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greyday01

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Everything posted by greyday01

  1. Making mods is fun. To start with for the basics watch this tutorial series from Bethesda. The tutorial is a dungeon but the principle is the same. For adding a merchant Darkfox127 has a good tutorial. To make it buyable you will need to make a npc to sell the house and place him somewhere in the world then add a custom dialog to him. Something like you ask him if the house if for sale. He says "Yes, $10,000 Septims. Do you want it?" Then speech options show: 1 Don't have enough money, 2. Not now, 3 Yes, I'll take it. If option 3 money is removed from your inventory and a key is added. Fairly simple but that is the basics of buying a house. You can also use a quest (other than the dialog which is it's own quest).
  2. What program is running in the foreground? The problem might be with that program and not Skyrim. You might try to find what all programs are running at any time your computer is on? Can you find a list of them somehow? I know there are things running in the background that one never sees. To view and manage programs that run automatically on startup in Windows, you can access the "Startup apps" tab within Task Manager or through the "Startup" folder. Here's a breakdown of how to do it: Using Task Manager: Open Task Manager: Press Ctrl+Shift+Esc or right-click on the Start button and select "Task Manager". Navigate to Startup apps: Click on the "Startup apps" tab. View and manage: You'll see a list of applications that start automatically. You can enable or disable them from this list. Using the Startup Folder: Open the Run command box: Press the Windows logo + R keys. Type "shell:startup" and press Enter: This will open the Startup folder. View and manage: You'll see shortcuts to programs that are configured to start automatically. You can add, remove, or rename shortcuts here. Additional Tips: Startup Impact: In Task Manager, you can sort apps by "Name," "Status," or "Startup impact" to see which programs are affecting your startup time. System Configuration (msconfig): You can also access a list of startup programs by pressing Win+R, typing "msconfig", and then going to the "Startup" tab. Disable Startup Programs: Select any program in the list and click the Disable button if you don't want it to run on startup.
  3. Might try this mod Vampire Eye Fix (Disable Vampire Overlay) at Skyrim Special Edition Nexus - Mods and Community
  4. Thanks for looking that up. However, could some mod that affects the mages guild quests mess that up? I've used some that made major changes in quest progressions and some of them caused problems down the line and I had to restart without them. Anyway, couldn't hurt to try completing mg01 first. With a lot of mods running things can get funky.
  5. Just a question, but does MG02 depend on MG01 being finished? And did the class with the students in the hall of the elements start and did you get and use the shield spell and finish all the dialogs with Tolfdir? You might check that all the quest stages for mg01 are finished and if needed go through each stage and set that stage as completed until they all show as 1.
  6. If an ESP file isn't appearing in the right pane (plugin list) of Mod Organizer 2 (MO2), ensure the mod containing it is enabled in the left pane (mod list), and that the ESP file itself is also enabled within the plugin list. Here's a more detailed breakdown of potential issues and solutions: 1. Check Mod Activation: Left Pane (Mod List): Make sure the mod that contains the ESP file is enabled (checked) in the left pane. Right Pane (Plugin List): Even if the mod is enabled, the ESP file itself might need to be enabled in the right pane. 2. Verify File Existence: Download Archive: Double-check the mod's download archive to ensure it actually contains an ESP file. MO2 Installation: Ensure the mod archive was installed correctly into MO2's mod directory. 3. Refresh MO2: Data Tab: Go to the "Data" tab in MO2 and click the "Refresh" button. Plugins Tab: After refreshing, check the "Plugins" tab again to see if the ESP file is now visible. Re-launch MO2: If refreshing doesn't work, try closing and re-launching MO2. 4. Check for Filters: Clear Filters: Ensure you haven't accidentally filtered the Plugins tab, clear the filter field at the bottom. 5. Mod Conflicts: Disable Plugins: If you suspect a mod conflict, temporarily disable all non-Bethesda plugins in MO2's right pane, except for USSEP and ASLAL, and test the game. Re-enable Plugins: If the issue is resolved, re-enable plugins one by one to identify the conflicting mod. 6. SKSE Issues (if applicable): SKSE Logs: If you're using SKSE, check the SKSE logs to see if there are any errors related to plugin loading. SKSE Compatibility: Ensure the mod is compatible with your version of SKSE. 7. Other Tips: Reinstall the Mod: If none of the above steps work, try reinstalling the mod. Update MO2: Ensure you are using the latest version of MO2. Check MO2 Forums/Reddit: Consult the MO2 forums or the r/skyrimmods subreddit for further troubleshooting. You might watch this also. Love this guy.
  7. Try TCL and look under the ground. That's where I found them.
  8. A very simple first mod if you want to get into making mods. You need the creation kit and creation kit fixes installed in the same place skyrim.exe is installed. Then watch the Bethesda creation kit tutorials at least the first two episodes. Under the category statics look for candle lanterns and drag one where you want to place it outside an inn. Then under activators search for lights and choose one and drag it near the lantern that you previously placed. Use the M (marker) key to toggle visibility of the light to see where you are placing it. It will look like a translucent light bulb. If you want the lantern to be hanging look under statics and look for posts and size and place one sticking out from a wall and move the lantern so it looks like it is hanging. Thats about all it would take. Just do the same for each inn.
