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Force70

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Everything posted by Force70

  1. Personally, I will never charge for any of my mods. But I will not hate on those why do decide to charge for their mods.
  2. Got it working. I had to install directx runtime.
  3. I'm pretty much confused here. I've installed ENB's before and never had any problems. Recently I upgraded to an SSD and I re-installed Skyrim to that. I have everything back up and running. But when I went to re-install my ENB (Seasons of Skyrim) the game won't start. It acts like its going to start. But it crashes before the screen has a chance to even show. I've tried the Wrapper version and the Injector one and the same thing happens. It will even crash on my when I just have the d3d9.dll file in the game folder. Any ideas on what could be wrong?
  4. I think I may have figured it out. I think it might be my ENB. As soon as I set it to use original post processing it crashes. I might need to re-install the ENB.
  5. I tried to start a new game today after not playing for awhile and for some reason when I finish the character creation, after a few moments the game will crash. I don't really know why. I haven't installed any new mods. I just updated a few of them. Here is my load order. I used LOOT. Do I have any mods in the wrong load order or possible mods that conflict with each other? Skyrim.esmUpdate.esmUnofficial Skyrim Patch.espDawnguard.esmUnofficial Dawnguard Patch.espHearthFires.esmUnofficial Hearthfire Patch.espDragonborn.esmUnofficial Dragonborn Patch.espFalskaar.esmWyrmstooth.espmoonpath.esmETaC - RESOURCES.esmNock2Tip.esmRSkyrimChildren.esmHighResTexturePack01.espHighResTexturePack02.espHighResTexturePack03.espUnofficial High Resolution Patch.espWhen Vampires Attack.espBlackHorseCourier.espBrawl Bugs CE.espSummerMushrooms.espSMIM-FurnitureChestSnowFix.espBetter Dynamic Snow.espAMatterOfTime.espETaC - Better Dynamic Snow Patch.espAHZmoreHUD.espExtended UI.espBFSEffects.espVioLens.espDragon Combat Overhaul.espConvenient Horses.espFootprints.espGuard Dialogue Overhaul.espImmersive detection of NPC.espHothtrooper44_Armor_Ecksstra.espIndividualizedShoutCooldowns.esp360WalkandRunPlus-RunBackwardSpeedAdjust.espSMIM-DungeonsCliffsIceSkirts.espSkyUI.espTradeBarter.espDual Sheath Redux.espSummerSolstheim.espimmersive roads.espJKs Skyrim.espRigmor.espWeapons & Armor Fixes_Remade.espAOS.espNoSneakAttackSound.esp3DNPC.espFCO - Follower Commentary Overhaul.espClothing & Clutter Fixes.espRSChildren_CompleteUSKP.espComplete Crafting Overhaul_Remade.espBook Covers Skyrim.espHarvestOverhaulCreatures.espSMIM-DragonbornTernFix.espSkyrim Immersive Creatures.espHarvestOverhaul.espRebirth Monster.espRebirth Monster - SIC Patch.espSkyHavenTempleEnhanced.espAmazingFollowerTweaks.espBreezehome_Fully_Upgradable.espPredator Vision.espCloaks - Dawnguard.espSkyFalls + SkyMills + DG + DB.espSkyFalls DB + FS Small Waterfalls.espSkyFalls + SkyMills Falskaar.espRealisticWaterTwo.espETaC - Kynesgrove.espSkyrim Immersive Creatures - DLC2.espAnimallica.espPre PaMa SiC Patch.espMoonAndStar_MAS.espRevampedExteriorFog.espSolstheimSkies.espETaC - Karthwasten.espETaC - Darkwater Crossing.espAOS2_RealisticWaterTwo Patch.espPerkusMaximus_Master.espDeadlyDragons.espPerkusMaximus_Thief.espWerewolfPerksExpanded_1.6.espPerMa Expansion 1 - Wintermyst.espPerkusMaximus_Mage.espPerkusMaximus_Warrior.espDeadlyCombat.espPerMaExtendedPerkDescriptions.espPerMaRangedWeaponryRenamed.espWetandCold.espAOS2_WetandCold Patch.espaMidianBorn_ContentAddon.espImmersive Weapons.espNock2Tip.espWeaponsArmorFixes_ImmersiveWeapons_Patch.espUniqueWeaponsRedone.espHothtrooper44_ArmorCompilation.espImmersive Stonehills.espaMidianborn_Skyforge_Weapons.espSolitude A City Of Trade.espRealisticWaterTwo - Legendary.espCloaks.esp1nivWICCloaks.espSMIM-FarmhouseFlickeringFix.esp1nivWICSkyCloaksPatch.espRun