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Posts posted by TombRaiser
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I decided to finally convert Wyrmstooth for my personal use. I really miss playing this mod. All I did was extract the .bsa and save the .esp in the new CK. I also ran the files through SSE NIF Optimizer. Then I packed it all in an archive for an easy install with NMM. I've just tested it out in game and have played the first two quests, and so far everything is working just fine. Will test it out more tomorrow.
Update:
I already completed the main quest of Wyrmstooth and didn't run into any major issues. Still haven't completed everything yet, but so far I haven't experienced issues, other than maybe frame rate, but that could also be due to other mods I'm using, notably mods that make high quality texture changes to the environment. I noticed a big hit to FPS while using SMIM, but that could just be me, because I don't have a super high end computer or graphics card.
If someone is interested in getting the download from me, send me a PM.
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Do you have Interesting NPCs? There was a crash that happened in Falkreath due to some texture mix up, but it has been patched with the Alpha version (Loose files only).
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You would need to load and save the ESP in the new CK, and then you would have to use something like BSA Extractor to extract the files, and either use the loose files in your data folder, or repack the loose files in the new CK.
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I think what you're looking for is this:
[MESSAGES]
bBlockMessageBoxes=1
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I've used the method above, and works great. But, now when I exit out of the Creation Kit normally, it hangs and crashes. So, a different crashing now.
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In response to post #44085680. #44087465, #44088085 are all replies on the same post.Hostile people on the internet is such a huge yawn.TombRaiser wrote:
You can all ways Download a mod manually and install it that way.
Not when it's highly recommended to install a certain mod via NMM. :laugh:
Castironwolf wrote: this shows your ignorance, you can download the mod manually and then use NMM to install it. Sighs.Ethreon wrote: It's highly recommended due to the lack of knowledge users can have. Better to have an automated process deal with the install. -
I ended up using the last option, editing the header in SSEEdit.
Thanks for the information.
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You can all ways Download a mod manually and install it that way.
Not when it's highly recommended to install a certain mod via NMM. :laugh:
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Hi, I'm trying to create a patch to enable compatibility between my mod and another mod, but when I save the patch, it doesn't recognize that mod's ESP file as being a required master. It only shows the original ESMs as required masters. How can I get the CK to recognize the other master ESP?
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So pretty much, we can only alter stats and use the items already available. (ie: We can still make buildings and add clutter, but only with what CK has provided us)
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Question about XB1 publishing. Are the BSAs the only files that go into the XB1 folder, or does the ESP go in there as well? Thanks.
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I'm going through these steps right now to convert my mod over. I'll see how it goes. Not sure I want to export for XBox One right now though, as this seems a bit confusing at the moment.
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In response to post #43710075.People aren't rushing to mod the game, because the Creation Kit hasn't been released to the public yet.fgambler wrote: I don't see people rushing to mod the game, it'll take time to have SKSE and the popular mods online. Most people I know are still playing old Skyrim because they can't port their characters yet to Special Edition, besides the old modded game looks a lot better. It's weird that the SSE site is getting so much traffic with so few content available.
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