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Skyrim Special Edition Anniversary Edition (AE) (CBM Guide)
SenpaiMuffin replied to avidichard's topic in Skyrim's Skyrim LE
So I went through your guide, and many of the mods seem (on the surface) that they would work without issue. The biggest issues were the mods that relied on an address library. Do you know of any specific mod areas that would likely be incompatible?- 12 replies
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Suggestion: Pinned FAQ thread of the new download system
SenpaiMuffin replied to SenpaiMuffin's topic in Site Support
And as convenient and simple as it was, it is the developer's choice on how they go through, and what they features they offer. Mods can still be accessed free, but I'm seeing way too many people blow this out of proportion due to a few extra seconds. In the end the little extra time doesn't affect much. If it's that big of an issue to someone, and someone REALLY wants the former download method, then yes, it is a solution. If they would rather not pay a very tiny bit to access it (even for a single month), then it's not that important to them (granted, some may not have the option to buy it at all but that's a very miniscule amount). -
Suggestion: Pinned FAQ thread of the new download system
SenpaiMuffin posted a topic in Site Support
The new change to the download system is causing a bit of confusion, and there's so many asking or pointing to very similar questions: if they can disable it/bypass it, stop seeing it every time they get a mod, if the mod system can be reverted, etc. Please consider addressing these questions, and making it clear that this already has a solution. Thank you. -
Firstly, I apologize if this is a repeat thread, or if the answer *should* be blatantly obvious. I just haven't came across any solid word myself, so I figured I'd ask here. Oldrim has a huge amount of good mods, and too many of them have had the author disappear. I'll take a couple examples: Pirates of Skyrim - The Northern Cardinal MissAnithrope C Eyes (links to author's site) Tamriel Online Oblivion Hair Pack UNP Naughty ... and quite a few more I'm sure many can think about. Some mods can be converted and others work just fine in SE without any changes, but there are mods that completely need a bit of a rework to get into SE. Question being, what exactly are the rules on importing, exporting, and taking over mods? I've seen ones on SE that are plain imports because they were liked, and ones that said they got the original author's permission. It's never been made clear where the line is drawn. Personally I'd love to see Tamriel Online and Pirate of Skyrim on SE (the latter which I wouldn't mind taking over myself), but I'd like to know what can and can't be done to Oldrim mods, even if they are abandoned.
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If it literally just started, and you haven't changed up your mod order I would think it's the latest Skyrim update. Roll back your version, just to be safe. SKSE can also be an issue if it's updated, alongside many mods that use SKSE. If your mods are set to auto-update, you might have to pick apart your list. Otherwise, it'd help if you could provide list of the mods you are using.
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First, check through LOOT and make sure you have no warnings, and no mods that conflict with one another. Secondly, your load order already has mods that don't have master files. For example, you have "InigoPerkPointGiver.esp", but nothing for Inigo. Get this sorted out and make sure there's no problems like this. Thirdly, you'll have to uninstall mods sections at a time, and reinstall them. It doesn't need to be one at a time, as long as you keep a list of which ones are uninstalled (keep the bashed patch disabled if you want, until you figure it out). Personally I started by removing 5 at a time, finding the culprit, keep a manual log of every issue, installation, and uninstallation, and go from there (logs get big but trust me, it helps). And finally, you can start by removing mods that add new equipment and creatures, even if they don't seem like they'd be a problem. And, as a side note, you do have MANY script-heavy mods (Frostfall, Campfire, Wet and Cold, Hunterborn, etc.) that could be conflicting with one another or something else. Take special care that these are 100% playing nice with everything else.
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So I'm having issues with Skyrim and Dragon Aspect. Whenever it is used, the accompanying sound continuously loops even after DA has finished. Doesn't matter if I fast-travel, use the wait menu, reload, or just flat out keep playing until it expires. Using the shout at all is just asking for a problem. I did make sure it was actually Dragon Aspect by loading a save before I used it, and found the sound only came once the shout was used. I'm wondering if there is any known fix, either by mod or console, since it does get annoying and gets louder every time you use Dragon Aspect. Any ideas on how to permanently remove it besides not using the shout? I do have mods but not any that (should) mess with Dragon Aspect, so I figure this is a vanilla bug similar to other sound loops (as such I've tired temporary fixes, like 'sexchange', but every reload it comes back.
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How do you make an item change name/desc. in-game?
SenpaiMuffin posted a topic in Skyrim's Skyrim LE
So there's an item that I'd like to make; main feature being it's name and description change in-game, without it unequipping. It doesn't change what it actually does, just shows up differently depending on the current condition. For a small example, let's say there was a sword that had the name and description change every time the player equips it, but it was always under the same ID. Is there any ways to accomplish this with or without SKSE? I know there are examples of items 'swapping out' for another (like Dawnfang/Duskfang, Hircine's Ring, and another weapon I can't really get the name of atm), and I'd like to avoid that. However if push comes to shove, I wouldn't mind using this method either. Side note (though this in an entirely different question): How do you access and see scripts in the Creation Kit? -
Can you drain water real-time?
SenpaiMuffin replied to SenpaiMuffin's topic in Fallout 4's Creation Kit and Modders
This seems to be an exact idea of what I'd like to accomplish, plus adding a raise feature could even further add more detail into the interior I have in mind (I never did get to the Greygarden quest since I wasn't much for settlement quests at all). However,I'll be sure to check this out and let you know how things go when looking into this. And yes, it was Nchardak in Dragonborn. If I remember right even Mournhold had an active water level feature that I looked into long ago, but I never figured it out. -
To be clear; I'm trying to make a small interior cell that requires the player to drain the water inside of it first, before progressing further on. The closest thing I've seen to this (if it can even be compared) is Thicket Excavations, and the water draining had to happen without the player being there (however this does show that water levels can be changed). However actively raising and lowering water was present in Skyrim, so perhaps it made it's way into Fallout 4. This specific cell wouldn't contain much more area to it since it would only be an entry point, but for detail and impression I'd like to know if it's possible to adjust the water level height actively, and then let the player proceed once the water has reached a certain unit height, or a certain amount of time has passed.
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SSE Quick mod request: Dawnguard Battleaxe
SenpaiMuffin replied to SenpaiMuffin's topic in Skyrim's Mod Ideas
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SSE Quick mod request: Dawnguard Battleaxe
SenpaiMuffin replied to SenpaiMuffin's topic in Skyrim's Mod Ideas
That would work, but that mod is regular Skyrim, while the one I'm looking for is SE. It also seems like the author isn't active anymore, since many other players have been requesting as well. -
So I thought it might be nice if the Dawnguard had specialized weapons for each basic class. There's a good mod out there for one-handed hammers already, but there is not for a battleaxe (or any swords, but that's a different possible request. However that mod does exist on Oldrim, which can be found here... maybe someone could take the liberty to port it?). I was wondering if anyone could make a functional Dawnguard Battleaxe mod, with the weapon found only in a couple areas like the vanilla weapons? This mod tries to add that, but the weapon is spammed all over the fort and it's classed as a warhammer, not a battleaxe, and it doesn't seem like any stats are changed. Would anyone mind remaking this mod accurately? Thanks in advance. : 3