Jump to content

jemacdonald

Members
  • Posts

    21
  • Joined

  • Last visited

Nexus Mods Profile

About jemacdonald

Profile Fields

  • Country
    United States

jemacdonald's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. I did a complete reinstall of Skyrim LE a few days ago and finally got everything sorted out in Vortex 0.16.12, fully tested and working. I then did the same thing with Skyrim SE. Today I went into Skyrim to clean the master files which I had forgotten to do earlier. When I got into the Skyrim section I found that every one of the installed mods are either uninstalled or disabled. I'm now in the process or re-deploying the mods and it is a huge headache. All the disabled mods are easily re-enabled but each uninstalled mod must be reinstalled which means replacing duplicate installations, enabling multiple .ESPs, going through all the FOMODs not to mention being faced with resolving all the file conflicts again. Is this just a one off fluke or do I look forward to repeating this over and over?
  2. I don't know if this has been asked before and, if so, I apologize for asking again. Is there any was to export a list of mods and/or plugins to a text file as there was in NMM? I like to periodically export a list so I can refer back to it if I lose something or have a catastrophic crash. If Vortex doesn't currently have this feature available would it be possible to incorporate it in a future release?
  3. Thank you sir! My mind is now at ease. I had picked one mod to use as a test - Caliente's Beautiful Bodies Edition v3.4f for Skyrim. I never thought that this mod would not have an associated esp. I've since installed XP32 Maximum Skeleton Extended and, lo and behold, the esp for that mod now appears in the MODS tab. I feel a little stupid about this since I've been playing Bethesda games for over 10 years and modding them for almost as long. I can only chalk this up to not fully understanding this new software. Thanks again. :happy:
  4. I am having the same problem. I am running a new install of version 0.16.12. I have downloaded a mod, installed it, enabled it and deployed it. I've double checked it in the MODS tab and it shows green and enabled. I've deployed it 3 or 5 times with no errors. Despite all this the mod does not appear in PLUGINS tab. Can anyone help me? I'm stumped. :confused:
  5. I'm having the exact same issue with Firefox. Everything was working fine last night but won't work today. The NXM setting in Firefox is correct but the mod will not actually download although Firefox history shows that it has. I tried using both MS Edge and Commodo Dragon and the downloads came through with no problems. Whatever is wrong must be a problem with Firefox. Maybe they deployed an update that is causing the issue.
  6. I had updated to NMM 0.65.10 beyond the last "official" version. Could this be my problem? If so How can I roll back?
  7. I'm trying to import from NMM. It finds the location (D:\Downloads\Elder Scrolls\Skyrim\Mods) which is correct. When I hit the setup button I get this message: "The selected folder contains an empty VirtualModConfig.xml file". This location contains a subfolder (VirtualInstall) which contains this file and the file in NOT empty. What's wrong?
  8. NPC edit appears to be working now. I did nothing to fix it...seems it just miraculously fixed itself. Now, if i can only master the rest of the character creation/modification aspects of CK.....
  9. From what I've been reading other people are able to edit characters just fine. Must be something I'm not doing right.
  10. OK...I'm a noob just starting to get into modding and the Fallout 4 Creation Kit. After spending a lot of time trying to update Bethesda.net and install the latest version of CK I finally got it to work. I figured I'd try to do a simple edit of an existing NPC (Anne Hargraves). Every time I attempt to edit her either by double clicking on her in the character list or highlighting the line then right clicking and selecting edit CK crashes. Surely there must be a way to edit the existing NPCs. What, if anything, am I doing wrong or is my problem hardware/OS related? My home brew computer is an older build running Win7 Pro 64 bit but without SP1. I have been unable to successfully install SP1 on any of the 3 computers I own and Microsoft level 1 support is stumped. My basic computer specs are as follows: ASUS P6T Deluxe V2 LGA 1366 Intel X58 ATX Intel Motherboard Intel Core i7-920 Bloomfield 2.66GHz LGA 1366 130W Quad-Core Processor BX80601920 CoolIT SYSTEMS Domino A.L.C Advanced Liquid Cooling CORSAIR CMPSU-850TX 850W ATX12V 2.2 / EPS12V 2.91 Active PFC Power Supply EVGA SuperClocked 02G-P4-2765-KR GeForce GTX 760 2GB 256-bit GDDR5 PCI Express 3.0 SLI Support w/ EVGA ACX Cooler Video Card Patriot Viper 12GB (6 x 2GB) 240-Pin DDR3 1600 SDRAM (PC3 12800) Memory Model PVT36G1600LLK Creative Sound Blaster X-Fi Titanium 70SB088000004 7.1 Channels PCI Express 1x Interface Seagate Barracuda 7200.11 ST31500341AS 1.5TB 7200 RPM SATA 3.0Gb/s 3.5" Hard Drive Seagate Barracuda 7200.12 ST3320418AS 320GB 7200 RPM SATA 3.0Gb/s 3.5" Hard Drive Can anyone out there help me?
  11. I have been reading through these posts with interest because I too am having to re-activate each of my mods every time I launch the game. First, let me say that I am still using Nexus Mod Manager 0.61.4 because I have not been able to upgrade Nexus Mod Manager. Unfortunately, newer versions of Nexus Mod Manager require installing an update to MS .Net framework 3.5 which I cannot do since I have been unable to install win 7 sp1. That being said, everything had been working pretty well for me until FO4 1.5 was rolled out. I followed the procedure to activate all my mods with Bethesda.net active. Everything seemed to be fine. I played for an hour or so then saved and closed the game for the night. Today I found I had to reactivate each of my mods again at start-up. Frustrating! So I started doing some testing and checking. Although my mods are all inactive when I launch the game, they are all checked active in Nexus Mod Manager. I ran LOOT to check the mod order, made sure the plugins.txt file was not write protected and updated the load order. This, of course, generated a new plugins file which was, once again, set to read only. All of the mods were still active in Nexus Mod Manager. When I launched the game sure enough – all mods were inactive. At that point, I rechecked and all mods in Nexus Mod Manager were still checked active. I once again reactivated all the mods at the startup screen and continued my saved game. Everything was fine except it reported that “some content is no longer present”. I have gone through this same procedure 6 or 7 times. Every time, my mods are not active at launch. I’ve reactivated them again each time. Sometimes the content missing message is reported, sometimes not. Each time I check the status of Nexus Mod Manager and all the mods are still checked. Also, the status of the plugins.txt file has not changed since I ran LOOT. It is always set to read only with the same date and time filestamp. Based upon what I see, it appears to me that the problem is squarely on Bethesa’s doorstep. I cannot say that newer versions of Nexus Mod Manager which have been modified to play nice with Bethesda.net do not also have their own problems. But I have to believe that the mod manager Bethesda has built into the 1.5 update is not working correctly. Let’s hope someone can find a fix for this quickly because reactivating 100 mods at each launch has gotten real old real fast.
  12. Problem solved. I uninstalled CK, then re-installed it running Steam as administrator.
  13. If I put Steam in offline mode I get a different error message: "Failed to start game (update required)".
  14. I posted this question to Steam support a few days ago but have not yet received an answer. Can anyone possibly help me out here? A while ago I moved my entire steam installation from my C drive to my D drive on my computer because my C drive ran out of space. Everything has been working great EXCEPT for one nagging issue. Whenever I try to run the Skyrim Creation Kit, Steam tries to update the software and displays the following Steam error message: "An error occurred while updating Creation Kit (disk write error)" I assume this is a Steam Client error rather than a game software issue, but who knows. I've searched the web and have not found a solution to this problem. Can you please help me resolve this so that I can continue to use the Creation Kit software?
×
×
  • Create New...