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Gorsha

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Everything posted by Gorsha

  1. Well, it is convertible. I did it with the oldrim version. Load it in creationkit, save it, the you have the "44 format", and you can play it.
  2. I only can advise now; https://www.nexusmods.com/skyrimspecialedition/mods/21294 This works for me very well, and where the problem is, is written in the first line of the crash report.
  3. Did you had an older installed game maybe done by NMM or MO? If so and you want to use Vortex then uninstall the previous version. Then reïnstall from steam a new version. After that first run it unmodded, this makes your ini files. Now you can run Vortex and add mods. Not to much in one time. About 5 - 10 mods at one time, and run your game again. Confirm that the changes are there, and make a new save. Then repeat. If you don't make new saves it might happen that too many mods need to integrate in the game at once on an old save, and might give troubles.
  4. It would be indeed very realistic. I like this idea but I don't think it exist.
  5. I only tested the mod, but i deleted it after testing because I don't need it. I didn't knew there is only scripts in the .bsa, so unpacking is not neseccary. By the way a save directory is a folder not in your game or data folder but somewhere else. When I do such thing I put it in my download folder. There have to be something you have changed in the area. But it could be many things. Environment mods or NPC changes can sometimes do this. I had it once in the area of Miraak's temple. I needed to redownload and reïnstall SMIM. It is indeed a very nasty thing to find.
  6. It is a joke from the enb. Goto your game folder and delete something like "sunsprite.tga". I am not completely sure of remembering the name correct.
  7. If you have a desktop shortcut, rightclick on it, and you get the option to open the directory. Then you know where it is installed.
  8. How did you installed it, with manager or manual? Is it installed in the game folder or in the data folder?
  9. I tested the mod and for me it was good. But yes it is probably a texture bug. What you can try; Unpack the .bsa to a save directory, zip all the files including the esp, you can name it as you want, drag and drop the zip file to Vortex and install it. Obvious you uninstall first the "old" mod. Now you installed the same mod with loose files. You have a chance Vortex will point out a problem as there can be 2 versions of a .nif file or a texture file. Then you also have found the culprit. This "previous" file could be a simple flower or a tree which wasn't compatible with the files in the .bsa file. Then the choice is yours to say which file wins.
  10. I gave up on Vortex and went back to NMM because the exact same working load order I had in NMM crashed the game on start-up before the Bethesda menus screen with the lot loaded by Vortex. Go figure. Same thing happened with Fallout 4. So, for me it was bye-bye Vortex and am now pleasantly cruising through Skyrim landscapes with 722 mods installed (371 plugins -252 regular, the rest esl or esps flagged as light). Well, as Jimmy already knows, I use Vortex and I just tested this mod. Installed with Vortex. No problems, no glitches, no bugs, and no CTD. Nothing wrong in the house and also nothing wrong in the area. Okay I admit I don't have that much mods installed as Jimmy has, but I also have 211 active plugins. But your idea can be in the right direction. Most of the time a reproduceable CTD in an area is often a texture problem. When I alter such a problem most of the time I delete this mod and download it again. And for me this will do the trick.
  11. Sorry if it already is ask about, but is there a mod, when you sneak killed a enemy with your bow, the fellow enemy will stay alert. Even maybe hit some alarm. As it is now many times the enemy says; "it must be my imagination" or something like that, and then steps over the dead comrade.
  12. I cannot advice you on this. Whenever i use Wrye Bash with or without merging, i crash before the game start. So i cant use it.
  13. In my playthru with Skyrim LE I used to have the mods HTD, EBD and HTD hair. The combination of those 3 mods made sometimes invisible NPC's. But most of the time they where random generated like guards, bandits or vampires. However Anise was always invisible too. Don't know you play with these mods in Skyrim SE now, but if you have the mod More informative console you might be able to see what mod did the last changes. If it is just a little bug or glitch on your pc you can try the console command "setactoralpha 100". Maybe it helps.
