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TollHouseBookie

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  1. <2 days to fully reconstruct a UE4 character in Creation Engine, then test and troubleshoot for one of the best-known scenes in the history of video games (and one that a non-zero amount of popular mods transform into a rented bounce house by accident)? I'll be impressed if someone manages it, but I hope you're paying in gold bricks for that job. If this is a shitpost you're making, you might look into slapping a select-tool copy/paste image of the character onto Ralof's face using video editing software.
  2. I get that you're expressing your frustration at what's happening, but you're pretty much daring anyone to try and help you with this so you can shoot them down. It's bound to stress you out even more.
  3. Here's all the "Caravan...CampEnable" IDs for all the cities where the caravans camp: Dawnstar:10332A Markarth:1030E2 Riften:10311B Solitude:104AD6 Whiterun:10372F Windhelm:103774 (If you want to check my work, here's one way to find the information in Creation Kit: load Skyrim.esp as master file, go to View->Object Window, type "Caravans" in "Filter" field in upper left of Object Window, click on quest object "Caravans" (Form ID "0003ACDB"), go to "Scripts" (top of Quest Object: Caravans window, button furthest to the right), select "CaravanScript" in column to the left, click "Properties" button just to the right of it, then look for the six "CampEnableMarker..." items on that list. You'll see the IDs.)
  4. For my part, I've got no experience with the PS4 version. Sorry.
  5. Thanks, wish there was a way to upvote or something on this forum - this is what I already ended up doing, you're right that it seems like the only way to go about it. I didn't like the idea of junctions but I suppose this is a real use case for them. You're welcome. FWIW I'm not a fan of the way Windows handles that stuff either, but that's the neverending story of Windows.
  6. Just glancing at that list, you have a fair number of different mods that affect merchants, as well as multiple patches for at least one of those mods to ensure compatibility with other mods. Do you have confirmation that they're all compatible with each other, those versions of those mods? You probably don't want to be running all of those at once if not. Other than that, your best bet is the usual: disable the merchant-affecting mods one by one, then all the other mods one by one, until you get the result you want (and realize that disabling a mod in your current game may make your current or future save game unplayable, the eternal risk of disabling mods in Skyrim).
  7. This can probably be done through some setting in the ".ini" files, but I usually manage this sort of thing in Windows with a junction, since the save folder for games is almost always unique to each game. It's usually faster and easier for me to open a Command Prompt window and type out a single command than it is to dig up instructions for each game or service. Using a junction, Skyrim (or another application) can point at whatever folder it pleases, on whichever local hard drive it pleases, and Windows will redirect to where you actually want to keep the files, all without the game having to worry its pretty little head about it. Some pointers on how to create a junction using the "mklink" command in Windows can be found here (note that if you're dealing with different hard drives on the same machine, and it sounds like you are, your best bet is probably a junction rather than the other options presented there).
  8. FYI, this thread was posted in the "General" section of the forums for Skyrim SE. There is no rule or restriction on these forums that prevents threads about unmodded games in the appropriate part of the forums. For future reference, sections specific to Skyrim SE mods hosted on Nexus can be found here.
  9. For anyone still looking for a solution that doesn't involve starting a new game or uninstalling stuff, there are some console commands you can try. The usual warning applies: don't monkey with console commands if you don't know what you're doing. If you do know what you're doing with the console, try the following commands in the following order: prid 1a682 ssq 3a15a ForceRefIntoAlias Heimskr This assigns Heimskr's refID to the quest that makes him preach, which should get him going again.
  10. Interesting, and thanks for the update. I'll second the effectiveness of this solution; I had this same issue (caravan standing around indefinitely without setting up camp), with the same cause (in my case, the interruption was a dragon attack event just outside of Windhelm) and ended up discovering the same fix (enabling the marker via console).
  11. To give you some additional direction when using melvinius's guide, your most likely culprit for this sort of CTD is either a) a corrupt mesh or b) a problem with a navmesh. Follow the instructions under "CTD In a Particular Area Can Mean" in the guide to troubleshoot it and determine which mod is causing it. melvinius's guide is a solid resource, and I suggest bookmarking it for future reference.
  12. Before I proceed, let me be clear on why I'm replying to an old thread: it appears on page 1 of Google results when searching for the issue. That means this reply is being placed where it will do the most good for the most people. FYI, here's the usual cause of the issue where the Vampire Lord's Detect All Creatures ability doesn't highlight anything, and pointers as to how it can be fixed using the Creation Kit (assuming some comfort with using it) so that it detects everything it should, including dwemer constructs: Dawnguard does an interesting thing with Detect All Creatures to get an effect that differs from the Detect Life/Detect Dead spells, in that it reuses one of Skyrim's snow textures when generating the glow used to highlight creatures. If some other mod interferes with that, and my guess would be that a visuals/ENB/weather mod caused the issue in my case, then the ability will activate but won't appear to highlight any creatures. To fix this, I used the Creation Kit to copy down just the Detect All Creatures spell effect into a small mod of its own, then pointed the spell effect in that mod at another appropriate texture in my game folders. I load that mod after Dawnguard (which should happen in any case!), et voila, problem solved. Detect All Creatures now highlights everything it should just fine for me using that texture, including dwemer constructs. For the time being, my mod points at a snow replacement-texture file someone else created for a performance mod I no longer use, and so I can't make my mod available to others without hijacking a mod creator's assets. But it's a pretty simple fix and can be done with any available and appropriate texture. (Note: if you're okay with the Vampire Lord ability not detecting dwemer constructs per its description in Dawnguard, there is a mod here that essentially replaces the ability with the Detect Life / Detect Dead spell, meaning it won't detect constructs, but it will add the color coding of those spells' effects to what it detects. This may be an easier fix for some with the above issue, and I don't want to disparage the work of that modder, since looking into that mod is how I discovered the total-package fix above.)
  13. Just curious as I hadn't found anything like this around the usual places: It always seemed a little weird to me that after joining the Thieves' Guild, I still had to stand around helplessly and watch the NPC thieves who appear in Riften get mowed down. Even if I run interference by engaging the attacking guards or NPC civilians, the thief just runs stupidly around the city or building until they're annihilated. While I suppose there's no honor among thieves, it's still a little ridiculous that I'd be an up-and-coming member of the Thieves' Guild and have no option but to watch my allies in Thieves' Guild armor die, one after another, in front of me. Is there some mod that e.g. allows the thief to disappear on their own after a time?
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