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Has anyone figured out how to add spells to NPCs to sell them, I added them to an NPC spell vendors spelllist and also added some extra vanilla spells there just to check it was working but none of them ever show up, yet I’m seeing mods adding spells to vendors and I can’t see what else I need to do.
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Some just won’t render at all, best way I’ve found is to copy and paste an existing object, that seems to work but containers are glitchy. Also check your esp is actually being loaded, I had so many issues with this. My esp wouldn’t load in game originally . To check I copied and pasted a few desks and books to a cell and I always copy and paste an item next to stuff I add in, then delete them later. for example I place a desk but copy and paste a book I know that renders, that way I can keep track of if it’s updating correctly and then delete the book at a later date. if the desk doesn’t appear but the book does, then I know this desk item is broken and can’t be used if that makes sense. Most items in the arch mages lobby at the university work if you copy and paste them which is where I’ve been testing items. NPCs I place crash and corrupt the file, but so far all the creatures I’ve tested load fine.
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OK I solved it. I Dont know what caused the issue, but I know how to fix it. So the issue: IF your mod you find for some reason that your mod isnt updating in game (after the first time you save it) when you make changes when saving it in construction kit you can do the following and it works, this is mainly for NMM users but should work without. IT MUST BE IN THIS ORDER! STEP 1: Save your new file in the construction kit (must be a newly saved file, if your esp already has this issue I cant solve it, this method just seems to set it up so the issue doesnt appear later on in that esp and the game recognises it as I was able to keep making changes instead of just the first time i saved it), close construction kit (if it says modelloader has nif files, select yes to all) STEP2: Add it to the plugins. txt MUST BE directly under Oblivion.ESM (im only using Oblivion ESM and no dlc for my file as master so may differ) STEP3: Launch from your desktop NOT STEAM, Very important otherwise it launches with custom arguments and you will have to start again. STEP 4: You MUST load a save in game, preferably in an area with a new object youve added, this is what I did. Its also to check that its working correctly. STEP5: Once loaded, close game, open construction kit again and open your mod, make sure its set as an active file. STEP 6: You must now make a small edit like placing an item, object or creature (I used a minotaur) STEP 7: Save esp, close construction set (MUST do this) say yes to all if asked about modeloader has nif files STEP 8: Launch NMM, you will notice your esp file is missing from NMM load order (or launch from desktop, should work this way too if you dont use NMM, once I had done all these steps it started to work for both launchers) STEP 9: It will now ask if you want to launch with custom arguments (if using NMM), say yes and save a copy of your ESP file (just in case this happens again, you have a backup that is editable), Double check your new changes have taken place by loading a save in that area. Your ESP can now be edited more than once and the bug should be gone. THIS IS MAINLY if you are having an issue where your esp isnt updating in game and you find you cant edit it or you find changes are not being made that you make in the construction kit. NO idea why it works, it just did. I tried it twice with a brand new esp and it worked both times. But changing anything in this order resulted in the ESP being unusable and changes were no longer saved, i dont know why. I am now able to edit the file as many times as I like and it works as long as I launch from NMM (even though the esp isnt present in NMM) and also works if I launch from the desktop, Launching directly from steam seems to mess everything up, dont do that. I haven’t seen anyone else get this bug where your changes are not appearing after the first time you save your esp file, and I don’t know why I got this issue. But if you get this bug with your esp follow those steps and hopefully it will clear the issue.
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I tried to add npcs but it always crashes so I’ve made a clean esp for now. At the moment I’ve just tested things by adding a few desks for example and I can see the new ones in game, so I know it works. The issue is if I re open the construction kit and make changes a second time, like copy and pasting the desk again. It doesn’t make any changes, ONLY the changes I made the first time I ever saved the file take effect. ive tried re naming it and re packaging it under a new name after completely removing the original mod so NMM thinks it’s a new mod, but it won’t add the esp to the mod manager a second time, nothing happens when I choose to import manually, no new esp appears in the mod list. But it always works the first time even though I’m doing nothing different, it just won’t import an esp file that has had changes made to it and I don’t know why.
