install and uninstall a LOT, and I am still using my very first (save)game without any problems. No modmanager involved, though.
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Well, these textures are used as a replacement for the original dirt textures. Loose files are always loaded in favor of BSA achived files (the original file would be in Skyrim texttures BSA, in one of them actually...) SO if you put your desired textures into the game's texture folder, you're not deleting or overwriting the original one, which is save. You could only overwrite it by using another dirt texture from anotther pack. There is, of course a way to make a standalone mod out of it, or there are at least two ways. One that is very tedious and really unnecessary, and another one which would mean using the CK, creating a new texture set for your two textures, and then finding every mesh that uses these textures to replace them using your texture set, and saving everything into an esp file, as far as I know. And if you're done, it would be smart to pack your custom textues into a BSA archive using Archive.exe from Skyrim's root folder, or alternatively, if you don't want that for some reason, use custom folders within the texture folder, to prevent directly replacing the original textures. Because if you did, you could spare the whole work and do that right away. :D So if it's only for yourself and you don't want to see the original texture anymore, the easiest way is using loose files to 'overwrite' the ones contained in the BSA archives, as they will be used, even if another mod adds their own textures - unless it comes with loose files and you accidently overwrite your own.
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Need help figuring out which mod this is
RedRocketTM replied to RevanFanMan's topic in Skyrim's Skyrim LE
Are you sure it's even a mod and not just a mesh/texture replacement? ^^ -
Three big follower mods, but do they move between cells?
RedRocketTM replied to JSmitty23's topic in Skyrim's Skyrim LE
I do not get what you mean exactly, but I'm using AFT ever since. If you have a follower in a house with AFT that is not currently following you (told him to wait and relax there, or told him that this is his new home via "My Home Is Your Home"), they will usually move through the house, use this activator, use that activator, sit down somewhere, stand up again, go upstairs, open a door to reach the alchemy lagb etc, excluding trap doors (with or witthout loading screens). At least they do so for my only house that has a trapdoor to a basement. They might even leave the house and do some activitties like chopping wood or whatever outside, if you use My Home Is Your Home and tell them that they can work there and so on. If you tell a follower to wait, they'll usually just stand in the way where you left them. If you have a follower directly following you, they will follow you wherever you go, even through the trapdoor they won't use on their own. I don't know about EFF's additional features, but I think AFT is pretty easy to use and offers a lot of options, which is why I chose it. (Not the one with MCM menu, the 'old' one) -
Hey guys! I don't know if it's allowed to ask, since the mod magically disappeared from the Nexus, buuut is there anybody out there who still has the latest version of it downloaded? It's been in the hotfiles, so I figured a few of you might still have it floating around or in use. Stupid me modified stuff (for my own personal use of course) and forgot to backup things, and now I ruined it just to find out that it's gone for good... T_T If anyone of you could help me out I'd appreciate a PM. If asking is not allowed, then just delete or ignore this thread please... ^^"
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My Castle is broken... Help please! :(
RedRocketTM replied to RedRocketTM's topic in Fallout 4's Discussion
Hey guys! Just a quick update on the whole issue - after defending the caste from the institute's attack everything seems back to normal again. O.o I can use anything power related, I can use wires, and I do not get thrown out of workshop mode because fo some invisible borders or whatever anymore... I have no idea why it was bugged before, nor why it is working again, but hell, I'm glad it does! Thanks for all your suggestions anyway! :) -
My Castle is broken... Help please! :(
RedRocketTM replied to RedRocketTM's topic in Fallout 4's Discussion
@TheGadget: Well it's not that I need the Castle desperately, other than for the quests there. There are far nicer places in the game. I mean... yeah it's the MM base, but well I have Preston with me all the time anyway, and the rest of my team so we're practically doing everything on our own anyway so screw that old ruin... :D I already have a nice home somewhere, that's enough. @Jimmy: I already tried that mod, but it only works for certain areas. I haven't had much trouble with flickering LODs in my settlements or other exterior cells anyway, except with College Square which I tried to mod and disabled it until I found out about disabling culling for good. My REAL problem were interior cells. Modding them resulted in... either totally invisible textures, although the object was still there. It wasn't scrapped as it should have been there, but it was invisible. Turning on the pip boy light, you could see the object as a shadow. And off course there were these didsappearing textures of objects in certain camera angles. Both could be solved by scrapping or, if that didn't work disabling the affected object and replacing it with a fresh workshop item - as far as I had these items in my workshop. But there were items which I did not have at all, or areas, where the workshop couldn't be accessed, which made the whole thing a true bother. So I gave up on it, disabled all preculling and every object is now in its place as it should be, and it is visible, no matter the viewing angle. I haven't seen this happening in any other game before FO4, and it's not funny given that you should be able to mod the game... :P -
My Castle is broken... Help please! :(
RedRocketTM replied to RedRocketTM's topic in Fallout 4's Discussion
