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Everything posted by KunoMochi
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@legendarysnake666 Which mod are you having problems tagging? Can you take a screenshot of the message also?
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Have the script check for this on the map marker: http://www.creationkit.com/index.php?title=IsMapMarkerVisible_-_ObjectReference This might also help: http://www.creationkit.com/index.php?title=CanFastTravelToMarker_-_ObjectReference
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javedali7 banned. Reason for the ban Spam account. Reference post
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In response to post #49982472. #49983957, #49985507, #49987442 are all replies on the same post. Well, yes. The current NMM depends on whether or not it sees the mod archive in the Mods folder for proper management, but you are still able to enable/disable and manipulate the plugin in the load order list. After all, the mod files are still installed. If you were to insert the archive back in, NMM should allow you to manage the mod like before again. You just might need to restart NMM for the mod to appear back on the list. Although I've never tried, you might be able to insert a dummy (empty) archive with the same file name to keep the mod management without having to keep the real archive around.
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SSE Can this be done without a script?
KunoMochi replied to dovapix's topic in Skyrim's Creation Kit and Modders
Thread moved to forum. -
SSE Is this possible in Havok content tools?
KunoMochi replied to dovapix's topic in Skyrim's Creation Kit and Modders
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In response to post #49982472. #49983957 is also a reply to the same post. Actually, you can remove the mod archive in NMM and the mod will still stay installed. When NMM extracts/decompresses the mod archive, it is momentarily extracted/decompressed to the NMM Temp folder. Once finished, the files get moved into the Virtual Install. You might want to check where the Temp folder is located at in the NMM Settings.
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RADlux banned. Reason for the ban Closed by request. Reference post
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jellyman223 banned. Reason for the ban Closed by request. Reference post
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nomalman0519 banned. Reason for the ban Closed by request. Reference post
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Julcaid banned. Reason for the ban Closed by request. Reference post
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Highlandish banned. Reason for the ban Closed by request. Reference post
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Bethnet is the short-hand version that people gave Bethesda.net, which is the main site for Bethesda and where PC and console mods are hosted on their end via the Bethesda.net Launcher. It's also where you can get the Skyrim Special Edition Creation Kit.
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jah1619 banned. Reason for the ban Closed by request. Reference post
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All mod pages show no content, only the letter 'E'
KunoMochi replied to KefkaticFanatic's topic in Site Support
Check if you are loading up the page with HTTPS instead of regular HTTP. If it is, change it back to HTTP. -
mobbi73 banned. Reason for the ban Closed by request. Reference post
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Meiven banned. Reason for the ban Closed by request. Reference post
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Most texture replacer mods would work, so long as they don't have an ESP. Most that have ESPs, animation files, and sometimes meshes will need to be converted over properly. Things like scripts and sounds can be used as those haven't changed from what I know. For more details, you can check this out: https://afkmods.iguanadons.net/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/
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turning a static item into a vendor stand
KunoMochi replied to nikashubaiton's topic in Fallout 4's Creation Kit and Modders
What game is this for? Remember, you are posting in the General Mod Author forum. You might also want to post this in the appropriate game forum for whatever game you are modding for instead.- 8 replies
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- fallout 4
- fallout 4 ck
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(and 1 more)
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Unban request has been successfully appealed. The account has been reinstated. Welcome back! :thumbsup:
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Greenfox117 banned. Reason for the ban Closed by request. Reference post
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ppawluk1996 banned. Reason for the ban Closed by request. Reference post
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drShuvit banned. Reason for the ban Closed by request. Reference post