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Everything posted by OakRain
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Closing TES5Edit using the red X button should be enough to initiate the save procedure - you should get a pop-up with a single mod file checked - hit the OK button and it should save. For the time being TES5Edit can do nothing with the Navmesh records - it is just warning to you that they exist.That information may be of use further down the line to identify possible mod conflicts (if a mod references one of the deleted records for example).
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You will need to start a new game to see the changes take effect. Many records in the game get fixed into your save game and CK changes will be over ridden by data in the save file.
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My gaming system has recently been re assembled after an incident with my old PSU that damaged my old processor - two weeks without my gaming rig :ohmy: .Was expecting to have to re install OS and Steam and all games but everything seems to be working OK. I have had no problems so far in updating to 1.8 - 36 hours ago.I don't usually update part way through a character but this time I have.This character was started with 1.7 active and also required 11 other mods to be updated with their 1.8 versions.I have yet to start a new game. I had read all the problems people were having with 1.8 and was not looking forward to up dating - but so far I have not had any of the issues other users are reporting.I was very careful to follow update instructions from the various mod authors and did all updating manually,deleting old versions of mods from data folder before placing new files.Then a combination of TES5Edit,BOSS,FNIS generator and WryeBash to sort everything. I keep Steam in offline mode as I only use Steam in order to play Skyrim.I do not use Steam Cloud either.I also have every form of quick save and auto save disabled and only make manual saves. Something for users to note with the "Do not automatically update this game" feature - as I understand it it really means 'do not update until I play the game' when Steam is in online mode.The only way to ensure no update is to keep Steam offline.Steam has also been updated to enable offline mode without having to go online first to enable offline mode. Edit:Steam will want to convert game files to make them "more efficient".I read about the process earlier on the Beth forums and decided to get it over with so logged onto Steam online mode and hit play for Skyrim - Steam is currently downloading 3.139 GB onto my system. SKSE also has a new version today - 1.06.05 Edit 2:1 hour 20 minutes later - Steam downloaded fresh versions of Update.esm,Dawnguard.esm and Hearthfires.esm probably because I had previously cleaned with TES5Edit.So time to clean again.
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Why I Cannot Be the Thane at Dawnstar or Buy the Land
OakRain replied to wangyifan2008's topic in Skyrim's Skyrim LE
Try speaking the the Jarl's Steward,I bought the Dawnstar building plot from him last time. -
I keep all my different character saves in separate folders on a spare HDD.Each folder is named after the character in question. When I am about to start a new game I will empty the entire game save folder so that each new character starts with save #1. When ever I want to play an old character I move that character's saves back to the save folder.Basically I only keep the saves of a single character (current game) in the default save folder. I ought to add I keep Steam in off-line mode and do not use the Steam Cloud for storage.I also use Wrye Bash to make sure the correct list of mods is loaded for each character.
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This may be what you are looking for;Much Ado about Snow Elves
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Apparently the CK update resets SkyrimEditor.ini to default values - so if you have made any SkyrimEditor.ini edits over the past months you will have to redo them after the update.
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CK having problem loading Update.esm
OakRain replied to hyperactivechild's topic in Skyrim's Skyrim LE
Lots of discussion on the Beth forums about version 1.8.151.0 of the Creation Kit available now. Link to current discussion;Creation Kit for Skyrim 1.8 -
Ha - don't know how I managed to sneak it in LOL.
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They haven't suddenly become dirty - what's happening is that the BOSS Masterlist has to be manually updated by the BOSS team,TES5Edit has started to be widely used and it is this tool that most easily detects mod dirt.The BOSS team have limited time available for updating - you are likely to see more dirty edits listed in new mods each time BOSS gets updated. As to how dirty edits arise in the first place I have lifted this from the TES5Edit Cleaning Guide for convenience; " Why Clean? Many mods make unintentional or unnecessary edits to game elements. Such edits can be a problem when using multiple mods due to the "rule of one", that states that if multiple mods change the same record, only the changes from the mod loaded last will be applied. When a mod containing unintentional or unnecessary edits (known as a "dirty mod") is used with a mod that makes an intentional edit to one or more of the same elements, this can introduce the possibility of bad things happening, from incorrect game settings to broken content and crashing to desktop (CTD). The more dirty mods you run, the more likely you are to encounter such issues. Dirty Edits Dirty edits occur for two reasons: the first is that a mod author changes a record's properties but then decides to undo their changes by setting the properties back to their original values instead of removing the changes entirely, and the second is due to Creation Kit bugs changing the values of properties without the mod author being aware of this occurring. The most common type of dirty edit is an Identical To Master (ITM) edit. This is where a mod contains an edit to a record where the edited values are identical to the original values. There are other types of dirty edit, including things like automatic cell water height edits, but they are commonly also referred to as ITM edits, so the terms "dirty edit" and "ITM edit" are somewhat colloquially equivalent. Example 1: Identical To Master Edits Consider a quest mod in which the author has also changed the properties of some sneaking settings to better fit with other areas of the quest mod. The author then later decides the sneaking changes are unnecessary, and sets them back to their original values. If this quest mod were then loaded after a mod that overhauls the sneaking system, the sneaking overhaul's effects would be at least partially undone by the quest mod, which is not the effect intended by the author of either mod, nor the effect desired by the user. The solution would be to clean the quest mod, which would remove the ITM edits and allow the sneaking overhaul mod to function as intended. Wild Edits Wild edits are unintentional or misdirected edits to game elements by a mod author that cause unnecessary conflicts with other mods. They are called wild edits because they often appear to have been made haphazardly with no relation to the author's stated intentions. One example of a wild edit would be when a container is incorrectly modified to include an item, but instead of only that one container including the item, the result is that all containers of the same type include the item. If the description of the mod states that an item is added to a specific container, then it is clear this is a wild edit and the mod should be cleaned by fixing the wild edit. Deleted References Deleted references are a common cause of crash-on-exit. This is because if one mod tries to modify a reference that another mod has deleted, then the first mod cannot find the reference, and this then leads to a crash when the game is exited. References are generally deleted to remove them from the game world, but a practically identical effect can be achieved by undeleting the reference then disabling it and moving it to a position where it is no longer visible in the Creation Kit (TES5Edit sets the Z axis position to -30,000 units). "
