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HDMFanatic

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Everything posted by HDMFanatic

  1. That's because some mods are just frameworks to build other mods with. For example: the Address Library was developed so that mod authors can "future proof" their SKSE plugins, especially because the OG Creation Club updated the game every time a new CC item released, by hooking into the Address Library your SKSE plugin will work across multiple versions of SKSE64 at least in theory. Then you have SKSE64 itself which adds new modding capabilities that simply aren't possible with just the Creation Kit.
  2. I have to laugh. I finally have all my AE v1.6.1130 modlist just about ready, hopefully without crashing this time, and now they throw out this new update. That being said, this time I've blocked the update from happening until I click update in Steam itself. Maybe in another few months I'll get the latest update but not now lol
  3. I found the problem! Had to open Steam and make sure the Steam Overlay was disabled for Skyrim since 1.6.1130 removed the Steam integration. Nevermind turns out I just accident ran the game without SKSE and the game actually reached the main menu. Maybe I am having problems with SKSE mods...
  4. I'm not missing any masters. MO2 would tell me if I was. ntdll is always shows up in my Crash Log and I did attempt one fix for ntdll but it didn't work. I've got another thing to attempt, but if that doesn't work I have no clue what to do.
  5. Here's my latest crash log: https://pastebin.com/rm7AtJF0 I don't think it's related to any SKSE mods, because I've already made sure I have all the 1.6.1130 versions of the mods I have.
  6. In the case of mods like SSE Display Tweaks, Simple Dual Sheath and Immersive Equipment Displays, despite relying on the Address Library their code can't find the right Address Library for version 1.6.1130. There are other mods that will simply need to be updated to use the latest version of SKSE such as Fuz Ro D'oh, JContainers, and FSMP as they don't use the Address Library nor use CommonLib-NG.
  7. Just look up "Address Library for SKSE Plugins" on the Nexus and you'll need to download version 9. Also it's possible that you have mods that rely on the Address Library that haven't been updated to pull from the latest Address Library version.
  8. You can try running Open Animation Replacer instead. It's backwards compatible with the DAR file structure and conditions.
  9. Yup, everyone who has updated (unless they use the Downgrade Patch), will just have to wait until all the SKSE plugin devs update their stuff. It's possible that the plugins developed with CommonLib-NG might still work but everything else that runs code for a specific version of SKSE will need an update.
  10. I might be a hypocrite as someone who bought the AE Upgrade on Steam, but I feel like some creators are uploading mods to Beth.net as "paid" mods that really aren't worth paying for. For instance: why should I pay 400 credits (equivalent to 4USD) for a basic follower mod that has no special features. The paid follower mod is custom voiced so my assessment was wrong. The point still stands that I still can get a follower like Inigo, Auri, or M'rissi who have extensive features and thousands of custom voice lines for free from the Nexus. The continuing trend will probably be that free mods will be consistently higher quality than the cash-grabby "Creations". Maybe there's more potential for "Creations" than I gave credit for, however the value part is still where things start coming into question. I mean, pricing for paid mods is completely ridiculous, I could only imagine how much money a true expansive "Creation" would be. Something like Wyrmstooth or BS: Bruma would probably cost something like 2500 credits each.
  11. Damn, looks like the SKSE team works fast! I just looked and there's already an update! Now I just need to wait a few days for plugin devs to catch up!
  12. For me, the update came overnight while I was downloading a bunch of mods, so I didn't get the chance to backup v1.6.640, now I'm stuck in limbo waiting for SKSE and related plugins to update. Fantastic.
  13. I feel like Windhelm is a crash attractor in general. In my LE days, I'd crash near Windhelm about half of the time. I've never figured out why either.
  14. Shortening the file names removed the "file not found" problem but since the patches were script generated shortening the names of files that were "masters" of other files kinda messes things up, and I'm not sure there's a way to rename things with xEdit and make sure masters are still correct. Edit: Perhaps instead of generating an insane amount of patches using the xEdit script which often ends up with longer names than MO2 can handle, using the Synthesis FaceFixer might be enough to ensure my appearance changers will go as intended regardless of my other mods.
  15. Logically speaking that very well may be the problem, I'll try renaming the patches for concisity before moving them into a normal mod folder to see if it makes a difference.
  16. Honestly, this is the first time for it happening to me, so I'm not sure what's going on. I can only post what's in my log file: Oddly enough, this doesn't happen if I leave my files in my overwrite. It's almost as if MO2 loses track of the files once I move them from the overwrite into a normal mod folder.
  17. Exactly what is in the title. I've generated a bunch of patches for Modpocalypse NPCs using Modpocalypse's script but one of the patches isn't being found by MO2 even though it's visible in Windows Explorer and in MO2's VFS. I've also got no issue opening the file in xEdit either. It's only MO2 that can't seem to read the file. I've tried deleting all the patches and regenerating them after running MO2 as an administrator with no luck.
  18. In my experience if you're not close enough to the planet/moon then "Scan Unavailable" will be there and you won't be able to scan the planet/moon until you get closer to it. I imagine it'll be necessary to have the Creation Kit before you can make a mod that removes the scanning distance limit such that you can scan the entire system at once.
  19. What I find funnier is surveying gas giants. All you have to do is scan them from orbit and you instantly get the 100% surveyed. I understand you can't land on gas, but there's such a huge difference between surveying gas giants compared to the Earth-like planets and rock/ice planets and moons that it's kinda stupid. Like why can't you just scan any planet from orbit and get the 100% surveyed without having to land on every biome and scan everything from the ground?
  20. I'm not sure what you mean, do you mean the fact that you have to travel within orbit of a planet to use the scanner in the star map or do you mean something else? As for actually surveying a planet, you need to land on it and explore the various biomes.
  21. Maybe it's just me, but I feel like a centered third-person view wouldn't really work when it comes to the shooting gameplay. I totally get using a centered third person with a melee build but unless aiming defaults to using the OTS view it would be a little obstructive to have your character blocking the view to what you're trying to aim at.
  22. Perhaps one day there will be a SmoothCam derived mod for Starfield, one that allows you complete control over your camera set-up. I personally don't mind the over-the-shoulder view for a game like this. Starfield is an RPG yes, but the combat gameplay is definitely more geared towards being a shooter. OTS 3rd person view does work for a TPS.
  23. To be fair, the base system is pretty great, you can make different body types and all that but I feel like it would have been nice to have some sliders to alter some parts of the body with more precision. I'm not even just talking about making female characters have bigger boobs and the like. Imagine having complete control over shoulder width, hip size and more! Though to be fair, I have no idea if something like RaceMenu/LooksMenu is even going to be possible for Starfield, we'll have to wait until the Starfield CK becomes available.
  24. Hmm, looking at the requirements of BHUNP, it doesn't list ECE as a requirement unless you picked something in the FOMOD installer that requires ECE. For instance, when installing XPMSSE which is required by BHUNP make sure to select the RaceMenu options in the FOMOD. And for the BHUNP FOMOD make sure to select RaceMenu options.
  25. I currently have over 1000 mods installed, within those mods I have 245 regular plugins and a whopping 826 light plugins. It's at the point where my Smashed Patch fails to generate because it runs out of space for masters. I've tried skipping the plugins I have that have minimal overrides to no real avail. At this rate should I just remove some of my mods, or perhaps use zMerge to combine some of my compatibility patches? Edit: Ended up just using xEdit to make a merged patch of my selection of files from Mac's Alternate Perspective Add-on mod and Mator Smash generated my Smashed Patch no problem, what a difference a few less light plugins makes.
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