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Everything posted by shumkar
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anjenthedog, Thank you for the detailed explanation! These were your messages about Fallrim that I remembered ) costyalbert, In continuation of what has already been said by others, I can link this: https://forums.nexusmods.com/index.php?/topic/8237978-need-help-with-modding/page-2&do=findComment&comment=76452433
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The first result in Google (searched: Skyrim "Stealer of souls", with quotes): https://en.uesp.net/wiki/Skyrim:Stealer_of_Souls "Once you've installed the Arcane Archer Pack Creation, you will receive this quest,.." So, JimmyRJump was right: These are under "Plugins", not "Mods", in Vortex.
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It's all right, I did not take it as berating. I really don't know much about Fallrim, it's what I meant. OP wrote "mods uninstalled" so I thought: no mods, but 30 quests; quests are coded in scripts; orphan scripts? -> Fallrim! An easy conlcusion )
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Fallrim is a tool to clean saves in case they got slightly corrupted and have traces from uninstalled mods left in them. CostyAlbert doesn't need to clean his saves Maybe. You probably know better.
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There is a tool for cleaning orphan scripts that has been advised many times here in forum - Fallrim. I personally haven't used it but may be it will be useful for you? PS Really no result for all 30 quest names? Please give at least a couple of examples.
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It seems to me that Nexus' url structure may have changed at some moment... The page linked above - https://skyrim.nexusmods.com/mods/35035/? - shows "Not found" but there is the page https://www.nexusmods.com/skyrim/mods/35035/? which shows the mod "Natural Breast Animation", ready to download. If it is the same mod (it will replace a file of CHSBHS), I'd recommend to write down which file is this, to have more possibilities to work around this issue in the future... If my memory serves me, Vortex offers such option when resolving conflicts. Edit: I think there are good chances that the mod is the same, because its upload date - 20 April 2013, and the date of the message with the link - 05 June 2013.
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[LE] CreationKit issue with Win10
shumkar replied to Dreifels's topic in Skyrim's Creation Kit and Modders
You made my day! :laugh: -
colin15523, If you deployed already... May be you haven't yet turned mods on in game? In Main Menu, click "Mods". There will be a warning that achievements will be disabled etc. The item "Load order" will show the mod list. All the 'ticked' mods in that list are turned on, not 'ticked' are turned off. After checking that all mods are there and are 'ticked' try to launch the game.
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Thank you for clearing that up.
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Possible that SKSE has some default RuntimeName for the case if none RuntimeName is indicated in SKSE.ini. But I believe it's better to indicate it. Don't forget about the [Loader] section when indicating. SKSE.ini must be located in the Data/SKSE/ folder 'counting' from the folder where TESV.exe (for Skyrim LE) is.
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If I understand you correctly, you did not have the file Data/SKSE/SKSE.ini before copying these lines? And these lines - it's all the content of SKSE.ini now? As far as I know, SKSE needs the parameter RuntimeName to launch the game: https://steamcommunity.com/sharedfiles/filedetails/?id=1211799672 That manual is for SE; but for LE, I see, there are similar recommendations: https://forums.nexusmods.com/index.php?/topic/5793592-skse-launcher-problem/&do=findComment&comment=51634357
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Skyrim SE mods deployed, but not active in-game.
shumkar replied to Felix3939's topic in Vortex Support
I'd like to add that I'm sorry for that my English is not always perfect. Sometimes I forget to use constructions that are not used in my native language, an example of that - I mean you might want to do smth, but I write you might do smth. It's really not intentionally. Most my messages has been edited because I notice errors after I've written. It's why I tend often to be brief - less words, less errors... Regarding hijacking: I didn't think about it because OP's issue is not in mod order, but in activating mods, and Bethesda built-in mod engine seems to be an indispensable tool for that. (Even if OP's mod order change, but at the same time his mods become active in game, the debugging process would progress, wouldn't it?) Please forgive me if something was wrong. -
Skyrim SE mods deployed, but not active in-game.
shumkar replied to Felix3939's topic in Vortex Support
In that topic - https://forums.nexusmods.com/index.php?/topic/8320153-nmm-vortex-crossover/ - a Staff representative gave, imho, an exhaustive answer to this question. Is it possible, that, in your case, Bethesda was using another instance of plugins.txt, not the one used by NMM, as it was in my case? There must be more then one instance of plugins.txt on Windows; you might check it with the file search. E.g.: C:\Users\$NAME\AppData\Local\Skyrim Special Edition\plugins.txt C:\Users\$NAME\AppData\Roaming\Vortex\skyrimse\profiles\$RANDOM_LETTERS\plugins.txt (As soupdragon1234 said in that topic, there may be also an instance from Steam...) -
Exactly!
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Skyrim SE mods deployed, but not active in-game.
shumkar replied to Felix3939's topic in Vortex Support
Something small... The whole list is there, but are there check marks in all check boxes? -
Skyrim SE/SkyUI problems (CTD while looting armor)
shumkar replied to Kolours's topic in Skyrim's Skyrim LE
I see there are two mods in your list that are intended to do, as far as I know, the same thing: EnhancedCharacterEdit and RaceMenu (SOS version). Never heard that they can work together. Aren't they conflicting? I would check it. -
The point is that the correct folder structure must already be inside a mod archive. Edit: Isn't this about your game? https://gamebanana.com/tuts/12606
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Mod files extensions that I am aware of: .psc - Papyrus scripts sources - go to Data/Source/Scripts .pex - compiled Papyrus scripts - go to Data/Scripts .bsa - Bethesda Struct Archive - go to Data .esp - Plugins - go to Data .esm - Master files - go to Data .dds - Textures - go to Data/Textures .nif - Meshes - go to Data/Meshes .fla - Flash sources - no folder; compiled to swf .as - ActionScript sources - no folder; compiled to swf .swf - Flash movies - go to Data/Interface The mod author has to put all files in the corresponding Data' subfolders, then to pack this Data altogether in a .bsa file... Except .esp/.esm files; they are 'launchers', so don't go into the archive. Then .bsa and .esp are packed in a final mod archive .zip, .7z etc. So, Vortex does not distribute files by Data' subfolders; the correct folder structure must already be inside a mod archive. Something like this. I am still learning too. :unsure: Edit: All this - the example for Skyrim.
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[LE] Accessing BSA's in Creation Kit
shumkar replied to notchella's topic in Skyrim's Creation Kit and Modders
Before expirienced modders come, just a guess... Have you tried the 'Data' folder? Edit: Seen your (double) post at https://forums.nexusmods.com/index.php?/topic/8103658-invalid-directory-for-unpacked-bsas/. OK!- 3 replies
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- bsa
- creationkit
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(and 6 more)
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Nobody mentioned SkyUI? For me, it's the best interface mod.
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Agreed. I noticed it too. Community is 'the heart' of Linux. Some distros are fully community-driven (as Gentoo). There are public email-lists where developers are announcing news, changes, bugs, and users may participate in the discussion, if they want to. There are also lists for users where they ask for help and adviŅe; it's often that developers themselves answer to the users' questions.
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Hi zixi, That's true, Linux is stable. But it may be injured by external factors: hardware failures, power outages. I used to change battery in the UPS near my desktop almost every year :confused: Yeah, in recent years the number of bells and whistles in Linux has increased. Where is the good old black terminal? I have to configure it myself :laugh: