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JoruneSkyman

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Everything posted by JoruneSkyman

  1. After you have downloaded the SSE Creation Kit from Bethesda via their launcher, there should be a 'tools' folder in the SSE root dir, which will contain HavokBehaviorPostProcess.exe and UpgradeHavokBehavior.bat plus a Readme. :)
  2. Hi, and thanks for all the tips in Forest Fires. A bit of clarification, please ? - the first quote under Memory section - suggests but doesn't make completely clear, for me anyway - I'm running Skyrim LE in Win7x64, with 8GB RAM, (with a partitioned hdd so games are installed away from C: drive). The quote suggests that Skyrim can have all of 4GB and Win7 can use the other 4. Is this automatically so, or does Win7 need to be pushed/instructed/fenced for this to be ?
  3. (Skyrim LE): Tis' But a Flesh Wound - Dynamically Protect Revive Resuscitate NPCs -- https://www.nexusmods.com/skyrim/mods/60384
  4. Saw your 'download Vortex' button, so Vortex is finally out, eh ? I'm using MO, so although I'm curious, given Vortex's author, I'd like to see a Vortex page, just like any other mod, where I can see the pro's and con's for informed decision making. But when I searched for 'Vortex', your engine only gave one result, a game mod with the word Vortex in its title. I chanced on the actual Vortex page via a news item, but 'chancing' as a search method is less than desirable, n'est pas ? Also, although the news page had what appeared to be a Nexus mod number in its URL, that number couldn't be used to find the Vortex mod manager. Do you these are matters that could/should be fixed ? I used NMM many years ago when playing TESIII (to distinguish from the TES Online addon) (and btw TESIII STILL the best TES game, graphics aside) and it worked for a while but then stopped working and the mods then couldn't be installed or uninstalled, after which experience I steered clear of NMM. No doubt other people have different stories, but that was my experience. With Oblivion I discovered and used the OMM, but then I discovered MO, and have found it pretty wonderful, so far as mod managers go, and haven't stopped using it since. |||So for me, "why use Vortex?" the comparison needs to be with MO.||| That the author of MO wrote Vortex is a good recommendation for it, but to be frank, I just don't see any reason for changing from MO. Vortex would have to be better than MO's perfect, and offer advantages/facilities that MO doesn't have, which so far as I can see as a player (non-developer) Vortex doesn't have, to go from the news and info pages. I've had problems with LOOT mismanaging the load order, so Vortex wouldn't solve than and ?may actually make things harder by way of automaticity overriding player's choices.. ?
  5. 1. Personally I prefer pgms/apps/whatever that have names which describe their functions, rather than the vogue for Ikea-style names which tell you nothing about functionality. 2. I assume the new mod organizer will have most of, or preferrably all, the features of the current version, on pain of screams from the community, but it will be x64 (but still 32bit compatible?) 3. It would be good if the new version indicates, in the main interface, whether a mod has scripts, and especially, if those scripts are continuing, such that they may cause complications if the mod is uninstalled without some special procedure. It would be a nice headsup to be reminded of this issue when contemplating removing a particular mod, to know that a simple uninstall won't do the job.. (I know MO indicates scripts now under 'content', but it doesn't show whether they are continuing, ie special uninstall procedure required). 4. I notice that many mods have installers with options depending on what other mods you have installed, either pre-requisites for the mod, and or compatibility patches for other related (?) mods. The potential problem here is that the installer may, for instance, have a compatibility patch as part of the overall install (ie not a separate DL patch) for a mod that is not installed at the initial time of installation, but which a player may later decide to install, the player forgetting that by installing this new mod, an older mod will also need to be reinstalled with a new option taken in the install procedure. Would it be possible to add flags, or something like that, so that ALL the options in a mod's installer are mapped internally in the new MO, and options not taken in the original install are still noted so some kind of notice (mod order line colour change ??) and when a future mod is installed, for which this original mod has options (taken or not) the user is prompted to reinstall the first mod.. ? A bit wordy - so an example: XPMSE has a number of compatibility options for belt-fastened quivers/dagger/sword at hip/at back in Archery Gameplay Overhaul, Pretty Combat Simulations, and Joy of Perspective. When I installed XPMSE, as a prereq to CBBE, I wasn't using any of these other mods so didn't take the compatibility options. However, if in future I decide to install say Archery Gameplay Overhaul, it would be good to be reminded (post-install for the new (Archery mod to register in MO's internal database) that XPMSE will need to be reinstalled as a result of installing Archery.. or maybe it won't NEED to be reinstalled but reinstallation could give better results.. Cheers! :)
