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Everything posted by Deleted3576383User
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Some time today I picked this up. I wasn't doing anything particularly unusual, just changing some animation mods as far as I recall. I am pretty sure I did not change any LOOT rules in that modding session. Poleaxe is a simple weapon mod. I have had it installed and sortable for a long time. There is a single instance of it installed with a single plug-in. I have tried changing some rules about it. It is a part of my Automated Leveled List Addition (ALLA) merge, but disabling that mod or changing its rules has no effect. Not sure what the problem could be.
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Do you have a shortlist of candidates? Any mods that change AI behaviour or have to do with the civil war? What I do when truly in doubt is make a separate profile (if using MO2) to bulk disable mods and start a new game to see if the problem has gone. If it hasn't, disable some more. If it has, re-enable a few and keep narrowing it down. Another option could be to use xEdit to select a Jarl or guard NPC and see which mods edit their behaviour. You could post your list of mods here in a spoiler tag. I or another user might be able to see some likely suspects.
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Do you get to the Cloud District very often?
Deleted3576383User replied to HedgehogMods31's topic in Skyrim's Skyrim SE
Look at this Nazeem, walking around like he owns the place (https://www.nexusmods.com/skyrimspecialedition/mods/77484). -
What are your favourite tree and grass combinations? Any landscape mods you like to use with them? I used 3D Trees and Plants with Verdant for a long time and found those match really well in terms of colours and flora. Verdant has tall, thick grass that bandit bodies fall softly into and almost disappear. Recently, I used Nature of the Wild Lands 2.0 and Folkvangr. Both are high quality mods. There are some clipping issues with trees, and the bright green grass does not match the heavy canopy in Falkreath. However, this combination produces the best Morthal by far in my opinion. It has a very high performance cost, even without ENB complex grass. The least expensive in terms of performance is what I am trying currently: Seasonal Landscapes (both trees and grass are included). The trees are vanilla style, improved I think (I haven't done a direct comparison) and the grass naturally matches because it is within the same mod. It, of course, has the feature of changing over time which is an interesting experience. I think if Nature of the Wild Lands and Verdant had support for seasons that would be the best of all.
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Another mod for sleeping animation
Deleted3576383User replied to Warhog67's topic in Skyrim's Skyrim SE
There is the Go To Bed - DAR patch https://www.nexusmods.com/skyrimspecialedition/mods/43714 -
Good Alternative Armor Mods For Serana?
Deleted3576383User replied to GaiusMartius's topic in Skyrim's Skyrim SE
I like the one Shiva's Vanilla Clothing Replacer gives Serana: Sorry for the dark image. It looked brighter in-game. -
It appears there is a zone of light around the player character or that a darker ambient fog is dispelled as the player advances. It is difficult to describe unless you already know what I am talking about, so here is a video. Notice a distinction between lightness and darkness in the mid-ground of the image that changes with player movement. My basic visual setup is Zangdar's Lux ENB for Cathedral Weathers. I have turned off the ENB effect and still noticed the undesirable effect. I can provide more information on my setup, but I am not sure if you want a list of 768 mods. I am hoping that someone has experienced this and has fixed it for themselves. Here is someone else's video of it from 2011:
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Let's talk about blood decals...
Deleted3576383User replied to chazzranger's topic in Skyrim's Skyrim SE
I don't know of any mod specifically, but you might want to search for (or create yourself) a 'blank' texture for the ground blood. If you keep it vanilla (but blank), it shouldn't produce a square on the ground either. Have you tried the fix for square textures in the EBT file archive? I've never had trouble with square textures using EBT with an ENB. https://www.nexusmods.com/skyrimspecialedition/mods/2357/?tab=files&category=archived -
Skyrim SE - Mod Detectives Thread
Deleted3576383User replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
No problem. I recommend looking into EasyNPC if you start having trouble combining several NPC replacers. It collects all the replacers you have and you can select for which NPC each replacer will apply, then merges them into a single file. Quite handy if you like the look of one in a huge pack since you can delete the pack after the merge. -
Skyrim SE - Mod Detectives Thread
Deleted3576383User replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
I believe this mod has pilgrim Karita: Inhabitants of Skyrim - NPC Overhaul https://www.nexusmods.com/skyrimspecialedition/mods/11218 I'll get a screenshot for you from my game. -
Skyrim SE - Mod Detectives Thread
Deleted3576383User replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
As you said, there are many to choose from. Decide a theme might help (similar to vanilla, more beautiful, more rugged, fantasy or cartoony). Don't worry about downloading them all because you can use EasyNPC. You can go through that program and choose which faces you like out of the mods you have downloaded and create a single mod tailored to you. -
SSE Compass only shows when a quest is active
Deleted3576383User posted a topic in Skyrim's Mod Ideas
Maybe this has been done, but I could not find it. A mod that hides the compass when no quests are selected in the journal. This way the compass will disappear when exploring or milling around town, but appears when you need a tool for navigation. Feels strange requesting a mod since I'm not paying for it or anything, but if someone finds this an enjoyable idea to implement then I would endorse it. -
Skyrim SE - Mod Detectives Thread
Deleted3576383User replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
Hi, Does anyone know of a mod that adds screen effects in first person after death, like a darkened or funnel blur effect? -
I forget to mention Snap to Navmesh wasn't ticked because it was greyed out. Those pages are useful. Really handy post to keep in mind for the future. I was wary of that approach because I wasn't sure if the script would contribute to bloat. After looking at the Dashyburn's mod and some more vanilla objects in CK, I got the spell and all its effects to auto-apply as intended. The problem was that I was putting conditions in the wrong spot. The correct place for conditions is in the spell's effect items window after adding the effect. I removed all conditions from the quest and magic effects themselves. Solved! Now I am looking at how to apply the same effects to the NPCs the player does battle with either by using Delivery: Contact or by reverting the buffs/nerfs on the player in relation to the type of NPC contacted.
