-
Posts
13 -
Joined
-
Last visited
Nexus Mods Profile
About gathomas88

gathomas88's Achievements
Apprentice (3/14)
1
Reputation
-
SPID File Not Working - What am I doing wrong?
gathomas88 replied to gathomas88's topic in Skyrim's Skyrim SE
Unfortunately, if that's the case for all the NPCs in this mod, that's going to completely defeat my purpose here. I guess I'll just have to learn to change their outfits the old fashioned way. Also, just for my own education, what are you referring to here, and where do I find it? I'm in the mod's folder structure in xEdit right now, in the "Non-Player Character (Actor)" tab, looking at an NPC which has as their "TPLT - Template," "LCharGuardImperial [LVLN:000E7B2C]." I don't see ANY "checks" whatsoever, let alone one that says "use inventory." Everyone says xEdit is so easy. Frankly, I feel like I need a CompSci degree to understand even the fundamentals of this damn thing. lol Edit: Are you referring to this?? It doesn't look like this NPC even has the flag you're talking about... Which brings me back to my original issue; why the heck isn't the SPID working then? Did I do it wrong? -
SPID File Not Working - What am I doing wrong?
gathomas88 replied to gathomas88's topic in Skyrim's Skyrim SE
Alright... Well, I removed all the references to default outfits and templates covering those NPCs in SSEedit. Now... They're just naked. How can I tell if my SPID is actually active or not, and how do I troubleshoot it if it isn't? -
SPID File Not Working - What am I doing wrong?
gathomas88 replied to gathomas88's topic in Skyrim's Skyrim SE
Got it. Thanks! Is it possible to remove the template in SSEedit without completely breaking the mod? If so, how would I accomplish that? -
I have been experimenting with creating a SPID file to add some Beyond Reach outfits (specifically from the 'Better Meshes' sub mod) to the Breton NPCs in the Haafstad and the Border of Highrock mod. I followed a tutorial video, and - as far as I can tell - did everything right. But the game doesn't seem to be able to recognize what I put in the .ini file. Can anyone tell me what I'm doing wrong here? The SPID log shows that it recognizes the Haafstad_DISTR.ini file as being present, and as being a SPID file, but it doesn't seem to be reading or implementing anything I wrote. File name: Haafstad_DISTR.ini
-
I recently downloaded the following two map expansion mods for Skyrim SE. Haafstad and the Border of High Rock at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Folkstead and the Border of Hammerfell at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) I LOVE the concept, but the execution is... well, a bit rough. The worldspace and settlements are fine, but everyone wears Skyrim armor and clothing, uses Skyrim weaponry, and sells Skyrim items at their stores. That's somewhat excusable (if disappointing) in the lands right off of Skyrim's border. But even on the island of Kirkmore, supposedly off the coast of Daggerfall? C'mon. Would it be possible, and would anyone be willing, to make a SPID, or something, replacing the armor, clothing, and weapons of (non-Forsworn) Bretons in the Haafstad and the Border of High Rock mod with armor, clothing, and weapons from the Beyond Reach mod instead? Beyond Reach at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) If they could do the same with the Redguards in the Folkstead mod and the CC Alik'r gear, or Hammerfell Armory, that'd be awesome too! I'm more than willing to donate to a Patreon, or something, for it if need be!
-
Missing Model Components in the Legendary Cities Mod
gathomas88 posted a topic in Skyrim's Skyrim SE
The following mod... Legendary Cities - Tes Arena - Skyrim Frontier Fortress at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) ...Specifically, the "TES Blackmoor" plugin within it, seems to have several broken models. At least two or three of the buildings in the city have multiple invisible components, which I cannot select with the console. I opened the mod up in Creation Kit, and the problem appears to exist there as well, so I'm pretty sure its not a mod conflict issue. Before I go through the trouble of watching several dozen hours worth of guides and tutorials trying (and probably failing) to learn how to fix whatever is broken here, does anyone know if there's a patch floating around already I could download to fix this problem? I would be immensely grateful!! -
Has anyone tried to make a mod for Bannerlord based off of the Elder Scrolls universe? Armor, races, maps, etca? If not, I'd be surprised. It sounds like the kind of thing that honestly wouldn't even be that difficult; involving just cosmetic changes, for the most part. The only tricky part would be including magic, which several other mods seem to have figured out already.
-
[Mod Idea] Warhammer 40k Chapter Master
gathomas88 replied to gathomas88's topic in Mount & Blade II: Bannerlord's Discussion
Bump -
[Mod Idea] Warhammer 40k Chapter Master
gathomas88 replied to gathomas88's topic in Mount & Blade II: Bannerlord's Discussion
Bump. Anyone? -
I don't know who all is familiar with this "mod," but it was basically an attempt to create a stand-alone Warhammer 40K Space Marine Chapter simulator in the Master of Orion 2 Engine. It eventually got axed due to a combination of the devs lacking the necessary skill, and GW being litigious dickheads. It occurs to me... However, that this exact same premise would lend its self pretty damn well to Bannerlord's game style as well. Seriously, A LOT of the mechanics a game like this would require - i.e. party management, recruitment, "heroes" and "captains" with customizable equipment load outs, treasures recovered after battle, the ability to delegate certain tasks to certain autonomous party members, etca, etca - are pretty much all in Bannerlord already. Assuming we eventually get boats in Bannerlord, like we had in the later iterations of the original Mount and Blade, you could even have something vaguely analogous to space travel. It seems like most of the "heavy lifting" here would be cosmetic, with a side of balancing. You'd simply have to build the necessary asset models (which half the damn internet modding community has done for more games than you can easily count already), and retool ranged weaponry and AI behavior to the point where the models could behave as demanded by lore without looking ridiculous. Add in a custom campaign map, and some custom city/battle maps, and you'd be good to go. You could very easily have a 40k themed game mod where you lead small, persistent, squads of uber powerful infantry (maybe even paired with some vehicles, if anyone ever finds a way to make that work) going from place to place, exploding the living bejeebus out of hordes of filthy xenos and human heretics with rapid fire grenade launchers. Thoughts? Any takers? Unfortunately, my actual coding and graphics skills are virtually non-existent, so I can only really dream and make suggestions. lol
-
Reinstalled Frostfall and iNeed, CTD is still an issue in the same area.
-
My game keeps getting a CTD whenever I try to take the mountain path around the side of the Throat of The World to Eastmarch. It always CTDs in the EXACT same spot, right where the first enemies (wolves, usually) spawn along the path, before you hit the cave with the blind bandit watchmen in it. It also sporadically CTDs at other points in eastern Whiterun, but this one spot is the only one that seems to be absolutely impassable. The other CTDs seem random. It's really weird, because I have cleared this entire area before, in the same playthrough, with no issues. The only major difference is that I disabled "iNeed" and Frostfall a couple hours ago, after I cleared the area, because they were conflicting with Survival. I brought up the error logs. I keep seeing the same error, hundreds of times over, and it is always the last error on the list. However, searching for "FloraRespawnScript" doesn't return any results in PowerGrep. Does anyone know what mod might be causing this, or what I might be able to do to fix the issue? Thank you!