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Charles17

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Everything posted by Charles17

  1. Edit: Link removed Here is the same file as google drive.
  2. The google drive link worked for me. https://drive.google.com/file/d/0B4iEH8ar3jtxbFlkVzZSVHN0alk/view?resourcekey=0-bTFKQxbSl6Y_4-dZDHE0AQ You have to place the psc files into data/source/scripts to be read as they do not come packaged this way and have them below, overwriting, skyui.
  3. Hello community. With the introduction of SPID it seems as if a better than vanilla way of handling spells, perk, effects, etc., has been given to us. Unfortunately for those like me, understanding the description page is like reading a foreign language. I am not a scripter by any means. I downloaded the mod XPMSSE Weapon Styles Uncloaked and reading what it did I started going through SSEEdit looking for mods that had cloak in the data tree. I found a lot of them under, Magic Effect / Global / Quest, included in more mods than I initially thought I would. Some of the mods do not have open permissions to modify them so asking someone to make changes isn't possible. Another mod, Spell Perk Item Distributor xEdit Scripts, have a way to automate the process but no guide to determine what is safe to change and what isn't. Before I go blindly breaking everything in my game, can anyone explain in simple words the process of using SPID to replace cloaks, when is it safe to do so, and provide a step by step description on how to go about changing cloaks to spid using the xedit script. I know I am asking a lot but I do thank anyone who cares to help.
  4. Uploaded a simple mod to eliminate the need for console commands to remove grass from the soul cairn. Soul Cairn No Grass
  5. I finally found my issue. On github I downloaded the most recent skyui zip file containing source scripts but it wasn't until later I stumbled upon the files located on google drive that needed to overwrite those skyui source scripts. I was able to compile the script after that change so matter resolved..... I hope.
  6. ISSUE RESOLVED I am having an issue compiling a script from someone else's mod I modified. All dependencies are installed with script sources in proper location. All psc files are in source\scripts. BSA's containing scripts have been extracted and the source files moved accordingly. SDK 5.1 for SkyUI is installed. I don't know what to do to get this any further, so any helpful comments are appreciated. C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\this.psc(1368,37): AddInputOption is not a function or does not existC:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\this.psc(1368,5): type mismatch on parameter 2 (did you forget a cast?)C:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\this.psc(4482,4): SetInputDialogStartText is not a function or does not existC:\Games\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\this.psc(4490,4): SetInputOptionValue is not a function or does not exist
  7. If you are trying to maintain a high quality sound, compression levels do matter. Compare lossless audio such as flac, to lossy audio like mp3. The higher the compression the worse sounds you are going to have. Advantages to seperate bsa I can't really see any unless you have a quite large file size. All just my opinion.
  8. I use a multitude of different armor and clothing mods, along with some custom weapons. Problem is, is that the weapons aren't lining up correctly and are clipping through the players arms, backs, and legs. How do I go about changing the placement of the weapons so as to eliminate, or at least reduce, this clipping? If possible I'd like to not break one and two-handed animations in the process.
  9. There is a script that I know used to exist, but can't find now, that can be applied on npc replacer and follower/companion mods that makes them use the base in-game body. Essentially what it does is delete the entry for wornarmor but much quicker than doing it manually. I've already spent hours searching with no luck. I don't remember it's name. If anyone happens to know where it is, I thank you for sharing it with me.
  10. I'm getting a strange ghosting effect to the left of the player when it's raining in-game. When sunny, a perfect image, slight rain...slight blurring, and a downpour is giving a near perfect image, only translucent, of my player character about 1/2 a heads width to the left of the pc. Would this be a bad setting in enb, a weather mod, water mod, etc? Thanks in advance.
  11. Problem 1: Using MO2 means that the bodyslide output is in your mods folder, not the actual game folder. Check your body mod folder and the output will be in their. You can also in the right pane of MO2, click on the data tab, and navigate to the said directory and it will tell you exactly which mods folder the bodyslide output was copied into. Problem 2: Open whichever npc replacer you're using and navigate to meshes/actors/character/........ and just look in each folder until you find their body files, if they have them. A high number of npc replacers use their unique bodies, only a few use the base game directory.
