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RogueReverie

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Everything posted by RogueReverie

  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?
  16. In the render window I have clicked finalize for each cell I've made. Do you mean I click on the triangle in the interior cell, then load up the exterior cell in the render window, click on a triangle, and then hit finalize? Edit: Hang on a sec, the triangle under the teleport marker is blue, not green. What does that mean?
  17. Yes, the exterior cell, one of the military camps in Tamriel (where the outside entrance is) and the interior cell. Is that what you mean?
  18. I'm having this issue as well. However, the fixes mentioned so far haven't worked:( Is there something that needs to be done to the cells themselves aside from the navmeshing? Smart followers like Vilja follow me fine, but basic npcs won't use the doors or teleport unless I use the console command:( The triangle under the teleport marker is blue, not green. Did I miss a step?
  19. I'm having one big issue with my first player home mod. For some reason, followers won't enter the cell. I've fully finished the interior cell, and it is fully navmeshed. I made sure that I had the triangles encompassing the yellow teleport markers near my doors, and I finalized the navmesh. However, for some reason my followers will not enter the cell. I read online that it might have to do with linking an exterior cell with the interior one, but I haven't found any obvious issues with my door links, and have even tried deleting the doors completely and re Smart followers like Vilja teleport in fine, and I can teleport basic followers in using the console, but they just won't travel between the cells on their own or use the doors. I had Aela following me at one point to test it, and I told her to do something for me and to open the door to the cell and she gave the "sorry, I cannot do that" reply (just trying different things to find the problem). If anyone knows what the problem might be, or is willing to look at the mod itself, I'll be happy to mention your name in appreciation for your helpful contribution! The mod is "The Tranquil Sanctum." I have it hidden for now, but if someone wants to open up the mod themselves to look at it let me know and I'll let you have access. Edit: The triangle under the teleport marker near the door is blue, not green, does this mean I missed something?
  20. I'm having the same issue and it appears that the tutorials you linked in your comment are gone, and the youtube user channel is nonexistent. Could you give me a tip on how you fixed your issue? It might help me figure this out as well!
  21. I'm working on an underground cavern. Inside is a constant stream of rain, and I was wondering how I can get rid of this. There is a hole in the ceiling of the cave and the outside sky is visible. I don't think the areas are just isolated drops from placed animations, as the drops are throughout the cave, and in the ck I haven't seen any indicators of where the drops are coming from. Therefore, I'm assuming that there is some constant rain that has been placed in the cell. Does anyone know how I might fix this, or if there is another way to get rid of the rain? The cavern cell that I am working with is under Interiors, so outside weather shouldn't be causing the rain even though the sky is visible, right? In any case, the rain still falls regardless of what type of weather is outside.
  22. So I've been working on a dungeon/prison for awhile and I've noticed that there are some markers for these animations, however, when I have a follower and I select the option that asks them to do something (like move there, sit here, etc.), there still isn't an option for them to use these markers that I've placed. The ones in particular are the wall shackle animation and the bound animation. I'm assuming the markers that I placed are only for static characters, like they will only work for npcs that I've placed in the cell before my character loads the area. Is there a way I can make the marker act so that it is a usable animation?
  23. Hey everyone, I'm new with modding locations and I can't find a good tutorial on how to do this, so I apologize in advance if my question seems rather naive. So I've been making an expansion to a house mod and I've realized in the process that the extra cells that I've made would make a great standalone home. I was wondering how I can change the altered cell back into its vanilla form (i.e., make the cell back to the way it was before I started editing it). Is this possible? Thanks for taking the time to read through my issue!
  24. Hey all, What happens when some distant sections are invisible until you approach them? I've been having this issue where distant areas seem to be non-existent and you can see outside the cell until you actually walk to where the location should be, and it miraculously reappears. Has anyone else had this issue? In the Creation Kit it looks fine. What brought this about was that I duplicated a vanilla cave cell and made it my own. When I play the game though I have this issue with the invisible distant areas. Please help! Any advice would be welcomed. http://forums.nexusmods.com/uploads//monthly_01_2015/post-2475183-0-60212400-1421727739_thumb.jpg
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