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Mod Request - Large Base Room
Deleted2815227User replied to JohnMcHobo's topic in Subnautica's Subnautica
Depends on how much that is automatically part of the module/system; if the "connect here" is just inherently part of the module, you don't need to port that over at all; it'll just work. I'm rather disappointed that the developers haven't patched at least the command room into the original game yes; one of the most requested additions for the first game was a better/easier way to check the bases hull-integrity, building one, quickly reading the temporary text in the upper left corner, deconstructing what you built, is way to cumbersome. They clearly noticed, which is why they put the command module into the sequel, but they haven't done anything to fix the issue in the original. -
Subnautica Mods Not Working
Deleted2815227User replied to LipeMiner's topic in Subnautica's Subnautica
In my experience you cannot install Qmod Manager via Vortex and I suspect other mod managers. Go to the Qmod Manager mod; go to files and download manually (it will be an executable rather than a zip file). Run that executable and mods will be activated. Afterward you can install the rest of the mods normally via Vortex / other mod managers. I really have no idea why the mod gives you the option when it doesn't work; they really should just only offer the option to download the executable manually, and don't bother with manager downloads if it doesn't work anyway. -
So I bought the plot of land from Dawnstar, Helljarchen Hall, went to build the home, but nothing appeared. Looking around the web I saw all kinds of solutions and found a video. Playing the hunch I went to the Falkreath Home, Lakeview Manor, and presto, the house was built here, not at Helljarche hall. I'm not even sure a mod causes this. Has anyone had this issue and found a fix for it? Further observations: buying the Falkreath plot, sets the quest to start building house at Helljarchen Hall's plot, even though Helljarchen's Hall quest put it there, but went to build at Falkreath. Went to Helljarchen's Hall plot, but found no house there, so I guess the stuff I built at Lakeview Manor showed up at yet another plot, and building there gets me Helljarchen Hall, I guess. My Mod Load order:
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Or, you could just install this mod: https://www.nexusmods.com/skyrimspecialedition/mods/10991
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Yep, same crash before reaching title screen I had with the previous version. Anyone sent that crash to the team yet?
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False "save corruption" during gameplay
Deleted2815227User replied to Ramagast's topic in Skyrim's Skyrim SE
I just had something interesting happen just before the bug showed up: suddenly every companion I spoke to had only one dialog option: "Why don't we make love?" -
False "save corruption" during gameplay
Deleted2815227User replied to Ramagast's topic in Skyrim's Skyrim SE
I too have this problem, but not quite the same. Saves sometimes seem to be corrupt; colorful stripes and img in the image square as opposed to an img, and cannot load any savegame until restarting the game. However, the issue does not appear after a set interval with me; it seems to happen entirely randomly. It can pop up 20 minutes after starting the game, hours after starting the game, or it can be days between the issue popping up. So to me it's just been an a minor annoyance and have not looked for a solution to it; now I stumbled across this thread. Here's my mods and load order, maybe someone can figure something out from it compared to others: -
I think it has something to do with a lighting mod. I get something similar with summoned glowing ethereal creatures on occasion; and the square behaves a bit like a lighting cone would if you take into account the movement of the creature. So I suspect somehow a, or multiple lighting mods tries/try to make the light of the animal in a proper light emitting and shadow casting cone of light or reflection of another light source, and either the creature doesn't carry the right information or there's something in the environment and the mod, or mods possibly conflicting, doesn't like it when the creatures walks over/moves over it, and that jagged shape is the best it can come up with. I only see it rarely and it disappears again soon after as the summoned animal disappears so it's a glitch I can live with and have not tried to find a solution.
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Help with Vampire Black Face fix
Deleted2815227User replied to Nimarus's topic in Skyrim's Skyrim SE
My vampires also have black faces; my mods load order: Also; setnpcweight 10 does nothing for me. -
So the blackface problem I used to have seems to have diminished some, but for some reason vampires, pretty much all except maybe a random monster to kill, all have blackface, and pretty much no one else. I've used LOOT, but it apparently didn't help. The following is my mod list in the load order: I was hoping anyone can figure out what the problem is, or recognized the problem and figured out how to fix it.
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- bug
- black face
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(and 1 more)
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Help with CTD on fresh SSE and Mods.
Deleted2815227User replied to ChaceEllis's topic in Skyrim's Skyrim SE
I had this issue and so I went to install the mods just a few at the time to find out which mod was causing the crash, and presto no crash. If you start the game with a mod for the first time, certain mods do some work setting themselves up, you'll see white messages in the upper left corner of the screen; if too many mods do this work at the same time it seems to crash the game. Install five to ten at a time, start the game, let them do their work, save, exit the game, install the next five to ten, start, load your save, wait till the new ones have done their work; save, go out, next batch, etc. until you're done, then your game should run just fine with all of those mods. -
But that's episode two and three; episode one is supposed to be only an visual overhaul. Episode two and three also adds hostile kids, and like I said, I haven't come across any hostile kids; every child including the skeleton children just run away, and crying to be left alone; not a one of them attacks me. I'm probably going to install the episode three version where the kids are mortal; that way the NPC can just kill the skeleton kid and the problem should be solved.
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Yes, I'm using The Kids are Alright, but why would a better looking kids mod add skeleton kids? I've been to the South and South West of Skyrim, and the North East; I come across the Skeleton Children in dungeons in all areas so I assume they can show up in dungeons all over Skyrim. I suppose I can install killable children, but I thought there were issues with that.
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Does anyone else have skeleton children running around in dungeons, skeleton children that are every bit as unkillable as living children, and act completely like living children? Until now I've been ignoring them, but now an NPC is eternally chasing one and I can't talk to her as she's trying to kill the child skeleton. I can't imagine this was part of vanilla Skyrim. I can think of only two mods that I have installed that could conjure them into being, one would be Cut Content; child skeletons being the main reason you could originally kill children, and the other would be Diverse Skyrim, a mod that creates some random npcs with some diversity. I was wondering if anyone has had these child skeletons and figured out how to get rid of them.