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sakora

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Everything posted by sakora

  1. Thank you after a number of hours trying to fix, this worked for me!!!!
  2. Game and Vortex are both installed on the same SSD (x:) was working fine a few weeks ago, I came back to install a few mods. I've redownloaded and installed Vortex for Custom Directory (aug 2022) and still continue to get this error. When downloading the May 2022 version of Vortex - files install without error. Error Report: "Error: Fomod installer startup failed, please review your log file at X:\Games\Vortex\resources\app.asar\renderer.js:3715:171 at X:\Games\Vortex\resources\app.asar\renderer.js:8264:157 at Array.forEach (<anonymous>) at Debouncer.invokeCallbacks (X:\Games\Vortex\resources\app.asar\renderer.js:8264:144) at X:\Games\Vortex\resources\app.asar\renderer.js:8262:127 at tryCatcher (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\util.js:16:23) at Promise._settlePromiseFromHandler (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:547:31) at Promise._settlePromise (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:604:18) at Promise._settlePromiseCtx (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\promise.js:641:10) at _drainQueueStep (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:97:12) at _drainQueue (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:86:9) at Async._drainQueues (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:102:5) at Async.drainQueues (X:\Games\Vortex\resources\app.asar\node_modules\bluebird\js\release\async.js:15:14) at process.processTicksAndRejections (node:internal/process/task_queues:96:5)"
  3. Thank you!!! I had been trying to figure out what was triggering this!!! You're a life saver Algabar!
  4. Would love to see more additions to Trellis and Fences!!! HylioSkyes just uploaded his version of Honeyside which is amazing BTW. The porch has a great Trellis he's reworked. I'd love to see more modular building blocks with trellises and fences available!!!! Example:
  5. Is it possible to enable your ENB in the CK for viewing? I'd love to finish up the Player Home mod I've been working on but would like the finishing touches done with my ENB enabled (if possible)
  6. Never Mind I changed the keyword from IsCookingSpit to IsEnchanting and this changed it!!!!! Wondering if anyone has any links for custom crafting tutorials - i have found a few that have helped but I have not been able to sort out my issue. I'm looking at making a custom cooking station. I'd like to use the Enchanting station animation for it. (leaning over the table) So far I've created a new Furniture item (copied the enchanting tabletop) with "Marker" checked and renamed it to what i want to call it. [removed enchanting keywords] and added [CraftingCookingPot and isCookingSpit] Workbench Data: Create Object The animation that comes up is as if I'm stirring a cookingpot and not standing over the table like the Enchanting animation is. Anyone know if its possible to do this?!
  7. There was a way in the Skyrim CK to create a catalog / list of items (static) for placement... anyone know where that tutorial is? It can be used to easily group clutter items and generate axis & rotation variance of repeated items... ***Never mind - Found it! I'm looking for Object Palettes!***
  8. Reinstalled SKSE - I was missing the src file which may have been causing part of the issue. I ended up using Skyrim Script Compiler Pro Final - and it worked perfectly!
  9. Hmm I'll look into it, SKSE has been working fine for me so I'm not sure if its installed incorrectly. I only run into this error when I am trying to compile script in CK
  10. Looking for some help! I'm trying to update my script for Sakora's Make Over Kit - SKSE64 to add in 2 new layerable makeup options and for the life of me I cannot get the RaceMenuBase and RaceMenuLoad to compile :sad: Error Info:
  11. Dint999 has a version of Aloy's armor on Patreon :)
  12. Once you get used to using Nifskope you might be able to manipulate meshes to make them longer etc ;) the rest is set mostly through CK. Always make a copy of the mesh you want to tweak!
  13. yes I covered the updating form number in my general rule of thumb, I am also not sure if you can just update it in SSEdit (I haven't tried that) And I haven't always updated an .esp to the current form number (haven't really ran into issues with those mods) But I imagine it would be a good idea to. If you're releasing a conversion (permissions permitting) you will certainly want to make sure you've updated form numbers!
