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Jedininjafuq

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Everything posted by Jedininjafuq

  1. Brilliant! That's what I was looking for. Many thanks Tannin42.
  2. It already does that? Hmm, well, it's not doing that for me, no matter my feeling. It's only reading mods from about a month ago, none from before the update mentioned toward the begining of this thread. I have already detailed the problem, and if "it already does that" for you, as you say, then I'm not sure you could replicate it. Perhaps the problem is mine alone. Thanks for the reply, but if there are no answers or even friendly suggestions on this matter here, I guess I'll look elsewhere, or most likely work out a solution for myself. Thanks again.
  3. Sorry to repeat this, but don't have an answer yet, and it would be handy to know. For reasons already stated above, does anyone know a decent way to have Vortex recognise already downloaded archive files in the download folder?
  4. Thanks guys. While I have prefered to use AE and SE, (just because it's easier to type everytime) I do think I understand better where you're coming from and I'll try to be mindful of your points in future. I'm grateful that you've shared your knowledge. As for the separate Nexus sites, I think what Showler had to say about version compatibility tracking is a much better idea. Perhaps that might be a thing one day. Until then I can find other ways to organise my mod library. Which brings us full circle: Does anyone know a good way to have Vortex recognise already downloaded archives in the download folder?
  5. I see, that makes a lot of sense. Thanks for your explanation Showler. With the SE & AE updates, I simply meant that what is refered to as SE (ie. before the 1.6xx & AE update) won't be changing from this point, and those that choose no to update to AE are in a fixed position.
  6. Good point, AE is essentially just a DLC for SE rather than a game. However, I will respectfully disagree. AE does require it's own version of SKSE, and will likely incur further Bethesda updates (and therefore may require further development of SKSE and mods). Whereas SE will likely not. Although, as you pointed out, AE is a DLC, I still think a dedicated Nexus site for AE would be a great idea that would help to avoid confusion for beginners and veterans alike (I also support referring to it as "AE", for the reasons already given, plus I think it's just easier). Also a sperate Nexus site for VR would be great, as I already said. Please don't think that I am trying to argue with you, I am merely expressing my opinion. In turn, your opinion is very welcome. Does anyone know of an easy way to have Vortex recognise mods in the SE download folder that were downloaded previous to the 1.5 update?
  7. Ah, I see. That explains it. Thanks buddy. In that case, I wonder if there's a way to have vortex recognise all the other, previously downloaded mods in the folder too? I'm also wondering if it might be an idea worth considering to have separate Nexus sites for SE and VR (and AE for that matter) to save future confusion. Perhaps with an option to download SE mods to the VR Vortex and separate VR download folder? I'm noticing a fair bit of "cross contamination". There is seperate Vortex management afterall.
  8. Thanks for the response Tannin. I think I understand what you're saying. But why is VR Vortex only showing downloads for SE for the last month, and not before? I just like to keep things organised, so I think I'll just have to ignore the SE mods that appear in the VR mod list that I don't want in VR?
  9. As of a month ago I've noticed that everything I download (or manualy install by dragging a ZIP into Vortex) for either VR or SE is showing up in both mod menus. If I install a mod in one game, the mod moves from "Never Installed" to "Uninstalled" in the other game. Is this suppose to happen? I haven't played in a while, but I'm pretty sure this wasn't the case before. This is backed up by my actually having a seperate skyrimvr folder were mods used to go. Both games now seem to share the SE download folder, and Vortex actually gives me a notification that the file has been moved to the SE folder. Has it changed and this how it is supposed to be, or is something wrong?
  10. Hello mate, I'm currently building a mod and would like to use your ST Robot Race meshes and Textures in the mod. They will be deployable Android followers from a vertibird dropoff. Would this be ok with you? Many Thanks.
  11. Dark0ne and the team are true legends, if only politicians were so truthful, honest and human about their issues. Your doing a great job guys, thankyou.
  12. I'm wondering when the Creation Kit for Skyrim will be released!!
  13. I'm wondering when the Creation Kit for Skyrim will be released!!
  14. Many Thanks Rickerhk, I couldn't work out how to get FNVEdit to flip the esp to an esm. However, I found an easier way to go about it: Make a copy of FNVEdit.exe and change the name to FNVMasterUpdate.exe Open FOMM and deselect everything but FalloutNV.esm and your mod. Run FNVMasterUpdate.exe which will convert the esp into an esm (although it is still named esp) If you want to reverse the process you can make another copy of FNVEdit and name it FNVMasteRestore.exe I renamed the converted esp to an esm and haven't had any problems, is there a reason you shouldn't rename it? Also; in FNVEdit where is the option to flip it to an esm, I tried double clicking and right clicking the mod but couldn't see any option to make it an esm. Perhaps FNVEdit has been updated since I downloaded it? Thanks again.
  15. @ Delta5Angel; I'm having a very similar problem and can't work out what's going on! I've tried everything I can think of, I know for sure that the navmesh is correct in both interior and exterior cells because everything works fine in-game for a while, but after a fast travel somewhere then back to my modded location all NPCs are acting as if the navmesh is messed up somehow. My followers will avoid entire exterior cells and run around the outside. I also get that weird teleport thing you described. I have little knowledge of FNVEdit but I read somewhere that you can use it to delete any "duplicates" which can cause issues, but unfortunately I've no idea how to do that or what it actually does. @ rickerhk; do you mean make the esp into an esm or make sure FalloutNV.esm is selected when you load the mod in the Geck? Anyone who may have answers as to how to cure these problems would have my gratitude. Many Thanks.
  16. I like the Fort, very Olde English Hill Fort. This does sound like an excellent idea and I hope you manage to make it happen. My two pennys would be that you need not create a secret service within which you run your quests, as a secret service (of sorts) already exists; The Blades. You only work with them for the main quest, and you don't get to see much "Blades" action, you do the quests alone. The Blades would seamlessly fit in with any quests with the Legion as they would work together anyway I imagine. You could even have a character like Q from James Bond in a basement under Cloud Ruler Temple that gives you the special equipment needed for the job (thieves arsenal kit maybe, midas spells etc). And why not have an invasion on Cloud Ruler Temple while you at it, see a few men can realy hold it against an Army!
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