Jump to content

RogueReverie

Supporter
  • Posts

    69
  • Joined

  • Last visited

Nexus Mods Profile

About RogueReverie

Profile Fields

  • Country
    Canada

Recent Profile Visitors

12103 profile views

RogueReverie's Achievements

Enthusiast

Enthusiast (6/14)

  • Dedicated Rare
  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Open it up in the creation kit and go to the pool where the autostrip is happening. There should be a big orange/red box around it. Delete the box and your npc/pc will no longer strip.
  2. Hi there I'm using SE and have followed the instructions, but I still have an issue that states that my home is not suitable for my family. The only issue that seems to be related in my papyrus logs says: "[07/24/2022 - 06:05:12PM] warning: Property CCHouse05 on script relationshipmarriagespousehousescript attached to RelationshipMarriageFIN (00021382) cannot be initialized because the script no longer contains that property" and it has about twenty lines that say the same thing but the initial "CCHouse05" has different numbers. Does anyone know a fix for this?
  3. Hi friends, I'm having trouble getting the exterior planters to work (the soil mounds that are on the ground). I've placed them down in the CK but in game I am unable to plant anything or activate them, as though they were non-existent. I checked in the CK and they have scripts, so what am I missing?
  4. Hi there. I've followed this vebatim with the exception of the name, instead is LVE I've gone with DD in all instances. As far as I can tell this shouldn't make any difference. For some reason though, it doesn't want to work for me. My character enters the areas as clad as ever. Is anything missing from this discription by any chance? Hey I just made this work in Skyrim SE, and essentially it works the same way. I had a couple of mistakes at first but you have to be careful to follow each instruction and make sure that whatever you name your spells and effects is updated in the script part as well. For example, the fact that you used "DD" instead of "LVE" needs to be updated in the block of code you are adding to the scripts. Also make sure you edit the magic effect part as well as the object activator. I missed the part at first where you are supposed to add a script block to the magic effect as well as the script activator.
  5. Could you explain this a little better for someone (me) who doesn't know how to use the creation kit? This is awesome, thank you for finding this fix! So annoying to see that the problem is an npc trait, not a conflicting mod! Worked like a charm :)
  6. Hi everyone, I'm having trouble with a basic modding situation which hypothetically I assume should be rather simple, but I'm not sure how to fix the issue. I use Mod Organizer 2. I'm a big fan of the Bijin Warmaidens mod (https://www.nexusmods.com/skyrimspecialedition/mods/1825) and often travel with Jordis the Swordmaiden. There is a mod out there (https://www.nexusmods.com/skyrimspecialedition/mods/31300?tab=posts&BH=1) which gives SMP wigs for npcs. The wigs color defaults to the hair color of the npc equipping them. Vanilla Jordis uses "HairColor02LightBlonde" which is CLFM:000A042D. The Bijin Jordis uses "HairColor01PlatinumBlond" CLFM:000A0439. A kind soul on the posts for the mod page shared that I need to edit Jordis' hair color to be the platinum blonde so that the wigs will referenced to the Bijin hair color for Jordis, and that using SSEdit with them open the colors to the farthest right will be what the wigs reference. When opening the the Bijin mod is indeed farthest to the right, but the wigs continue to reference the vanilla hair color of light blonde instead of the Bijin color. I tried making a standalone mod that changes default Jordis' hair color to Platinum blonde which I activated in addition to the BIjin mod, but it seems to have no effect. I tried changing the load orders around as well, but this didn't make a difference either. Does anyone know what I might be doing wrong in this situation?
  7. Hello, I'm trying to tweak an existing mod using TES5Edit. To give an idea of what I'm having trouble with, there is a mod that remodels outfits and armors. I only like some of the remodels, and would like to disable or remove the remodels for some of the armors. In TES5Edit I opened up the mod and went under the armor list and removed the ones that I didn't want. However, when I open up the game, the armors are still in effect. Am I missing a step somewhere? I thought that removing the tweaked files from that category would remove their references in the game. Any help would be appreciated.
  8. If you use AFT (Amazing Follower Tweaks) you can tweak and make her a follower. Then if you get the MHYH (My Home Your Home) mod you can set her new home anywhere when she is dismissed.
  9. It could be a time thing, I'm just concerned about not seeing wolf attacks or the giant attacking since those seemed to happen frequently in my games that I didn't have kids living with me. I can keep playing I suppose and just hope that it's a time thing.
  10. Hey Everyone, So I'm trying to figure out how to get the Hearthfire bandit quests to trigger at Lakeview. I use a lot of mods and have had to be tedious in order to get past the marriage bugs of the game in order to get my spouse to live at Lakeview, and everything seems to be working well. I built my Lakeview house and have my spouse living there. I then adopted two children so they are living there as well. Usually my house got attacked often when I would travel around and return (such as the bandits, the giant, wolves, etc.) but I notice that there are no attacks in my current play-through. I'm wondering if having the kids there changes things since they are often outside when I fast travel there and want to greet me with something. I haven't seen any attacks or any hostile creatures around, so I was wondering if anyone knows if having the kids cancels out any dangerous encounters at Lakeview. Is there something I need to do still in order to trigger the radiant quests to occur? I have a steward living there but have not become jarl of Falkreath yet so no housecarl. How do I trigger the radiant quests to occur? I've tried travelling all around and back so that a lot of time goes by, and I've waited a few 24-hour periods in other towns before fast travelling back. What am I missing? Should I try checking before I adopt the kids?
  11. Hey! I'm in the same boat...decided to start making one from scratch. It won't be perfect but will look a lot closer to the real face compared with some of the horrible attempts I've seen.
  12. Hey all, So I downloaded rickerhk's Remodeled Armor for sevenbase (http://www.nexusmods.com/skyrim/mods/65479/?) and there are a few armors that I'm not a fan of and am trying to revert back to vanilla. I opened up TESedit and removed the references under "armor" and "armor addon" for the ones I don't want, but for some reason the armors still are overwritten when I play the game. Am I missing a step? I've tried both selecting the unwanted armors and deleting, as well as right clicking them and clicking "remove." They don't show up in the list yet they still appear in gameplay. Any help would be appreciated!
  13. I have this problem and I'm playing with the vanilla high elf race. using the console commands as suggested above work, but any time I turn into a vampire lord and then revert back to normal form, the glowing eyes disappear and the denizens of the keep view me as mortal. I tried changing my race too but the same problem persists. I wonder if it is a bug that happens before you are first changed into a vampire? I'll reload an earlier save and see what happens when Serana changes me later after I refuse Harkon.
  14. Yeah I did that, the triangles are blue instead of green though.
  15. Ok so just to be clear: Step 1: load up exterior cell Step 2: select triangle in navmesh Step 3: load up interior cell Step 4: select triangle step 5: click "finalize" (the check mark in the navmesh toolbar) Is this correct?
×
×
  • Create New...