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abrb2011

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  1. Yes, this is genius! I had to skip the quest because I knew what it entailed and I can't do it...
  2. EDIT: meegja linked you. You need the scripthook update cuz Moonshiners broke the old one. Anytime there's a major update, check for a scripthook update. It only took him about 3 - 4 days I think this time to put out an updated one.
  3. This works with KBnM but not controller unfortunately. =( Would really love this function on controller.
  4. Would like to unpatch so I can use scripthook mods again until AB updates it. Is there a way to "unpatch" the game? I play single player exclusively so I don't care if whatever method I'd use would break Online functionality.
  5. Hey guys. A while back a power outage occurred and I had page file corruption. My entire games folder in D drive got lost and I had to recover it which meant my entire mod build I'd been working on. Anyways I managed to do that, and restore most everything to it's original path. Now, Nexus Mod Manager gives me an error loading a list of mods. 1.) The files ARE located where NMM indicated it's looking for them and where I directed it to look. 2.) The vast majority of the mods in that directory besides the ones listed in the error dialogue are loading just fine, and work in-game as well. 3.) The indicated zip files are not corrupted in any way and can be unzipped without issue as well.
  6. Thanks, I am going to do this. I had already reinstalled Skyrim SE but it retained my old .ini files so I'll use Bethini to remedy this.
  7. An in real life friend of mine suggested (more like insisted) I check out MO2 because I've just always used NMM. I didn't see the point at the moment because I've made large mod builds with great success with NMM that supported long playthroughs with little issue. But... I decided to look into this more, and in doing so I learned about Vortex, and I've come away with more questions than answers. The biggest ones are... With Vortex right around the corner, should I bother learning MO2 and optimizing my mod build around that? Also about Vortex, should I abandon NMM entirely now? Am I correct in assuming that it will render NMM entirely obsolete?
  8. Thanks alot to all 3 of you for the advice. I will be taking this all into account today as I work on the mod build.
  9. Hi guys. Long story made really short: I've run into some performance issues with my current mod compilation build and I have a hunch it may be some long-lost or forgotten ini changes possibly made by installed mods. I unfortunately lost my backups on a now-dead HD (RIP my 8yr old Western Digital, may she Revolve in Peace). I also want to do a few revisions on the mod compilation so I figured starting fresh and installing from the ground up would be a good idea. To attempt to fix this I was hoping to do a "soft reset" on Skyrim SE and bring it back to semi-clean/fresh state so I can reinstall all of the mods without fully reinstalling Skyrim SE, especially I'd like to get fresh .ini files. Is this possible? The game isn't broken by any means and the ONLY issue is slight performance dips where I believe there shouldn't be. I googled this but got a bag of mixed results and was hoping someone with more experience than myself could aid.
  10. Rei Reinstalled f4se and it now launches properly. Thanks!
  11. Hi! Anytime I install and use an ENB, I have to pick between the two because they cause a launch CTD when used in tandem. Is there a way to use these two things together?
  12. I'm definitely excited to see that there are options that could bring this idea to fruition. Changing game-wide settings may be beyond the design goals of this mod so I suppose I will have to mull over the information provided. Thank you for the input!
  13. Workarounds sound like a good idea. I suppose it would still stop me from using outside areas with no interior cells but that's not a total party pooper I suppose.
  14. Hi! I've been a mod user since the early Oblivion days and am an avid Skyrim mod user, so i know my way around actually using and installing mods. I also dabbled very sparingly into creating player housing in Oblivion but never took any of my pet projects to fruition, so safe to say I know jack about current modding. Anyways. I've had an idea in my head for a while for a mod that would basically make it possible to use conquered dungeons/forts/encampments/etc as player "housing". Basically make a base out of any place you cleared. Even open world ones like Hagraven encampments out in the wilds that have no interior cells. In my fantasy world I'd be able to do this with any place conquered. Obviously that is an overly-ambitious goal. So I was thinking, it would be a fun and cool experiment to just try it out on one single cleared zone. Before I invest hour and hours into this idea trying, I was wondering if it's even possible within the confines of current modding technology? This led me to a couple of direct questions I was hoping you guys might be able to help me with. Can cells be modified to not respawn, perhaps while "flagged" as player housing? Could they be reverted back to normal functionality if the player chose a different housing location (without breaking the game)? Would it even be wise to modify vanilla assets in this way? If not, is it possible "clone" cells and perhaps create faux entrances to identical copies that would serve as the housing? I imagine this idea has been hatched before, but I haven't found a mod for this yet. Although I didn't prune the depths of the abyss for an example of it.
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