For Your Lives.espImmersive Shors Stone.espmoonpath_questdata.espImmersive Patrols II.espSMIM-ShackRoofFixes.espChesko_Frostfall.espPerMa_Survivalism.espSMIM-ShackRoofFixesDragonborn.espWheelsOfLull.espCompanionArissa.espBrevi_MoonlightTales.espUnique Uniques.espAOS2_WAF Patch.espN2T IW.espWeaponsArmorFixes_ambSkyforge_Patch.espdD - Realistic Ragdoll Force - Realistic.espiHUD.espBashed Patch, 0.espCoins of Tamriel V2 Legendary Edition.espCoins of Tamriel V2 Legendary Edition - Wyrmstooth patch.espCoins of Tamriel V2 Legendary Edition - Falskaar patch.espMorrowloot.espPre PaMa WAFR CCOR Patch.espPre PaMa CCF Patch.espEnhancedLightsandFX.espELFX - Dragonborn.espELFX - Dawnguard.espELFX - Moonpath.espELFX_2_0_BFU_Patch.espELFX - Exteriors.espELFXEnhancer.espELFX - Weathers.espWarburg's 3D Paper World Map - Texture 1.espPatchusMaximus.espDual Sheath Redux Patch.esp
  6. Someone on my mod page reported this glitch I have never seen a glitch like this, which is why I came here. https://www.dropbox.com/s/ov61wfdfof509h6/missing%20gold%20septim%20texture.png?dl=0 The person that reported the glitch says that all the other coins from my mod are working. Which makes me wonder. My mod doesn't really modify the textures for the gold septim. It uses the default textures. As a matter of fact my mod doesn't even have those textures packaged in it since it uses the default textures. which can be found either in the Skyrim BSA files or on your texture folder. So I'm wondering if maybe his textures got corrupt or something. Either that or for some reason the mesh file can't find the texture files. Any ideas?
  7. Never mind. I got it working. I just ran Loot and then my mod patches again. Seems to have fix the problem.
  8. So I decided to move to Mod Organizer and I've been following Gophers videos. And so far everything was working, until I got to SKSE. I followed his instructions exactly and when I go to launch SKSE through mod organizer it crashes as soon as I get to the logo. Here is his video. In his video he has you drop the SKSE files in the game folder and then install the scripts through MO, and here is where my problem starts. When I do that and then enable the scripts, SKSE crashes, but if I disable them it will work just fine. It will even tell me what SKSE version I'm using if I type getskseversion in the console. Any ideas as to whats going on?
  9. Update 1.04 is out! Here are the changes. - Changed Silver Ingot value to 250. - Changed Silver Ore value to 150. - Changed Gold Ingot value to 500. - Changed Gold Ore value to 250. - Increased rarity of Dwemer and Nordic coins. - Added more dialogue changes. - Made it to where Gold coin retextrue mods will now work with this mod. Created two more versions of this mod. V3 and V4. Coins of Tamriel V3 only adds in the Copper, Silver and Gold Dwemer and Nordic coins. Coins of Tamriel V4 is the same as V3 but it only has the Gold versions of the Dwemer and Nordic coins.
  10. The load order in NMM and Wrye Bash are correct, but in the CK it wants to load requiem before my mod.
  11. Okay, so it appears that Requiem is being loaded before my mod, rather then after in the Creation Kit. How do I have it load after my mod in the Creation Kit?
  12. So I'm trying to make a patch for my mod and requiem. I use Wrye Bash to turn both my mod and requiem into fake esm files, and then load them in the CK. And that is where my problem starts. For some reason no matter what I do my mod keeps overriding requiem, and there for making it impossible to make a patch. How do I fix this?! Its been driving me nuts!
  13. So I have a very odd glitch. When ever I use the tanning rack or smelter, the animation doesn't play. It just opens up the crafting menu. And if I'm in first person it will stay in first person, and if I'm in third person, again it will just stay there. Any ideas as to what is going on? I've never had this happen before.