  6. Yes I remember that, a simple mod that made the trees bigger which had a really disproportionatly wonderful effect on the game. When I went to Skyrim it inspired me to look for a similar mod for Skyrim, and I found it - Skysight: Simply Bigger Trees (Skyrim mod). And now I'm back playing Oblivion again, can't think of what it's called. Checked my backup cds, but strangely couldn't find it there, but you're not alone in remembering the mod. If I find, I'll try to remember to post a link here... Cheers ! :smile: --- I remember the particularly large trees on the hill, up the path coming up the hill from the south end of the waterfront of Anvil, really wonderful but some not properly stuck in the ground - maybe the Unique Landscapes Compilation ? (too?), though that doesn't seem to completely ring the bell, but then perhaps I'm getting confused with the Skyrim mod above.. ---hmm, 'Natural Vegetation', which is a part of Max Tael's Natural Environments mod, would seem to possibly fit the bill (http://www.nexusmods.com/oblivion/mods/2536/?) - "... There are two versions of the mod: regular and 200%. The latter (found in Extras) produces much taller trees, but it also creates and amplifies several clipping issues that many people don't like. ..." -- so if you didn't try the 200% version maybe you found the right mod but not quite the right version of it ? heh heh.. anyway, hth. Cheers ! :smile:
  7. In response to post #44351035. #44363725, #44368065, #44410655, #44410780, #44440810 are all replies on the same post. SkyUI, even (temp, hopefully) without MCM - thanks, man. [NB - Everyone seems to be talking about SkyUI v2.2, even though the latest is v5.1, so take a note when looking at Nexus 3863 (SkyUI)].
  8. New World Order, written upside down, becomes NMO, back-to-front > OWN. MO has been the best imho, and Nexus an excellent site, so this should be excellent news. (And in the meantime, I note x64 Wrye Bash is already out !). Since Skyrim SE is x64, hopefully there will (soon?) be an x64 N/MO, with all the promise of x64 - virtually no memory ceiling (so long as you have the RAM) and better memory management, etc. Waahooooo ! AND better graphics, and better AI, ... hopefully x64 does/will include multi-core (CPU) support as these seem to be the norm for some time now in gaming machines, not just the best bleeding-edge ones. Since I installed FNIS, there's been a very long load-time every time I go through a door/gate, so I'm hoping that, whatever the root of that is, x64 and multicore support will fix it. Of course these things take time, so it'll be good to re-experience vanilla Skyrim again, and later to re-experience the mind-blowingness of some mods (eg, bigger trees, just that alone Skyrim /Oblivion does utterly amazing things to the feel of the game) on top of the mind-blowingness of x64 SSE..... And ABSOLUTELY thanks to Bethesda not only for the game, but also for the attitude in releasing SSE free to SLE users. :D :D :D
  9. I seem to have a solution, sharing it here as the issue of installing SkyUI through MO seems a common one which still seems unresolved IF one is to follow the concept of using MO to keep one's Skyrim\Data folder pristine. Assuming you have already installed MO, LOOT, and Wrye Bash for Skyrim, and have configured LOOT and Wrye Bash to run through MO: (if not, check Gamer Poets instructions on YT, -- suggest you do that before installing SKSE or SkyUI) 1. SKSE INSTALLATION - I used the older way, a. Create a folder, somewhere away from your Skyrim game, call it say 'SKSE expanded'. b. Then copy the SKSE archive into it and run 7-Zip 'extract here'. c. Delete the copied SKSE archive if it's still there. d. Copy all the loose files (ie NOT the folders) from 'SKSE expanded' into the Skyrim game folder (ie Steam\Steam Apps\Common\Skyrim) e. Then go back to the 'SKSE expanded' folder, there will be two folders - 'Data' and 'src'. 'src' is the source code for modders, so you can disregard/delete it. f. Rename the 'Data' folder 'SKSE'*, and drag it into the Skyrim\Mod Organizer\Mods folder. (* I suggest, SKSE plus the version number, eg, 'SKSE 1 07 03') g. Run Mod Organizer exe. You will see SKSE listed among the mods, so tick it to activate it. Add SKSE (actually skse_loader.exe)to your 'MO Run' options, per Gamer Poets video 2. SkyUI INSTALLATION. The usual way trying to install it through MO doesn't work, so install it manually, but install it to Skyrim\Mod Organizer\Mods, NOT to Skyrim \Data, in order to 'keep the Skyrim\Data folder pristine and avoid lengthy waiting while re-DLing much of the game, as Gamer Poets says. __(Just btw, hth: I find it useful to create a shortcut of Mod Organizer exe and put it in the Skyrim game folder, for ease of access) A. Go to Steam\Steam Apps\Common\Skyrim\Mod Organizer\Mods folder B. There, create a new folder 'SkyUI' C. Copy the SkyUI 7z archive into it, and use 7-Zip (or whatever your archive pgm is) to 'extract here'. (Then delete