There are only vanilla settlements in the list, except for the Institute Safe House, which is a player home (interior cell) with its entrance linked to the door of an unused building in Concord. I even tried to disable that one, to see if it helps, but no luck here. Also, I can open the workshop inside the institute - I can only scrap stuff that suffers from the disappearing texture bug AND is added by other mods (Director's Quarters in my case) but... I shouldn't be able to open the workshop in there in the first place. God knows why this is even possible if I don't have the Institute as a settlement mod active. (If I do have it active, it doesn't appear in the workshoplist though) Must modding really become more and more frustrating with each new Beth game? :( The whole flickering and disappearing texture stuff got me so mad I disabled ALL preculling for good. It's not exactly the perfect solution but it actually works... *sighs* Anyway, with all my mods still active, I went back to a veeeery old savegame that still had the quest to retake the castle and power up the radio transmitter still active. So I went there, I did this, and guess what? I can friggin' use anything I want. I can even put up generators until my power level exceeds 600! I can wire them and I could possibly build up a whole metropolis on that ground, everything works just fine. So I assume it's rather a vanilla thing than something with my mods... :( So next time I'll do the whole building up defense stuff right away then. What abummer. Can't go back to that savegame though, I won't spend days to build up my settlements again... This is just tedious, especially if you're that much of a perfectionist as I am and have to have everything placed exactly right and even and stuff... x.x I guess 62 mechanic MGs plus some artillery should be enough to defend the old ruin... :P If nott there's still TGM x.x As long as Preston is essential idc anyway. :D -
My Castle is broken... Help please! :(
RedRocketTM replied to RedRocketTM's topic in Fallout 4's Discussion
I use "Castle Deep Clean", but I installed it after the problem ocurred, so it's not the cause at all. I also upgraded my "Scrap Everything" lately, butt the problem ocurred before I did, I'm using "Faction Housing Overhaul AIO" since the very beginning, butt using it I had been able to power up the radio transmitter when reclaiming the castle. Other than that, I went through my entire Modlist, and checked on every mod that might actively or passively change anything with the casttle or it's surrounding cells, including Grass/Tree mods, but non of them seem to be the cause. Browsing the net I found out that other people seem to have the problem as well, but no one had ever found a fix for it... :S Firt I thought the Settlement Objects Expanded mod was the cause,because the mini fusion generator belonged to it, but after I did ~10 settlements using all the stuff, and checked again on a 11th one, which worked perfectly I can pretty much narrow the whole thing down to the castle, and only the castle... :S I can't even say when it started, because I left it untouched for a while. Maybe I should have worked on it before I did with the settlement PAM sends me to, I don't know. -
Where do the Minutemen fit in the synth debate?
RedRocketTM replied to stebbinsd's topic in Fallout 4's Discussion
I never bothered finding out more about the Gunners. To me, they seemed just like Raiders, only ten times more annoying... xD But they'd probably the one faction of the two who could maybe find a way inside the Institute. The Raiders... Well... I wouldn't call them very clever, otherweise they wouldn't be Raiders - they might kidnap someone and force them to work for them, because who else would? But yeah... Wouldn't be something I would like to play but I guess a lot of people would have great fun with it. :P I haven't been to Nuka World yet, but I'll make sure that these Raiders get their but kicked over and over again. :D -
Where do the Minutemen fit in the synth debate?
RedRocketTM replied to stebbinsd's topic in Fallout 4's Discussion
But if Raiders or Gunners were a playable faction, why would they mess with the institute or anyone else? To show that they're the big guys ruling the Commonwealth from then on? :o I'd never want to play a Raider (Not even in NW!) They need to be shot down on sight. Terrorists. :P Knowing that MacCready was an ex-gunner, I wanted to abandon him at first. I'm glad I didn't, though, but Gunners are just as bad as Raiders, if not even worse. x.x *sigh* I'm terrible, really. Even in games I'm driven by moral and can't be the bad guy... ^^" I'd be lost without the Minutemen. :D -
Where do the Minutemen fit in the synth debate?
RedRocketTM replied to stebbinsd's topic in Fallout 4's Discussion
@crawe1x: (Since this stupid browser doesn't let me quote you) From that point of view you're right. They WOULD probably mess with the institute - buuut... Until the player finds out where it is, or how to get in there, there literally is no way to oppose the institute. And with the Minutemen minimized to Preston only... Well who'd find out then? If the player as their new General takes over, off course, they could take the opportunity. What brings me to another thought - why the Minutemen don't seem to have a stance in the whole debate. Why should a faction that is lead by the player itself have a stance, if they adapt to the player's stance in the first place? (Okay, if you can stand Preston being utterly disappointed with you if it goes into a certain direction... ^^" Because I can't. :P) -
My Castle is broken... Help please! :(
RedRocketTM replied to RedRocketTM's topic in Fallout 4's Discussion
Nope. None that I would know of. I use place everywhere, but that doesn't expand anything, nor do I build stuff outside the green borders. o.o" I only have a wall restoration mod going on there, which I installed after these problems already ocurred so... *shrug* One of the spots where the workshop closes all tthe time is a few steps away from the workbench into the yard, which is strange. That didn't happen when I first took the castle. Another spot is at one of the gates. Very strange... o.o I can still put things there aftere reopening the workshop, but it's quite annoying sometimes. And the "electricity-problem" continues after these 'breaks' or cell changes or whatever that might be, so well... My Castle will probably be a true medieval castle... *sighs* Anyway, I guess... 500 protection is enough? :P Somehow I don't wantt to be there when all the MGs fire at the same time. *coughes* That'll surely be fun. After all I do not suffer from the CTD on fast travel or walking in issue. (Not yet at least) It still sucks, though. :(