  14. Well I think the only way to carry over would be to look at your list of completed quests and using the setstage <quest id> <stage value> cheat to complete the quests you have already completed. This may take quite a bit of work between writing out the quests you have completed, googling the quest ID's from a wiki. However I probably wouldn't do this for the Main Quests!
  15. All of the other mods that do what I am attempting to do require SKSE and Race Menu. Nobody has actually tried to add extra texture files to the Dirt Category - to get the layerable warpaint effect. And yes I have had a few MA's have a look through the mod to see if they can spot why its happening :(
  16. House Decorations - Plants and Flowers works in SE - just make sure you use .nif optimizer on it first. Placing the objects isnt as crazy as their little tutorial... ingame when it prompts you E to pick up item... press and hold E for a few seconds then you should be able to move your mouse around dragging the objects. I'd advise on checking the "POSTS" tab on the mods you want ported... as people may already have noted if it works in SE and what/how to do it.
  17. Tools I Use: NifOptimizer BAE CK Skyrim SE SSEdit LOOT 1) Some mods do request that you contact the MA prior to making changes to their mod, keep that in mind! 2) There are scattered sources all round, the majority of what I have learned was from trial and error, learning how to use and utilize each program (Nifskope, CK) - Start small and work your way up. Oldrim mods can be challenging to port. I always check the mods recent "POSTS" to see if anyone has converted it, some will say if they have ran into trouble (example: Sadistic magician - the OLDRIM texture files are greyscale in gimp, or only 8bit in photoshop - converting to RGB / 16bit fixes the issue) If your files contains a .bsa file you will need to use the BAE extractor for the files. Once your files are extracted, use the NifOptimizer on the file to convert the .nif files. I check each .nif file I am converting because they sometimes go haywire and require fixing. (Hard to advise on fixes unless able to see what the issue is)After checking the .nifs - Archive (make a .zip) of the files (Texture/Mesh/Scrtip etc including the .esp file)Manually install via NMM (click the big green + and Add from File) -> Install General Rule of thumb, any converted .esp from Oldrim should be opened in CK SE and saved to update the form number. If the converted mod contains NPC's there are extra steps that need to be taken - for further details on that feel free to send me a PM Retexture mods - or mods that only edit files in the TEXTURE folder do not require conversion!!! - There are a number of "weapon" mods that really are just retextures of skyrim meshes. I hope this helps you out a little bit, it can be very very very very very hard to get help. If you have questions feel free to PM me and I'll do my best :)
  18. Many months later and I am still looking for some assistance!! Note: The mod has had some warpaints added to the Dirt category which seems to be where the issue stems from. If anyone has some insight on this I would certainly appreciate it!!! MOD FOUND HERE
  19. Back after a 6 month hiatus, do we have a working stable SKSE64 yet?
  20. I think it would be neat if you could make them stay in place, but have them run through a pose player script so they change poses every X seconds, or with an option to be able to set their pose!!
  21. The majority of the sleeping mods require SKSE - so it's not as easy to port it over to SSE. And of the few mods that do have some lay down / sit actions for SE they tend to be glitched.
  22. A place to start might be at deviantart.com there are a number of 3D modelers that post their work there (some free, most you have to pay for) It might be possible to make something similar to that if you have knowledge of blender / nifskope and how to piece together your own armor.
  23. So in other words this is a WCIF thread? Wouldnt this be better Pinned in the Mod Requests Section?
  24. Ive seen you post this before about requiring CK for Oldrim to port for SSE - when you are porting mods over from Oldrim to SSE you do not need CK for Oldrim you need the CK for SSE. Oldrim CK is not needed.
  25. Yes I found a lot of tutorials simply over worded and confusing to follow (at first) but after spending time working on a number of armors / mods and revisiting porting tutorials they make more sense. In hind sight I should have proof-read my guide a bit better, I can see where some parts would be confusing coming from a place of being new to modding. If there are any spots that are giving you trouble, or you would like further help feel free to send me a pm.
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