the copied SkyUI.7z archive). D. Then open Mod Organizer exe, and tick SkyUI to 'activate' it E. Run LOOT from MO - LOOT will (in my case anyway) show SkyUI is present but NOT ticked (active) in LOOT ! But note the Load Order suggested. F. Open Wrye Bash from MO. Again, Wrye Bash will show SkyUI is present but UNticked. BUT - in Wrye Bash, you CAN do something about that ! - so tick it to ACTUALLY activate it. Just the ticket! lol (sorry!) G. While in Wrye Bash, after SkyUI ticked, rebuild the Bashed Patch. Then exit Wrye Bash. H.i: If there is no 'Bashed Patch 0' already in MO's list of mods: Double-click MO's 'Overwrite' line to show the bashed patch and a txt file - close that, then right-click on the 'Overwrite' line and select 'Create Mod', and call it 'Bashed Patch 0'. Then tick it to activate. H.ii: If there already is a 'Bashed Patch 0' in MO's list of mods, double-click the 'Overwrite' line in MO to show its contents, then highlight them and just drag them into the Bashed Patch 0 line. J. (there is no I) Then repeat steps F to H. This will ensure that the Bashed patch contains the latest, where just doing it once may just restore the 'status quo ante', The Way Things Were K. From MO, check the Skyrim Launcher > Data Files - SkyUI should be listed and active. L. Then again from MO, use SKSE to launch the game. Verify from in-game that you have the new style UI, then also hit 'Esc' and verify there is an MCM menu, and that SkyUI is on it. In my case, the MCM menu appeared and Sky UI was listed, but the SkyUI item had no sub-menu items -- going back to the game and just moving a couple of steps (or maybe it was just the game engine needed a couple more secs?!) and hitting Esc again showed MCM with SkyUI with all the requisite sub menu items. _________________________________ OK, that's it. A bit lengthy, but actually doesn't take all that long to do, and beats searching the net for non-answers and/or solutions that violate the spirit of MO ('keep the Skyrim\Data folder pristine'). Cheers! hth! (helpful suggestions appreciated. I've probably overdone it with the Overwrite stuff - but that's what has worked for me, and worked similarly before with other Patches, ie, used to have 3: FNIS Patch, SKSE Patch (from HDT body mods), and Bashed Patch. MO would keep having this HDT SKSE log stuff in Overwrite every time I started the game, until I got the idea to 'create Mod'>"SKSE Patch", after which it wasn't a problem, and on the odd occasion when it recurred, just dragged it into the 'SKSE Patch' mod. (All this will come up again in a while, now that I've just re-started Skyrim after having finally got the Legendary Edn with the DLCs). Cheers again!
  10. @kafka65555: " Could someone make a mod that categorizes your save files by character? For example, such as in Dragon Age 2? Specifically, I would like an option of choosing which character's save files to see and have it filter out the other ones so I can't see them, unless I select that character. " -- half an answer -- name your games as you save them, using the console
  11. Well, after all that, after that initial reappearance of the error message as below, it actually has stopped (the error message). Healed the save game a few times (startup on various days) and now WM says 'nothing to fix'. Well there are things, but no more on the script error message - so looks like it /was/ FTB after all. (I'll start a new thread on the other things). Many thanks for your time and attention. :) Cheers!
  12. Unfortunately, FTB doesn't seem to be the source of the script prob. Launched Wrye Mash, unticked FTB. Then I created a new folder, away from the game, and unpacked the FTB rar or whatever. Then using that as a guide, removed all the FTB files from Morrowind. Then WM required me to update the masters, then healed the last savegame. Ran Morrowind again, and that same script error msg was there right away. The abotBoats, the other mod that didn't seem to work before, seems to work, mostly*, now - can catch a scenic sail (verrry nice! though direction changes are jerky. And also very nice to see ships sailing around even when I'm not on one, rather than just sitting in harbours) - but *I can't just leave the ship anywhere along the route (as advertised), as I'm stuck to the floor of the boat in the one position until the end of the journey. SO could abot Boats be source of script ? but I was not sailing when the script error msg came up. Vurt's Corals also seems to generate a lot of errors, and can CTD fairly quickly after, but had already unticked it (not removed, though) - but the error msgs weren't about any script, so I'll ask about that elsewhere. Hm, I guess I'll just have to repeat the FTB procedure above with each mod I'm using until the script error msg disappears.... Cheers!
  13. Thanks for that. MGE XE, tab: "In Game" has: Options: [ ] Disable MGE in game [ ] Disable internal MWSE -- neither of these are checked, so I ??assume (yeah, risky) MGE and internal MWSE /are/ running ingame. Yes, FTB has not shown the least sign of fading in, no matter how hard I'm blasted, so taking the hint, guess I'll just remove it, and see whether the 'script' error messages continue. Cheers !