  9. I know it is tedious, but I would recommend disabling all mods then starting with the utility mods like script extender and engine fixes make sure they are the right version for your Skyrim exe and enable a few at a time and see if there is any problems. Check Loot messages also as you enable each set of mods. Use a save made with only the base game and DLCs for checking. Then enable a few more. Mods that have only meshes and textures can probably be enabled right at the start. Doesn't hurt to make sure your entire mod list is up to date that way while trying to find the problem mod.
  10. I believe one of the CC mods gives you access to a spell to summon a daedric horse. Like Arvak it can be summoned on Solstheim and other lands, will disappear after dismounting and can be summoned back as needed. I like horses that are only there when needed and don't follow you around when you don't want them. So I would go with those two. I believe the daedric horse is added by the CC Mod The Cause.
  11. Get Arvak. You can summon it with a spell and it disappears when you dismount and leave it.
  12. Does the game launch normally from Skyrim.exe with no mods enabled? If so it is not a problem with the base game. Does the game launch from SKSE if SKSE is the only mod enabled? If so it is some other mod causing the problem. If not the SKSE might be for a different version of the Skyrim exe or it might not be installed properly. Check the versions of Skyrim and SKSE to see if they are compatible and go over SKSE installation instructions. There are some you tubes by GamerPoets that might help.
  13. For learning about using MO2 I would recommend Googling Gopher MO2. He has a lot of good videos and he sound cool. Also Google Gamerpoets MO2. Also good videos. If you get into making mods Darkfox127 can't be beat.
  14. If you have the latest Creation kit plus the Creation Kit Fixes if you load up that mod as the active mod and then save it, the creation kit will update the version to the latest version. Essentially it's how a mod maker that works in the LE Skyrim makes it into a SE version for uploading. It's extremely trivial to do in MOST cases. Does not work with mods that contain DLLs or FOMODs.
  15. For that I would make a new mod by selecting the Overwrite folder and right clicking. You should get a dropdown menu with the option Create Mod. Create the mod and name it something like Config Settings then enable that mod in your mod list. Gamer Poets has some good YouTube
  16. If it is an SKSE mod that is creating the files in overwrite if you select overwrite and open it in file explorer the contents should be in the format SKSE-Plugins-ModNameData-Json files. Copy the entire contents of the overwrite folder and then in mod organizer find the mod that created it and with file explorer open that mod's data folder and paste what you copied into it. If there is more than one mod's folder in the SKSE-Plugins folder delete the second (or more) modNameData folder so only the appropriate info for the mod is in the mod's folder. Then repeat for each mod that added data to the overwrite. Alternately if you right click overwrite you should get an option to Create Mod. Then all you have to do is name and enable it and put it near the bottom of your load list. Either works. Myself I like to have all a mod's files in that mod's folder, but some people like to have all the SKSE Json files all together in one mod.
  17. Don't put what is in your overwrite into trash. Either turn it into a mod and enable it (MO2 has a function for that) or look at the file structure to see which mod created it and cut and paste the content of the Overwrite folder into the folder of the mod that created it. Some mods create SKSE data when the mod is in use. Any mod created files always go into the overwrite folder unless those files exist elsewhere like in a separate mod or in the folder of the creating mod. This is how it is supposed to work so no files get added without giving you an opportunity to evaluate things.
  18. If you have the SE creation kit, for a lot of mods you can load a LE mod into the Creation Kit as the active mod and then save it. The CK will complain but still save the mod in the SE format. Then in your mod manager you can install the mod normally and it will work just fine. It's basically how mod makers convert their mods from LE to SE. I have several mods from various people I converted that way. Some textures and meshes might need an additional step but most do not.
  19. I would go with steam and the anniversary edition. The CC content is mostly trash and I don't enable survival mode preferring frostfall, campfire and realistic needs and diseases instead.
  20. I wouldn't use place at me. I would simply put all the numerals in place but disabled. Use a script to enable the one you want and disable all the rest. You could put them in a form list and use that to disable and enable them.
  21. Possibly using a piece of furniture like a chair or bed where your position changes might jolt the camera back where it belongs.
  22. Are you on console or PC? If on PC there is a console code save followed by the name you want to give it. ~ save Bthardamz for example
  23. I make named saves when I reach the entrance to dungeons for the first time and name it for that location, in case I want to revisit it. The rest of the numbered saves I delete. Also I delete named saves of dungeons I found uninteresting. If you are wanting to separate saves by your character try profiles. Or if you don't want to bother with profiles when you start a new game put all the old saves in a separate folder named for your character.
  24. No. It happened to me even in clear weather. Apparently, it is a problem with LOD textures remaining when they should not. Happened in other places. Some buildings looked strange. The trader building in Riverwood, when it happened the door didn't show as it was hidden under wall texture but it could still be activated. Other places were odd also but always exteriors never inside. Anyway if you have that problem try the two fixes mentioned. Change Distant Object Detail on the View Distance tab of the Advanced options of the games launcher from Ultra to High. Alternatively try just slightly changing the value fBlockLevel0Distance=60000 in SkyrimPrefs.ini to 57000 or try this mod. LOD Unloading Bug Fix at Skyrim Special Edition Nexus - Mods and Community
  25. Watch the video. In places the npcs are walking waist deep in the flattish road texture, especially on stairs. In places you can see underneath the flattish LOD texture to the real texture underneath.
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