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triplex2011

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Posts posted by triplex2011

  1. In response to post #64242756. #64243356, #64247481, #64248361, #64267641, #64267676, #64268121, #64273936, #64283371 are all replies on the same post.


    DoverWolf wrote: cant import my mods from NMM 65.2 with vortex
    Pickysaurus wrote: It can import from NMM 0.63+
    DoverWolf wrote: I get this error when trying to import from NMM
    No NMM install found with mods for this game. please note only nmm 0.63 is supported
    0Anesthetic4u wrote: No it gets mods from .63-.
    DoverWolf wrote: Well that sucks they need to add 0.65 support
    Tannin42 wrote: It can import from any NMM version starting with 0.63, including 0.65.
    However it may be having problems with certain games, which game are you trying to import?
    Also: You need to have the game active inside vortex that you want to import, you can't import fo4 mods if you have skyrim activated for example.
    DoverWolf wrote: Skyrim SSE

    How do i add the game active inside vortex?
    tjcinfinite wrote: I'm having the same problem, "no nmm install found" any ideas how to fix it? Vortex finds all my plugins but nothing in mods and can't import since it's acting as if I dont have NMM installed.
    Tannin42 wrote: Odd, Skyrim SE should definitively work.
    Please create a forum post so we don't have to investigate this in a comments section.


    Also same issue "no nmm install found".. could it be that vortex cant find nmm if nmm is not installed in the default directory (like f:\modding\tools\nmm) ?
  2. Strange :-/ Normaly you get a sound like that if you have a bug with your keyboard, have you tried a simple reboot ? Another Problem with the Sound descriptor i may have fixed (but i cannot upload the bugfix, the Nexuspage always say currendly that there is a error uploading new content), here is the description for the fix:

     

    After using many Mods and the CK i had a strange Bug inside the Game.

     

    Every Time i changed the Weapon, get something from an NPC or at

    Onscreen Events there was a thunder sound with echo. Ok, that was very boring.

     

    So i've tried a little bit around with the CK and changed the Volumes of the

    Sound Descriptors (SD) a little bit to "reset" it (the fix should be loaded at last in

    loadorder).

     

    How to fix the Problem:

    1. Install the SDfix.esp to the Data folder

    2. Start the Game.

    3. Load a (might be older) Savegame.

    4. THE GAME MAY CRASH!!! (use CTRL+ALT+DEL to kill the Task)

    5. Go to Data folder.

    6. Remove the SDfix.esp

    7. Start the Game and play (now with -should be- fixed event sounds).

     

    This was working for me very well to fix the Problem, however - what a strange bug.

     

    I think you shoud just try to change the SD volumes, and test it with the "play" button.

  3. Wow, i think ive found a fix for the problem: All you have to do is to start the CK, modifie all of the sound describer (only the volume a little bit), now save it and start the game. Load a savegame. The Game will crash. Now go to Data folder and remove your SDfix.esp (or whatever you named it), and start the game again. Now the sound is fixed - strange bug. i'm confused, but the result is nice :)
  4. I have the same bug i think, it sounds like a thunder or shoot with echo, appering every time something happens on the screen, like quicksave or i get something from a npc.. dont know that the problem is ?!
  5. I've a little Idea for a new mod, i think it should be funny to do something

    more after you get married in the game, like playing a boardgame like chess

    with your wife, inside of the game.

     

    May be using flash / scaleform by adding a new item to data/inventory section

    started ingame using an entry in a dialog with your wife like "Would you like to play chess with me ?".

     

    The problem is that ive no idea how to code in flash, and how to get it in the game,

    maybe someone likes the idea and is doing this task :dance:

  6. Hello.

     

    Im searching for a way to find out the objectID of a newly created NPC to do something like

     

    pushactoraway (getobjectid (player.placeatme 45BE5 1)) 90

    // This should create a NPC (Here a Stormcloak Soldier - One Handed with Shield),

    // gets the ObjectID and push him (based upon the ObjectID (required for this)) away

    // to fall back somewhere in the Gameworld (alive)).

     

    Currently player.placeatme 45BE5 1 or pushactoraway {objectID} 90 is working lonely very well,

    but i always have to create the NPC and after clicking on the Character in the console

    with the mouse i can use the second command. What it want is, that i can us this in

    one step (withot clicking on the character).

     

    Ok, i know getobjectid seams not to exists or i'm using the commands wrong, could somebody

    tell me how to get this work.. required for an update of my Mod / Tool "War Scripter".

     

    thanx, triplex2011

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