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AlarictheVisgoth

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  1. Is there a list of SSE mods that have been converted to AE somewhere? I'm trying to figure out which mods in my 256+ deck are obsoleted and/or may not be updated in future. The sad joke is there is really only ONE AE mod which I wanted to include in my mod deck i.e. the fishing one ever since Bethesda made Art of The Catch obsolete. But since it doesn't seem possible to port AE mods into SSE, then stuck going the other way. I can't tell which mods have been updated for AE version. If no such list exists, how do you tell what's been updated or not?
  2. In Bethesda's universe no. With immersive enhancing mods the likes of CWO: http://www.nexusmods.com/skyrimspecialedition/mods/37906 and this: http://www.nexusmods.com/skyrimspecialedition/mods/718 then 100% yes.
  3. Seeing Steam is the largest PC gaming platform (at 62.6M users daily and 120M users monthly), and just broke it's own record around +28M more in user growth recently: https://steamdb.info/graph/ Google is you friend
  4. Looks like you need to OPT OUT of the current Beta testing you've configured your account settings to. It's a massive 200MB+ patch and if you've got this enabled, then you can't complain about the downsides of being their lab rat. Disable this and you should be ok. Consider checking your graphics drivers to ensure they're updated as well. Might also want to consider disabling all such beta tests in future. Otherwise, get the beer and popcorn ready to enjoy the self flagellating crying game.
  5. First get and install Mod Organizer 2 here. It's designed to handle Skyrim SE, older TES/Fallout games and New Vegas alike: http://www.nexusmods.com/skyrimspecialedition/mods/6194 Then get Wrye Flash, NVAC & FNV 4GB patcher (to minimize load order CTD) from the NV mod utilities section at Nexus here: http://www.nexusmods.com/newvegas/mods/categories/59/ These should help trouble shoot and resolve 99.999% of your load order issues VIP edit: Since you're using the EVE FNC - All DLC plugin, DO NOT use MO2 to install this plugin. Follow the mod author's directions at their Nexus web page here: http://www.nexusmods.com/newvegas/mods/42666
  6. Hi there OP Gopher's Tutorial https://www.youtube.com/watch?v=OrZM9LSuDhU&vl=en Divine Dibella's Tutorial https://www.youtube.com/watch?v=34wyov5zyN0 you're welcome!
  7. ...or his conscience even trying to think about thinking to remotely care about any of what Lachdonin just said? :laugh:
  8. Really OP? If you were serious about this lightweight "petition" you would've posted it on Reddit. THAT's where Howard and his dev team apparently like to hang out. :laugh:
  9. GoT final season and EP to the very bitter end. Any hope of future re-watching any of the EPs from Season 1 - 8 on Hulu HBO.go is 100% nil. Never again.
  10. Skyrim (of course. Oblivion & MW sporadically)Daggerfall (finally got it to run on my system)FO3/NV using TTW, FO4 (heavily modded)Red Dead Redemption 1 & 2 (oh why oh why wasn't there a PC release for these amazing franchise titles?)Sims 2 & 3 (mostly TS3)Elite DangerousSubnauticaEmpyrion GalacticSpace Engineersx4 FoundationsStellarisFarming Simulator 19Bully Scholarship Edition (oh why oh why weren't there mods for this amazing best title of the franchise?)GTA San Andreas (heavily modded)GTA V (heavily modded)Mafia 2 (heavily modded)Ceasar IVCities SkylinesTropico Kingdom Come DeliveranceMetroAC 2 Brotherhood (oh why oh why weren't there mods for this amazing best title of the franchise?) Soon TBD: The Outer WorldsRebel Galaxy OutlawCP 2077
  11. What the title says. This issue has occurred with more than one food mod I've attempted to add new items, recipes, mesh and textures for. Using MO2 with all other mod utilities i.e.. SSEEdit, CK, LOOT etc. etc. setup to run through MO2. Also launch the game through MO2. Using resources from the Mealtime - A Food and Recipe mod. This is an Oldrim mod that wasn't ported to SSE. So used SSE Nif Optimizer and CK to update the mesh/texture and plugin files. But this modder resource isn't installed. I'm only using its mesh/texture file resources. Using the custom food mod file path to place these files in loose leaf format in the MO2 overrides folder. Then moving them into their mod folders once in game testing to check functionality is complete. By this method, used the updated modder food resource to add a new food ingredient