  14. SKSE don't start automatically. You have to start it with SKSE64 loader. This program load the dll plugins and start Skyrim. If you start Skyrim normal, than SKSE will not been loaded.
  15. As far as I know SKSE don't crash. SKSE load Skyrim and Skyrim is crashing. It is probably one mod but never certain which one. It could be a mod which brings new scripts, but in one setup it works perfect, and in another it gives crashes. For me the latest mod I removed was Wet Function Redux. It worked perfect in Skyrim LE but in SE it give crashes. I see in your load order you have mods with add scripts. If I where you, I looked at those mods and disable them one by one to find the culprit.
  16. That's precisely why Vortex isn't much good to people like me who use tons of mods, because the way Vortex handles conflicts cannot solve those so-called conflicts when you use more than two mods that alter the same thing or area and you want to use assets from all three or more mods. With NMM you simply overwrite the files you don't want to use with the ones you'd like to use. The only existing 'conflict' in this regard is with Vortex itself. ????? How can overwriting be better? I don't understand that. In Vortex you can also choose which file you want to use and which asset from each file. It gives you only a signal when you give one asset two or three files. It ask you which file should be the winner. If you use NMM you overwrite assets but you lost the previous. With Vortex you still can revert to the previous in one click, or change assets with 2 or 3 clicks without a reinstall. And I use 325 mods with 2 profiles in 2 different setups. Some mods are not active in profile A some not in B. You can easily switch from A to B without any problem of a bad loaded file or plugin. And in profile A I can use other assets in a setup as in B. So for example the flowers can look different in A then in B. That is because it is not overwritten but in A is something other a winner then in B.
  17. I only understand a tiny, very tiny little about Havok. This is the game engine and it works as far as I know on the collison, clothing and the AI. I suppose when you reset it, it forgets earlier settings in the game maybe such as a dead body where you normally have to jump over in stead of walk thru.
  18. To be specific, you don't "overwrite" anything. You only say to vortex what you prefer. If the result is not what you want, you can remove or disable the conflicting mod and the "overwritten" mod comes back again. If you get triangles, then vortex say; I need to load Mod A before Mod B. Mod B before mod C, and Mod C before Mod A. That is impossible so you have to change that so Mod C load after Mod A and B. Good luck
  19. Not true. Vortex has too many errors, too many useful features that are there but hidden and adds conflicts by forcing you to choose which mod to load first which cannot resolve anything when you use more than two mods that change the same items and you want to use files from all three mods. NMM has its faults, but it's the simplicity that makes it an outstanding mod manager. Vortex don't have errors. Probably you have, or you don't know how to use vortex. The integration of FNIS an LOOT for example is a very good thing and it is very easy. If you have problems with conflicts you have them too with NMM, only you don't see them until you crash or miss some content. That is the "overwrite" future of NMM. With vortex you can choose. I used NMM in the past too, with great satisfaction. Now I use Vortex which is just as easy as NMM and with more satisfaction, and with more control for me as a user. So if you think Vortex is not good, then it might be not to blame on Vortex but maybe you need to read more guides.
  20. And you better use Vortex for installing your mods. It has a little learnig curve, but actually it is not very hard to do, and it is more save, and flawless then the Nexus mod manager.
  21. Load your mod in xedit, search for your boiled armor, and you only need to change the first 2 numbers to the real load order.
  22. The manager has nothing to do with that. A repeatable ctd is almost always one or a couple bad textures added by a mod. It can be done by overwritten by "wrong" mods or as in vortex where you can have conflicts, the "wrong" mod is loaded last.
  23. Yes, as far as I know you can't play Skyrim SE without directx 11.
  24. Shouldn't you ask that on the site where you downloaded that?
  25. This can be the cause of your mod manager. In my experience a ctd when entering an added cell or altered region it is the cause of bad or not good installed textures. This can also be don by overwritten by a mod manager or when it gets not the good priority. If you use Vortex maybe look to the conflict manager in your mods tab, maybe you can change anything there. If you use NMM the try to install a conflicting mod again and let it overwrite other things. If you use MO then I have no advice because I don't no that program.
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