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I took some screenshots to compare side-by-side and I can see the quests are setup identically. I'll rule out that, leaving the problem with the spell or the magic effects. Your aaaCeleritySlowFix--the one seen in the startup quest--is the same as mine except I have checked the Disallow Spell Absorb/Reflect and Ignore Resistance boxes. There are also 5 magic effects in the spell whereas yours has one. In my magic effects there is the biggest difference from yours. I have all checkboxes filled except for Hostile, Detrimental, No Magnitude, and Gory Visuals. Each magic effect also has a condition, GetIsSex, to apply the effect only if that is true. I have tried removing the condition or changing to GetPlayerIsSex, though, and it hasn't made a difference. I have yet to try removing all magic effect conditions and placing the condition (they are all the same) in the startup quest so that the spell is applied or not. I'll try and return tomorrow and sleep on it for now. Thanks again for all your help so far.
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I've found this YouTuber to be pretty good for a general overview of Creation Kit. https://www.youtube.com/playlist?list=PLiPgFWIHsr8UEhwAeE0KW41y6gdrlANE7 I echo the suggestions of others in this topic to have a goal in mind before you explore how to do it. If you were making a story quest, other resources like story theory might become relevant. Or a player home: pictures of architecture.
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Thanks for your reply. Unfortunately, I have already looked at that post. I checked it again now anyway. Nothing appears to be different in my mod from the described steps. I found a line on this page: https://ck.uesp.net/wiki/Quest_Alias_Tab#Reference_Alias_data: Maybe this has something to do with being able to apply inventory items, which are said to persist, but not spells. But, as you said, you are able to hand out spells with the above method regardless. Puzzling. I am thinking it could be the spell itself or even the magic effects. The spell is set to an Ability, and Constant Effect on Self is determined by its magic effects. Checking on/off PC Start Spell has no effect. Been using a new save game every time I want to test this. All mods other than unofficial patch, alternate start, racemenu, xpmse, and this one are disabled.
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My intention is to apply some magic effects to a player from the beginning (character creation) and to have those effects bundled into a single item on the active effects menu. It would be similar to a racial ability, but in this case is not to do with race. I have set up the spell and included magic effects and the startup quest that uses the player alias to apply items, spells, etc. when the player loads. I know the quest works because I can give the player items through Alias Inventory, but I have been unable to apply the spell using Alias Spells. I have unticked all Hide in UI options and tested by applying visual effects if any component of the mod is functional--nothing happened. I've looked at the Creation Wiki and a similar mod in Creation Kit but I still don't know why the spell does not apply. Can someone please tell me what I am missing?
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Yes, you can put scabbards on the back. One way is to use a skeleton mod and an animation mod. You will need to read the mod pages well because it's a bit involved if you are new to it. I use XP32 skeleton and Pretty Combat Animations (there are others, but I won't get too in depth with it). Once you've installed them, you have to use an in-game mod menu to set the scabbard position. You can also change the location of other items like quivers or shields.
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Trouble getting old install to work
Deleted3576383User replied to Deleted3576383User's topic in Skyrim's Skyrim SE
Thank you for the replies. You are right that MO2 has to be running. Steam's status of SSE is half-way updated with 3GB remaining; I just left it at that and followed a post (https://forums.nexusmods.com/index.php?/topic/11288503-is-there-a-way-to-move-my-modded-skyrimse-to-a-new-drive-without-upgrading-to-ae/?p=107841493) so that it stays as it is. As said in my update, when I run through MO2 the game starts up with all mods loaded. I have played a couple of hours now and everything is in order. It's good to return to a known stable setup. This thread is concluded :happy:- 3 replies
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I'm sorry to have to ask this, but I've searched and tried to figure this out on my own and been unable to. I made a complete copy of my modded install and saved it on a disk before the anniversary update. Since then, I have reinstalled Windows and Steam has gone back to having Skyrim SE uninstalled. My intention was to copy everything over from the backup and run it, but naturally Steam verifies the files and updates to AE. I then am able to disable automatic updates. I tried two pathways at this point. The first was to recopy files and overwrite any new ones in the program folder. The second was to use the downgrade patcher (mod# 57618). Both had the same result: upon opening the game through skse, mods have not loaded (the intro is stock, the menu is stock, etc.) and there is an anniversary message on the menu. I have tried a few variations such as only installing Skyrim without mods, then using the downgrader or copying the old executable but I always get the anniversary menu. There may be something obvious I am missing. Does anyone have a suggestion for installing my old working build of modded SSE? By the way, I have reinstalled it this way before and it worked before AE. Update: When I launch skse_loader.exe through Mod Organizer 2 the game loads properly with all mods appearing intact. When I use a desktop shortcut to skse64_loader.exe the game is unmodded. Not sure how that works; I thought the MO2 button to run skse was also just a shortcut.
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NPCs can't sit and are always ducking
Deleted3576383User replied to Deleted3576383User's topic in Skyrim's Skyrim LE
Aha, finally a reply! Thank you Metriarc. Usually on forums resurrected topics get locked so I request the mod please do not lock this if that is the policy since I actually still have this problem. The best fix I could come up with was the idea my character was just that scary.