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Why are my worldspace object LODs getting screwed up
OakRain replied to acidzebra's topic in Skyrim's Skyrim LE
Are you familiar with the GKB Green Trees mod? Included within the archive of the latest release (version 0.50) is a picture tutorial for creating LOD.The tutorial is specifically aimed at generating tree LOD but the archive also contains all the architecture LOD textures converted to TGA. I have used the CK to generate static object LOD using these files and have not had the Dwemer LOD go wrong. -
Trouble with Conjuration master skill quest
OakRain replied to autumnsky38's topic in Skyrim's Skyrim LE
If I remember correctly the summon Unbound Dremora spell requires two hands to cast once equipped so unless you have remapped your keys the default would be either left mouse button or right mouse button and hold down for a few seconds until you see the animation change before releasing. -
Wield a one hande sword as a two hander
OakRain replied to overdose123's topic in Skyrim's Skyrim LE
@overdose123 - to do what you want you will need to edit the properties of the weapon in the associated Nif files using Nifskope.Then use the CK to switch the 1H values to 2H. The only drawback being that if you alter a vanilla weapon this way it will effect all instances of that weapon in game.If you are working with a custom weapon that only the player character wields then no problem. -
Your bloated save will continue to grow because of the script data from uninstalled mods will continue to try to run and spit out error messages because it cannot find the scripts in your data folder any more. At present nobody has created a save game editor. The only thing you can do really is to start a new game and only add mods that you will want for the duration of that character.
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This is mentioned on the UFO mod description page somewhere. You will never have the "You know" option - Serana only has access some of the UFO features,I think the same applies to Cicero too.
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I have noticed that when building items inside the Hearthfire houses freshly made furniture has a habit of phasing in and out of existence. If I leave the interior cell and come back later everything is stable - nothing phases in and out.
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Gopher's most recent video covers automated cleaning and that is what you want to use on the official content. Do not attempt to clean Skyrim.esm,TES5Edit will not allow that any way. You should clean Update.esm,Dawnguard.esm and Hearthfires.esm in that order and only one at a time.
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The meshes and textures you are looking for are locked away inside BSA files within your installation. To get to them you require a BSA un packer.Have a read of this wiki page - it should provide the information you need;Skyrim BSA Extraction
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You can 'find' Septimuus and his Outpost to start the quest without setting foot in Winterhold College.Quests play out just fine - I have done it this way several times without incident.
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Sounds like a classic case of the dialogue bug introduced by official patch 1.6. Solution - load the save you want to play,make a manual save to a new slot,reload the new save.Now you can cast the spell and talk to the helper.
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Tbh - I have not tried hlp - only read about it on the Beth forums.Unfortunately I am unable to test it right with my own mods now as I am waiting for a new mobo and PSU to arrive for my gaming pc. In case you have not seen the info on the Beth Forums here is the link;Creation Kit Feature - Hot Loading Plugins
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@UnknownX12 - I would think hlp would be your quickest option,I do know that many users of weather/lighting mods will not see changes to their game immediately after activating such mods unless they use the in game wait function for at least 24 hours.
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I really miss Frostcrag Tower from Oblivion - actually more the model than the DLC itself,while Skyrim does have some interesting tower models there is nothing quite as good (imo) as the Frostcrag model. So how about a dwelling for magic users in a remote location?
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I think you need to work on your room bounds - have a look at Room Bounds and Portal Basics.
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I use DG from the start along with the unofficial DG patch and I have had no problems doing so. To save your self a lot of grief only start adding mods to your save once you have completed the tutorial dungeon.Many mods cause problems with the Helgen sequence.I start a new game with only official content (Dawnguard and Hearthfire) and the three unofficial patches active,run through the tutorial,exit the dungeon and make a manual save - this save is 100% vanilla so makes the perfect point to start modding from.(with the exception of the unofficial patches but I treat these as if they were official content for the purposes of starting a new game) From that point on mods can be activated but be careful to add one at a time and test your game to see if all works well before adding another. I also disable all auto saves and never use the quicksave/quickload functions only ever relying on manual saves - always made to a new slot and never overwriting.Beware the auto load upon character death - it is not 100% guaranteed to load everything perfectly - much better to quit the game and manually load last save upon player character death. If you do not use it already I can highly recommend using TES5Edit to clean Update.esm,Dawnguard.esm and Herathfires.esm (one at a time).These three pieces of official content have many dirty edits that TES5Edit will safely remove for you - leading to an all around smoother gaming experience. Run BOSS after every single mod addition to get things to load correctly.