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  1. Thanks for the replies Showler. Sorry for the dumb question, but I honestly didn't know, and was just wondering. -Bob
  2. Back when, I used the Cathedral Assets Optimizer app to convert a number of LE mods to SE, and it worked quite well. Is there a similar app yet, or is one being developed, for converting SE mods to AE? Or is this even possible? I'm still sitting on SE, despite all of Bethesda's and Steam's efforts to get me to convert. But there are some additions in AE that might be interesting to play, if I didn't have to give up a number of really liked older mods.. Thanks - Bob
  3. Thanks for the reply. I guess all you can do then is temporarily rename to disable, as suggested above. - Bob
  4. Just on the topic of running both SE and AE on the same pc, if you have SE and purchase the payware upgrade to full AE, does the game still keep the same name in the Steam Common folder ("Skyrim Special Edition"), or does the upgraded payware AE version change the name in the Common folder to "Skyrim Anniversary Edition"? Sorry if it's a dumb question or answered elsewhere, but I was just wondering (I'm still on SE). Thanks - Bob
  5. Thanks for the replies, and for that backdate mod link. I had forgotten all about the AE update. I'm halfway through a game in old SE, and from what I'm reading, the new AE may break a lot of old mods, so I may just stick with SE for now until the dust settles. I wonder if there's a way to have and run separate SE and AE installs, like you could with SE and Oldrim. That way I could try AE and see which old mods work and don't work. Thanks again for the replies. -Bob
  6. SkyrimSE with SKSE64 was working fine yesterday, but when I started up this morning, I got the following error message: "You are using a newer version of Skyrim than this version of SKSE64 supports... Runtime: 1.6.318 SKSE84: 2.0.20" Is anybody else getting this error message? I checked the SKSE64 site, and it seems I have the latest version. I'm not certain how to check which version of SkyrimSE I have. I just want to make sure that it's not something on my end. Thanks - Bob
  7. As far as providing Blades' armor goes, there's a mod called "Simple NPC Outfit Manager" that I've used both in OldRim and NewRim, and have been happy with: https://www.nexusmods.com/skyrimspecialedition/mods/15211 It includes Blades armor among others, However, it doesn't add swords or shields. I guess those you would have to manufacture and equip your new Blades yourself. If you decide to try for awhile and then uninstall without going back to a pre-mod save, read the author's caveat in the description.
  8. Yes, been there, panicked, then actually read the instructions and easily fixed. See the LOOT Faqs->Common Issues->17. "I'm on Windows 7 and get an error whenever I try to update the masterlist. How do I fix this?" https://loot.github.io/docs/help/LOOT-FAQs.html#tls Follow the link provided ("enabld TLS 1.2 support") to the Microsoft Support page to update Windows 7 to support TLS 1.2. Note even if you have the required MS update kb3140245, LOOT may still not work, in which case page down the MS support page until you see the "Easy Fix" option, and follow the instructions there. (that's what I had to do). As I understand, everyone using Windows 7 may have to do this to get LOOT to work. You can also visit the LOOT thread page 11 onwards to read more: https://afkmods.iguanadons.net/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/&page=11 Hope that helps - Bob
  9. Ah, for the phone. That's why all the mod tiles, and the site in general, looked so huge when I first visited, at least on my 27" monitor. Because of my eyesight, I usually keep the Chrome zoom function at 150% for reading forum posts, like here. When I reduced the Chrome zoom function, the new format looked much better, and was much more readable. But I still wish web designers, whether for Nexus or elsewhere, would try and resist this new lo-res trend of light grey printing on a medium grey background, or vice-versa. That I do find hard to read, whatever the zoom size. Just my .02 - Bob
  10. There is an old tutorial here on the Nexus forum from 2012 called "removing unwanted magical effects from the player": https://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/ If the link doesn't work, just search for the tutorial by name. I don't know if any of the suggestions there will help, but I once picked up the glowing gas effect around one of my characters. and the suggestions there fixed it. Hope that helps. - Bob
  11. I see you're using ELFX-Exteriors option. Try disabling that and see if it makes a difference.
  12. That is strange. All of my followers come after UFO on the load list. I think Loot or Boss did that a long time ago. Later That's interesting. LOOT always loaded my follower mods before UFO. But then I haven't added any new followers for awhile now (I converted Jamezx's great Army of Followers mod to be non-respawning, and now I have more generic melee followers available than I can ever possibly use - and they all work great with UFO). Maybe not all follower mods, or at least newer ones, effect UFO the same. Thanks - Bob.
  13. I have UFO and lots of follower mods, too many to list. So far UFO has been compatible with all, as long as UFO loads after any mod that adds new NPC's to the game. I can always tell if a mod adding a new NPC/follower to the game is loading after UFO, because UFO stops working. All the UFO dialogue options are there, but all NPC's/followers in the game just stop obeying them. Mods that simply change the appearance of existing NPC's (like Bijin Warmaidens) can load after UFO, but mods adding new followers/NPC's to the game must load before UFO. Hope that helps.
  14. I guess you've moved on now, but did you ever try the "player.moveto <reference id>" command? Gunmar's reference id is xx003477, where "xx" is a 0 followed by a single digit, like "02" or "03", etc. (it varies by Skyrim install), I had to use that at one time to find Gunmar, and was so surprised when I ended up on Solstheim, I didn't know at that time he could be there. Of course, if you get all the way up to 07 or 08 with no travel to Gunmar, then I guess he would be truly gone. Just a (late) thought.
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