  14. I'm having a similar problem, though the script is a different one: "Script fl_nd_main_script Trying to RunFunction index greater than function count. The script will not run anymore. Continue running executable ?" a problem with the "main script" sounds, erm, consequential ? how to fix ? (Have (just recently) installed WryeMashSA, still trying to understand how to use it to fix anything, like the THE Facepack prob (cf below)).. Installed: MW GOTY Non-Steam MGE XE Wrye Mash SA MW Code Patch mlox (for BOSS) MMM, though now using Wrye Mash SA. Visual Pack Combined } Lovely Loading Screens } (installed but don't appear in mod list in WM) More Detailed Places } Vurt's Bitter Coast Trees (v1) } Vurt's "Leafy" (NOT) West Gash (v1) } THE Facepack Compilation (all of them individually plus the general one - as esm's) -- WM has all these in red/orange boxes (except Br Im Rg green); abot boats (doesn't work, though WM says it's fine) Real Signposts BB BClothes IceNioLivRobeReplacerALL Clean Mana Regen Fade to Black (doesn't work, though WM says it's fine) Housepod Pack (Isolated Housepod only) MW Code Patch Showcase XE Sky Variations Vurt's Grazeland Trees (v1) (all Vurt's are the v1's, prefer them to the v2's) Vurt's Ashlands Overhaul (v1) Vurt's Corals MDP 2013 Big Balmora (Epic Balmora) Epic Sadrith Mora Epic Aldruhn (- still in process of modding-up; Vurt's Ascadian Isles (v1) if I can figure out how to omit the coloured mushies and keep the originals, and MCA,... once this has been sorted...) [My machine is reasonable - Intel i5 760 quadcore, 4GB RAM, 1TB+ hdd space, nV 560GTX >27" widescreen...Win7x64]
  15. An update, and reference for anyone else (or future me) with this problem: Tamriel.esp - search for 'Under the Sign of the Dragon' - one of (the first) result among a number is 'Under the Sign of the Dragon Tamriel Heightmaps', and the files include Tamriel Heightmap V_3_3.. (at time of writing) which when DLd & expanded, has Tamriel.esp in it. TamRes_LandscapeResource.esm - 'Under the Sign of the Dragon' > 'Tamriel Landscape Pack' > Tamriel Landscape Pack esm --- when unpacked you will find this file. TamRes.esm - there is a TamRes.esp in the one just above, but TamRes.esm is found in another package:- Under the Sign of the Dragon > Tamriel Resource Pack > Tamriel Resource Pack ESMESP. (Is the esp in Tamriel Landscape Pack identical to the same-named esp in Tamriel Resources Pack>Tamriel Resources Pack ESMESP ?...) DLCOrrery.esp - obviously, one must have the DLC Orrery, I'd guess, to get this. Store dot bethsoft dot com (NB, is http not https !) seems more about teeshirts & toys than DLCs but I've left a query, see what they say/suggest.. (Though, perhaps the author of TWMP_Hammerfell could put a patch to remove requirement of a DLC ?? Does that sound unreasonable?)
  16. With the Unique Landscapes making Cyrodiil's western borders look so attractive, thought to put more behind them (ie Hammerfell mod). BUT: DL'd & used OBMM to Omod-ify & install TWMP_Hammerfell (111,061kb says WB). Ran BOSS, no problems, but Wrye Bash says: Missing Masters for TWMP_Hammerfell.esp: xx DLCOrrery.esp xx TamRes.esm xx TamRes_LandscapeResource.esm xx Tamriel.esp Masters for TWMP_Hammerfell.esp: 00 Oblivion.esm 01 Cobl Main.esm [Version 1.72] Now Oblivion.esm & Cobl [v 20] installed so no prob there. But, when I go searching for, say, Tamriel.esp, to start with, I can't seem to find it anywhere, only patches-for-Tamriel.esp-for-Valenwood etc. Are the Tamriel files above all part of some particular mod ? or does anyone know where to find otherwise ? I notice someone else (on Under the Sign of the Dragon) was after these files in connection with the Elsweyr mod, which runs fine so far on my machine, but these files don't seem to be in there (ElsAnq). I also saw a comment somewhere that one needs to esmify it or it wrecks/crashes savegames, or something like that .. (Wrye Bash ?) is that so ? an OMOD insufficient ? (Didn't see anything about these dependencies in the write-up, nor that ?save-game potential prob). Cheers!
  17. Bug report for Real Lava 1.3; on Oblivion Nexus site; cocumentation is there, but get error when trying to DL file; code: /Error/?err=file_exist&i1=101&i2=15812&i3=2464265&i4=
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