  14. Pretty much what the topic says. I gave some new topics to a few of the NPC's and it won't appear unless I first save and then reload. Any ideas as to why?
  15. I got it working! I had to first stop the quest and then set the stage to 30. That gave me the quest to purchase the house and then I was able to buy the house.
  16. I rather not clean the DLC. I hate to mess anything up. Is there a way to force the "quest" to start? Also does anyone else have any ideas on whats causing this?
  17. BOSS log NOTE: Load order isn't correct, which is why I switched to LOOT. I can post my LOOT Load order, if that will help.
  18. @Georgiegril: I don't have BOSS. I use LOOT. DO you just need my load order? @deadirf: I don;t think I have any mods that would effect the dialogue. And I rarely use console commands.
  19. I'm having a very strange glitch. I can't seem to buy the house in Morthal. I'm Thane and the dialogue option shows and when I select it it everything acts like it's going to work but no coin is removed from my inventory but I don't get the key or the quest, and the dialogue option remains as if I never selected it. Any ideas what's going on? I have all of the unofficial patches.
  20. I'm trying to update the script for my mod Coins of Tamriel. Making it to where it no longer removes the coins when you pick them, but also making it to where it tricks the player into thinking that they are spending those coins. What I want to do is have all three coins run by the script copper, silver and gold, to where when you pick them up you gain a set amount of septims (I already have this part). Now. What I need is a script that checks the coins that the player has in his/her inventory. So if the player spends septims it will then remove the correct amount of the proper coin. based on the amount removed, amount in inventory and the coin priority. Which is the following Gold Silver Copper Here is the script that I have so far. So far I have it to where if the player picks up or drops one of the new coins it will remove or add the correct amount of septims from their inventory. What I need now is that if you remove a certain amount of septims from your inventory it will remove the correct amount and the correct coin from your inventory. I'm guessing I'm going to need to have global variables. But I just don't know how to make what I want happen. I'm not a scripter. This script was created for me. I just modified it to make it to where if you drop the coins it will remove septims from your inventory. I'll try and give some examples . If player removes/spends 1-50 Septims from their inventory it will check to see if the player has either copper or silver. If the player has silver that will take higher priority over the copper and there for shall be removed, if the player doesn't have silver the script will then remove the correct value of copper. If the player removes 1-100 Septims from their inventory it will check to see if the player has either copper, silver or gold. If the player has gold that will take higher priority over the copper and there for shall be removed, if the player doesn't have gold the script will then check to see if the player has silver, if found it will then remove the correct amount. If the player does have silver but not the correct amount, like if you have 100 septims but its 50 coppers and 1 silver it will removes both the silver and the 50 coppers. Now if the player has 135 septims and the spend 100 of that, and again they don't have a gold coin or 2 silver but instead have 1 silver and 85 coppers, the script will remove the correct value from both so it will remove the 1 silver and 50 coppers while leaving 35 coppers. Now if the player has only a silver coin which equals to 50 Septims and the spend some of it, lets say 30 Septims. The game will remove the silver and then add in the correct number of copper in this case 20 to the player. Now if the player spent all of the coin then it would just remove the silver. If the player doesn't have silver but only copper it will remove the correct number of copper coins from the players inventory. Lets say the Player has 100 copper, 2 silver and 2 gold. which = to 400 Septims. And the player spends 100 Septims. The script will then check the players inventory to see what coins in needs to remove based on the amount of Septims were removed. So since the player has 2 gold coins the script will remove 1 of them. But if the player didn't have gold it would then go to the next highest item on the list which is silver and remove the correct amount there, which would be 2 silver coins. If the player only had 1 silver coin and 100 copper coins it would remove 1 silver and 50 copper. If the player didn't have any silver or gold coins it would then move to copper which the player has 100 and then would remove 100 copper.
  21. I'm trying to take the meshes and textures that I like from the mods unique unique and unique weapons redone and make a new esp file rather then having one mod load last there for overriding the other. In the CK it looks good, everything appears to work, but for some reason in the game some of the weapons keep their vanilla mesh and textures. This happens no matter where I put it in the load order. Does anyone know why this is happening?
  22. Thanks for letting me know that at least some of what I want is possible. And I don't blame you for not wanting to help. I took a look at an MCM script and got confused almost instantly. That is why I was hoping to find someone that would be willing to help. But I don't see that happening.
  23. No one wants to help I take it. Is what I want even possible?
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