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SamTT

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Posts posted by SamTT

  1. Yea I need it as well, Campfire broke my save. Gaming is on hold till I can fix it.

     

    Was happend to me too. Campfire realy causes a lot of probs. I deleted the mod, I cleaned all files manualy from the data folder what was left and I deleted my script folder. Then I purged all loose files as well from NMM, just in case. Then compare your files from Steam and try again

  2. Same here with Skyrim SE. I am Thane in each region with Huscarl, Quest to get the houses/land all done.

    Installed mod: USSEP 4.0.3

     

    Houses:

    Whiterun/ Breezhome - OK

    Windhelm/ Hjerim - without Huscarl I could enter, with Huscarl moving in CTD when opening the door

    Riften/ Honeyside - OK, old clutter still in the house, no house options offered by steward

    Solitude/ Proudspire Manor - CTD entering the door

    Markath/ Vindrell Hall - OK

    Raven Rock/ Severin Manor - OK

     

    Plots:

    Windstead Manor - No plot buy option from Jarl/steward but I do have a huscarl

    Lakeview Manor - OK

    Heljarchen Hall - OK, huscarl says he moved in, I can hear him but not see him in or around the house

     

     

    Bugrim is quite broken.

  3. Tried running the old Save Game Cleaner from original Skyrim, just for the hell of it, to see if it'd "work" I know it was a long shot, but no love there =/

     

    Hope someone is working on a tool for this at the moment, as someone who installs and uninstalls mods on an hourly basis usually, it's a must have :tongue:

     

    Does not work, tried that before

  4. Happend to me too every now and then. NMM is still very bugy.

     

    Try a fresh install of NMM with the latest version, run it as Admin, do not install NMM in C:

  5. Never ever use quicksave. It can corrupt your file. Best also is to disable autosave.

     

    When I want to make sure my save file is fine I use the console:

     

    save whatever

     

    and to make sure

     

    save whatever

     

    again. Leave console

  6. Right now SE is more stabel as the old 32 bit Skyrim ever was. The problem with 32 Bit Skyrim was, that there where mods back to 2009 and never got updated and this got you back to desktop quite fast. This cleared abit now with SE but I already see mods out there converted in a hurry and get you to CTD right away too.

     

    The good thing is that you dont need ENB anymore, expcept you are a freak. The game is so good in graphics now with much higher fps as the old one ever could get. Stay away from new ENB stuff, shader overhauls, weather overhauls (Frostfall, Cold&Wet).... all getting me CTD very fast again. When you install landscape/ building mods go there and check you can enter the cell (walk in, transfer via map). When you get CTD, send the mod to the bin again.

     

    Followers are quite missing atm. The best I tested yet are with EFF v3.5.5 (only) and Isabella Standalone Follower and Sofia Follower v2.4 (loose). Rest out there on Nexus atm not worth looking at.

     

    For NPC Immersive Citizen works somehow with Apachii Hair and Bijin Overhauls. No pink hairs anymore, just "some" darker faces/skins here and there (not black). Waiting for updates until then, maybe stay away from other stuff right now. Run Loot often when you add mods.

     

    SkyUI is working if you use a fixed v2.2, not so comfy as the last version but fine for now.

     

    Atm I run 84 mods.

  7. Well, I have some weird save game errors such as "Save was damaged" messages and CTD afterwards. This happend mostly when I deactive mods out of NMM. So I thought I just clean the save game and can continue without the fishy mod.

  8. In response to post #43626920. #43632880 is also a reply to the same post.


    SirSalami wrote: 6499047-1477623017.gif

    The continued dedication that our community displays towards Skyrim as a modding platform never ceases to amaze us. Looking back, other titles have come and gone but the Skyrim modding community remains as strong as ever. In fact, the Skyrim Nexus hit the 1 billion downloads mark at the end of last month. One Billion! Modders everywhere have made the harsh icy lands of Skyrim their home and with the release of the Special Edition, it would seem this tradition is likely to continue.

    While it's definitely going to be fun returning to a fresh but familiar Skyrim, there are certain considerations that we modders must make before getting back on the wagon, so-to-speak. Specifically, in regards to compatibility.

    ---------------

    Save file compatibility

    Unmodded or "vanilla" save files from the original Skyrim are supported by Skyrim Special Edition (SSE). Simply copy (rather than move) the appropriate files from the original folder (/Documents/My Games/Skyrim/Saves), to the new one (/Documents/My Games/Skyrim Special Edition/Saves).

    More concerning to us modders however, is compatibility between modded save files and SSE. In short, there are no guarantees that a modded save file for original Skyrim will be compatible with SSE. This is especially the case with save files that are dependent on modded content that is not compatible and present in your SSE installation.

    ---------------

    Mod compatibility

    As Jim outlined in his previous post, there are several key changes that determine SSE compatibility with original Skyrim mods. These include new compression methods, new methods of handling meshes and animations, to name a few. This means updating will simply not be possible in many cases. For those that are able, it will take some time for authors to convert and republish their work, so please respect their time and efforts and be patient.

    Authors, we encourage you to please hide existing, or refrain from publishing, any mods that have not yet been confirmed as working with SSE. Once confirmed, feel free to use our new duplication tools and publish your file. For more information about compatibility and updating mods for SSE, Thallassa has written up a detailed outline which can be found here: https://www.reddit.com/r/skyrimmods/wiki/sse#wiki_how_will_mods_work_for_sse_on_pc.3F

    ---------------

    So with all of that said, we suggest that you prepare yourself to "start fresh", both with a new character and a new set of SSE compatible mods that can be found on our SSE Nexus site. That may sound a bit ominous, especially to those of you with huge load-orders, but it's important to remember that SSE is a stand-alone installation separate from original Skyrim. This means that you can keep your current Skyrim installation, load-order, and data folder intact with NMM appropriately handling the titles separately when utilized.

    Which brings me to the release of the latest (and possibly last!) update to Nexus Mod Manager. This update brings support for SSE, with all of the bells and whistles you'd expect including easy downloads, installations, and endorsements of SSE mods. Again, NMM will treat SSE as a separate title from original Skyrim, hopefully making the process as intuitive as currently possible.

    Download the latest version: http://www.nexusmods.com/skyrimspecialedition/mods/modmanager/

    6499047-1477624257.jpg

    It's been a long but lovely road for Nexus Mod Manager. The knowledge we've gained from NMM will be instrumental during the development of our next platform... Until then, stay tuned and happy modding!
    konstrukter wrote: Thanks for the timely service. Has the script extender team said anything on updating SKSE? And if they do, will the new website be posted on the front page here?


    ...works now
  9. Well I suppose we are all screwed.

     

    NMM not working, looking for Skyrim.exe.

     

    Problem is, that it is not named Skyrim.exe anymore, it is name SkyrimSE.exe

     

    NMM is not finding Skyrim.

     

    MO same problem. I suppose all Mod Manager Developers where sleeping during the beta phase of SE

  10. A very good idea to get a own section for the SE modes. Authors for the new/ or compatible mods could also brand the new mods with an "approval seal" for SE or check mark logo. Or Nexus provides something like that uploading to a new mod. Everyone could see it right away then and not to mix old/new mods.

     

    Some of the old stuff will still work, others wont. I am sure. Generaly I do not install "very old/ never udated anymore" mods anyhow. There is always a good chance you CTD.

     

     

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