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papyrus - script location error, What has changed?
tesGamin replied to tesGamin's topic in Skyrim's Skyrim LE
Is there any way to update my title to [solved] ?? -
papyrus - script location error, What has changed?
tesGamin replied to tesGamin's topic in Skyrim's Skyrim LE
IsharaMeradin & ReDragon2013 Thank you both for trying to help. IsharaMeradin I think I found an old post where you talked about Base+DLC and I tried that. Here is my SkyrimEditor/Papyrus [Papyrus] sScriptSourceFolder = "Data\Scripts\Base+DLC\Source, Data\Scripts\Source, Data\Scripts\Source\Dawnguard, Data\Scripts\Source\Hearthfire, Data\Scripts\Source\Dragonborn" sScriptCompiledFolder = "Data\Scripts\" sCompilerFolder = "Papyrus Compiler\" bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 iMaxAllocatedMemoryBytes = 153600 ;150kb Now I may have solved it ... I now have: [Papyrus] sScriptSourceFolder = "Data\Scripts\Base+DLC\Source" sScriptCompiledFolder = "Data\Scripts\" sCompilerFolder = "Papyrus Compiler\" bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 iMaxAllocatedMemoryBytes = 153600 ;150kb And everything now is working the way that it should. I am not sure when I changed the sScriptSourceFolder = "Data\Scripts\Source, Data\Scripts\Source\Dawnguard, Data\Scripts\Source\Hearthfire, Data\Scripts\Source\Dragonborn" but that seems to be the issue. So for anyone else in the future please make sure you only have one Source Folder and NOT a comma separated list. Thanks again IsharaMeradin & ReDragon2013! -
Hi All, I am having one devil of a time with Papyrus/Scripts. This all started when I wanted to make a new custom trainer npc. Quest:DialogueTrainers -> Topic Info -> Papyrus Fragment I get ";CODE NOT LOADED" When I go into the Papyrus Manager and look at the scripts, all the vanilla scripts are Compiled but none have source. When I create a new script that Extends "ObjectReference" I get "The extends script does not exist, please pick one that does". This would make you think I do not have the Source files but I do. All my .psc files are in Data\scripts\Source. I have nuked the scripts dir and then unpack the Scripts.rar, no luck. I can use ScriptCompile.bat at a command line with no errors. Now in the past year or so has anything happened to CK to break where it thinks the Source for scripts should live? I am using Skyrim/CK vanilla not SE. I have google the heck out of this and everything keeps pointing to the .psc files not being seen by the CK but they are all there in Data\scripts\Source Anyone know what is going on? Thanks.
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Need explanation on how the NMM and CK work together
tesGamin replied to tesGamin's topic in Skyrim's Skyrim LE
@ArtaiosGreybark - Thank you for the confirmation. This gives us the confidence to move forward with adding NMM to our systems. -
Need explanation on how the NMM and CK work together
tesGamin replied to tesGamin's topic in Skyrim's Skyrim LE
@KunoMochi Thank you for the reply. So, lets see if I have this right. NMM "knows" all the files in Data folder and below when it is installed. (So that it knows how to put things back to original if needed) It also knows all files added through it but not any manually drop files. So we do a "clean" install. Load on NMM. Install 20ish Mods with NMM Load Steam/Manual Mods. Load our "works in progress" Mods. We should be able to do everything manually as we do now, as long as none of the manual manipulation touches files that NMM is managing, yes? With this mixed mode, who controls the load order? Just the Skyrim launcher? -
Hi all, We have been working on private Mods for a couple of years now and we have never used Nexus Mod Manager. We are wanting to add SMIM to but it strongly suggest using NMM. So My questions are: Can you install NMM on a heavily modded install or do you really need a clean system? Does NMM handle Mods from Steam as well as from Nexus? Does it have to be all mods - or can the NMM be restricted to the mods we aren't actively developing while we add in the ones we are working on manually for testing purposes? Does it play nice with the CK? We seem to be actively working on 2-3 mods. We sync our Data folders to get any changes we each make, how will that effect NMM? How will NMM change the way we use the CK? I have an image in my head that NMM can handle Mods from Nexus and any local archive (.rar .7 . zip) but I am worried about actively developing in the CK. IF I throw a new .nif in or a new texture or anything into the Data folders, what will NMM do? Wipe them out if I change/reorder mods? Any Modders willing to let us know how you work with the NMM and the CK? Thanks :smile:
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The odd thing is, if it was just LoD then sure it might look like the old terrain when I got far enough a way but it should change back to the new terrain once I get close. That is not what is happening. The old terrain is staying, I can even swim under it in the river and see my new terrain under the old. Does CK/Skyrim cache terrain info somewhere that I need to purge?
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Hi all, So I am really confused. I edited some of the Terrain around Windhelm. Basically lowered/flattened it to and to the doc area and add a couple of farms. When I COC to the Docs, everything looks as it should. But if I swim the river and get onto the Windhelm bridge and look down onto the area, I see the old land right back up at the height is was before I lowered. It is almost like there is some sort of LoD and when I got far enough away it loaded the old terrain levels and not the new one. Anyone know why this happened and is there a way to fix it? Thanks!
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So I am trying to make a "Potion Distiller". The idea is to be able to put some week potions in and a one strong potion out. Like 2 Restore Health 25 and get a single Restore Health of 37 out. (yes 25+25 should be 50 but the Distiller is not 100% efficient) So I actually have it all working but a have hit a bug and could really use some help. So here is the issue, if I put in two default RestoreHealth01, I get out one RestoreHealth01 with the new value of 37, AND every single RestoreHealth01 in the game now has a value of 37. I had thought I would only be changing the local objects but it seems they are only a Ref to the base. Is there anyway to make a new potion object with the values I want? I don't see a way to do new Potion(...) Thanks all!
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Doh! my bad ... I had the SKSE.ini in the wrong place! It now lives in Skyrim/data/SKSE as it should. Thanks all
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@cloudedtruth Thank you so much. "I knew" I had my skse.ini set up right but for some reason after reading you post I checked on more time and what do you know, I was wrong! I had my skse.ini in Skyrim/SKSE NOT Skyrim/data/SKSE ... I'm not ever sure why I have a Skyrim/SKSE folder. Anyway, tyvm for making me look again! Cheers
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Thank you Fox and Jones! Wonderful info, I will definitely look at Alternate Start and the Mem mods. I have 3GB vram but who knows ... I never thought about how much is going on at Helgen. Thanks again, Cheers!
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Hi Shay, In my OP I state "I am using RaceMenu v3-2-2" I guess I could have said "I am using RaceMenu by Expired v3-2-2". Any other thoughts?
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Hi all, So I am wanting to use ApachiiSkyHairFemale_v_1_5 but every-time I try to switch from male to female at Helgen i get a CTD (Crash to desktop). I am using RaceMenu v3-2-2 to change my toons looks. Now I have no issues with ApachiiSkyHair_v_1_6_Full and ApachiiSkyHairMale_v_1_2. I can even have both loaded at the same time and not have any issues but even ApachiiSkyHairFemale_v_1_5 on its own will cause a CTD. The readme that Apachii supplied states that PreCacheKiller 1_3 is not needed. I tried it anyway but it did not solve the issue. My question is, does anyone have a clue on how to solve this or are there any logs that might give me a clue as to why it is crashing? An alternative, is there any way to make a small mod, and take only the 6 or so hairs styles that my wife really wants? Thanks all!
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Bump ... still would like an answer or suggestion on how to move a few of the hairs into a smaller mod. Thanks all