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I’ve managed to load my esp into the game but now I have a new issue. The only way is for me to get my esp active in game is to compress the esp into a zip file, import it as a mod to NMM or vortex manually and then load it into the game by checking the esp and it now shows up when I do this. Works fine and I can see the changes I added in game but only one time. After that if I edit the esp the new changes don’t show up. So I tried editing it and saving without being an active file so I can save it as a new name, but the mod managers won’t import it after the first time I do it, it just doesn’t appear again in the esp list, it knows it’s the same file. To clarify adding it to the plugins text file doesn’t work for me, this is the only method of getting it in game for me. Basically if I wanted to make a mod I would have to do everything in one session as once I’ve added it to the game I can’t re add it with any changes Are there any suggestions to edit the esp and add changes to my mod file and reload it into the game. It just doesn’t load it in again a second time if I make changes, I load the new compressed ZIP and no esp appears in the mod managers.
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I have installed the creation kit and added my esp to the plugins.txt but it doesnt appear in nexus mod manager, so I cant activate it. Does anyone know why it isnt appearing? Also if i edit another mod's file and save for testing it in the creation it, that file now dissapears from nexus mod manager STEP 6: It also looks like old oblivion in the creation kit even though I dont own it, the files that appear are not the remaster files. Are there other steps i need to do that arnt mentioned here? DO I need to install the original oblivion as well? I am using construction set version 1.2 which is the latest, do I also need construction set extender? Can someone do a guide video with EVERY step required to mod the oblivion remastered files in the construction set because im clearly missing something here? EDIT: I have asked for help in discord and I seem to be doing everything correct as I posted a video but the esp will not show up in the mod manager and the objects (any object) does not appear in game and the cell does not have the NL to show I’ve edited the cell so the plug-in is NOT being loaded in game. I’ve tried launching without the mod manager just from the desktop and my other mods I’ve downloaded with ESPs still load but my own files will not load in game even though I added the esp to the plugins text. if I find a solution I will post it here but so far I’ve done nothing different than anyone else that I can determine and it just won’t load my esp file as though it’s for the wrong game or something. I’ve been told to try and force load the esp manually by choosing the esp file in NMM or Vortex manually to load it from the mod managers themselves by browsing files on my PC, usually ESPs just show up automatically but I’ll try this, I’m gonna try this later today as this is the only solution left that anyone can think of that might work. I’m using steam version BTW
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LE Can someone create a save game for me
WOTmodsproductions replied to WOTmodsproductions's topic in Skyrim's Mod Ideas
Ok cool thanks not sure what else I can do though after spending hours disabling each mod only To find the game does it with no mods installed and verifying the steam catch and then uninstalling the game, deleting everything in the data files (well actually moving it to a backup folder so I do not lose all my mods). Clean install with no mods on mod manager, checked the script extender was also off. Re enabled just that so I can apply the memory patch to see if that was the issue somehow. But that did not change anything. The only thing that changed recently was a windows update, which I would not be surprised if that was the cause somehow. And drivers were up to date when I checked, not sure I am gonna be able to work this one out since I am all out of ideas now. And it still loads my normal saves from other characters. -
Could someone create a clean save game with only alternate start live another life enabled, either before or just after character creation in the abandoned prison at the game start? I can use the console to edit race Basically my game will not start a new game but still loads saves, I have tried every solution including complete clean reinstall
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I have not changed any mods, and I have tried verifying the steam catch. When I start a new game it just freezes or CTD, I can play save game files fine. Never had this issue before, I have tried using NMM on an empty profile with no mods, I went as far as reinstalling the game and running it on lowest settings. I have tried using alternate start mods but the same thing happens. It has never done this before and I have not changed anything since my last new game.
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How to change underwater color?
WOTmodsproductions replied to WOTmodsproductions's topic in Skyrim's Skyrim LE
I dont think its that, its fine in my interiors underwater and other locations just the exterior of my mod. -
Ive got everything else perfect in my exterior cells but the under water color comes out as pitch black, changing the water multiplyer in the weather section doesnt seem to do anything. Anyone know how to change the color for under water, even using a light spell doesnt help with visibility.
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Im using the latest version of nifscope and ive made changes in fallout 4, which works fine. But if i save anything in nifscope, such as an object from skyrim, once in the creation kit it just shows a red ! mark. Even if i make no changes and just save an already existing file under a new name, move it to the meshes folder and select it in the creation kit it just shows a red !. Even though ive made no changes, anyone know why?