to the Osare Food Mod (another Oldrim mod which I updated for SSE for my own use). The custom foods in the Osare Food mod show up and work just fine as they did in Oldrim. But I also wanted Imp's More Complex Needs hunger/thirst mod to recognize the custom foods from the Osare mod. So created a patch for these two mods in SSEEdit. Then made both Osare Food and Imp's mod as masters to the patch. Copied an existing Osare recipe as override into the newly created IMCN patch in SSEEdit.Added a custom food item (coffee beans) as a new food item and used this as an alchemy item to the recipe override. Added a new TSXT for the new coffee beans item in the MO2 overwrite\textures sub folder. So the coffee beans item finds its TXST files in theOsare Food\Coffee Beans\Coffee Beans.dds and Osare Food\Coffee Beans\Coffee Beans_n.dds Note: these paths are different from the original modder's food resource path since I wasn't using the original food modder's suite. Added the mesh file path for the Coffee Beans record in the MO2 overrides folder i.e. Osare Food\Coffee Beans\Coffee Beans.nif Saved the updated patch plugin in SSEEdit and then launched the game. The updated coffee recipe and raw coffee item textures showed up like they should. The IMCN hunger needs Patch worked like it should upon drinking the coffee. Exited the game and added another food item (e.g. cocoa powder) from the same modder's food resource mod. Made sure to match the Osare Food mod file path in SSEEdit for the Meshes and Texture files in the MO2 Overwrite folder i.e. Meshes Osare Food\cocoas.nif Textures Osare Food\Raw Cocoa\Cocoas.dds and Osare Food\Raw Cocoa\Cocoas_n.dds With exception of the file path, made no changes to the original food mod resource file name i.e. cocoas.nif like before. Used the console to add the raw cocoa ingredient to PC inventory as before with raw coffee beans. But now the game keeps CTD every time I open the inventory menu. The game will allow the cook pot to be activated/opened. You can scroll through the recipes until you get to the hot cocoa recipe (which requires the custom food raw cocoa food item). At that point, the game CTD. Not sure why this is happening since the coffee beans works without issues. The only difference between the coffee bean and cocoa food items is that the coffee bean recipe was copied as an override into the IMCN food patch. And the cocoa food item was created as a new food item in the existing IMCN food patch. This CTD issue only happens with custom food item that use custom mesh/textures. Using vanilla items to add recipes, custom textures and meshes for other custom food mods work without problems. I tried adding the updated custom food mod to the overrides folder. Then changing the mesh/texture paths to the custom food mod directory ie. Overwrite Meshes folder mealtimeyum\cocoas.nif Overwrite Textures folder mealtimeyum\cocoas.dds and mealtimeyum\cocoas_n.dds But this also didn't work. Any suggestions?
  12. The entire lower half of her face. It's missing. That alone got me hooked on playing the female protag they showed in the demo. The RPG immersion of experiencing complete Star Trek Borg Queen disembodiment. hopefully they'll provide a backstory. Like how she ended up like that. With the entire lower half of her face. Which is completely missing....... The male companion apparently has a varying degree of that too come to think of it.
  13. Well it and Obsidian's new The Outer Worlds beat F76 running backward. On their pinkies. On any day of the Gregorian calendar week.
  14. Be patient OP. CP2077 and Obsidian's recent reveal of The Outer Worlds will be coming out. Hopefully sometime in fall quarter of next year. Have you tried TTW with FO3/NV and the new NCR mod (formerly Project Brazil) as yet?
  15. I have really high hopes for this title by Obsidian. So hopefully we'll get more info on this soon. The Outer Worlds is literally Firefly + Van Buren in space. Or a retro art deco techie version of Van Buren. Either way, I'm glad Obsidan hasn't abanoned their dedication to true RPG game seeing the corporatist/microtransaction/online/multiplayer/BGS CC mods only direction Bethesda is taking in future with flagship Fallout and TES franchises. What I'd like to know is: even if Unreal is mod friendly like CC, will Titty Two permit said modding to occur for this new title? The way they've been so wonderfully supporting on mods for likes of GTA V?
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