  12. Hello. I am working on an extensive personal project whereas I'm taking around 20 or so npc replacer mods and trying to give each and every one ks hairs, specific brows and beards, and remove their dependencies on author induced textures. I prefer they just use the bodies and textures I already use. Eventually I'll combine them all into a single esp and have the looks from each mod. My problem is after I make my changes to the npc, save, then export facegen, I have what appears to be a vanilla model head with the hair and brows I chose. The custom head sculpting from the authors design is simply gone. Is there an additional step needed to preserve the original mesh/head shape?
  13. Can anyone tell me what happened to the Winterhold College Character Overhaul that was found here https://www.nexusmods.com/skyrimspecialedition/mods/9313? I'm asking because at the end of last May I uploaded a patch for that mod and Immersive college of winterhold found here https://www.nexusmods.com/skyrimspecialedition/mods/26220. Wondering if this is temporary or if my mod needs to be removed as well as its hard requirement would be gone. Thanks for a response as I searched WCCO and found nothing.
  14. SSEEDIT is constantly loading in the Italian language. I have already tried going to "Localization, Language, English" and it changes it temporarily, but after closing it and running the game, my menus are all in italian. Speech is in english. When I reopen SSEEDIT, it is back in Italian. In SSEEDIT the editor id shows English, but "name" column is Italian. How do I keep it in English? I've been playing this game and modding for years and never has this happpened before. I even verified in steam it was set for English and redownloaded the whole game. Nothing is working. I disabled all mods in both right and left column and launching the game through MO2 skse or skyrim launcher results in Italian interface. Launching the game outside of MO2 it's English. MO2 is set to English, so is steam so that only leaves SSEEDIT. Am I missing another possibility here? Has anyone experienced this and know a fix? What I know for certain: My install is good, game files are verified in English, MO2 is set to English, no mod is at fault, and SSEEDIT is changing language to Italian. Edit: I started SSEEDIT outside of MO2 and it started in English. That doesn't help me play my game in the right language but it seems maybe the problem is in MO2. Still looking for help. Edit 2: May have found the issue. In the MO2 folder, under profile, profile name, skyrim.ini, it said Language= Italian, even though skyrim.ini in documents says English as does the MO2 application. Not sure how that happenend though. Will continue to moniter.
  15. Armors and clothing have a base body they are created with, whether that body is uunp or cbbe, etc, it already has a predefined shape. To change that to fit the body you use and have established in bodyslide, you would need to run those outfits through bodyslide, providing they have bs files, set the shape you would like and build them.
  16. My pc completely died, and I have no way to replace it anytime in the forseeable future. I have done a few mods, released them here on Nexus, and helped those I could on the forums, but it's that time when I must say goodbye. You as a community are amongst the best people I've had the opportunity to deal with on fun and intellectual levels. So I just wanted to thank you and send my best wishes to you all!
  17. click "yes to all". over and over if needed. will only take a minute doing it that way. Simply clicking yes could take all day
  18. I was wondering how to embed metadata into an esp so once uploaded the end-users wouldn't have to manually add this information using Loot. Specifically, "Load after", "Requirements", and "bash tags" rules. Above is what I'm referring to as an example. You see the load after rules are grayed out and unchangeable in Loot.
  19. If your mod contains assets belonging to another whose permission you have not received or if those assets are protected by copyright then yes you would be in violation of terms.
  20. https://www.nexusmods.com/skyrimspecialedition/mods/2786 Should remove your issues with multiple masters
  21. Ok, if you're getting grey face bug it means something in your load order is overwriting those files. Easiest thing to do would be open up SSEEdit, run the conflict filter, and see what mod is overwriting the npc's. Then either lower the mod (esp) you want to take priority below the conflicting mod, or create a patch. Rarely does anything require re-exporting facegen files unless your adding additional faceparts which it doesn't appear that you are doing. How to check for conflicts: https://www.youtube.com/watch?v=TxfPgobaGUU How to make a patch: https://www.youtube.com/watch?v=olEbW1Eqbus
  22. Hello community. I recently submitted a patch mod for Babes of Skyrim, USSEP, Immersive Weapons, found here. I have only had one post and it said my patch worked great and then he asked for a patch to a mod I don't use. I was wondering if anyone who uses the mod "Babes of Skyrim" and "Revenge Of the Enemies 2016 Modified SE" would mind trying it out and see if it works as intended. If it is good, I'll add it to my patch page, but if it doesn't I'll try again. Please respond good or bad if you do try it. Thanks. Can be found here: https://drive.google.com/open?id=1iM_N_uQ3kr2McoTDEAfWY_oXuXlMmZc3
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