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kryten397

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Everything posted by kryten397

  1. Thats a good point.I noticed that last night once i got skse updated that all my script extender mods that utilise address library still worked -the whole point of that mod. I dont no why mods like racemenu/jcontainers etc dont use address library.Maybe some technical reasons why they cant? I dont know enough about it,
  2. LOL, I forgot to make sure that it wasnt on auto updates as well. I need Jcontainers for game pad plus plus.so thats out the window until it gets updated. Its a pain,but i understand that they need to fix game crashing bugs.
  3. Thanks,yes its been updated and so has address library for skse plugins(that was quick) I dont use racemenu but that will need to be updated for the new skse.
  4. Seems its only a fix for the corrupted textures at Dawnsrar Museum etc that caused crashing.
  5. Not worth a plugin slot -just for something you can do in a couple of mins in Tes5Edit Skyrim == Movement type == NPC_BowDrawn_MT also see NPC_BowDrawn_QuickShot_MT etc all you have to do is alter the values for left walk/right walk run etc to get what you want.Higher numbers increase speed.Lower decreases.Something like that is personal preference I thought the ranger perk was too fast-you think its its like moving in quicksand.
  6. Your welcome.I dont play as a mage very often,but agree that the robes are one of the better looking outfits in the game.
  7. Done : https://www.nexusmods.com/skyrimspecialedition/mods/60628 Covers both hooded and non-hooded versions.
  8. Ah ok.i misunderstood. Ive seen mods on here that auto consume potions when your health goes below a certain level but i cant remember their names.It would need a script constantty monitoring your health. You would need to look at the scripts to see how its done.or contact the author and ask. Good luck with your mod.
  9. I dont know how you cant find it or see it Potion Window - - select field where duration/magnitude are listed right click and select edit Effect Item window --- Large area called Conditions right click in that area and select new Condition item window will appear where you can set up your conditions If i wanted to put a condition on a Magic effect . I would go to Magic--Magic Effect and select for example AlchRestoreHealth. For something like that its quicker to use SSEedit.By the time the creation kit loads up you could have aready done it. Potions are listed under Ingestibles which is different to the CK
  10. You can put conditions on the potions.If you scroll down to the bottom of the ingestible theres a conditions field.I once put the IsInCombat /comparison value zero/run on subject condition onto the healing potions so they wouldnt work when in combat- It worked. If you use the MGEF then it will effect everything that uses it.Putting conditions on the potions confines it to just the potions that you want.
  11. Tried vortex hated it and went back to MO2. What i remember is that enabling mods is only the first step,you have to DEPLOY them which creates the hardlinks before they will work ingame.To remove them you PURGE them (which removes the hardlinks)
  12. Open the mod in SSEedit under Armors (includes clothes) ArmorHeavy [KYWD:0006BBD2] remove any of these 2 keywords if present ArmorLight [KYWD:0006BBD3] and add ArmorClothing [KYWD:0006BBE8] add VendorItemClothing [KYWD:0008F95B] Change armor type to clothing Change any armor ratings to zero Need to do this for each piece of the outfit.
  13. You dont need a youtube video. Launch SSEedit with just skyrim.esm selected Select any record eg Ingestible>Ale Right click and select copy as overide into Select new file ESP and name it. Ctrl + s to save normaly puts it into data folder ESPFE- load plugin and right click and select apply script select find plugins that can be turned into esl If it can ,go to file header of plugin and tick the esl flag. You can select multiple plugins and theres an option to merge them.If its possible.
  14. NetScriptFramework hasnt been updated to work with AE. You must have mods installed that rely on it -usually skse plugins that worked in SE Launching manually from game folder loads un-moded game as you know.
  15. Use the creation kit it can display the changes for different levels. Actors-Actor EncBandit01TemplateMelee Pc level Mult Calc Min 1 Calc Max 10 Health Offset 50 Change Calc Min to 10 and click in Calc Max -- odd but seems only way to get it to display correctly level 1 Calculated Health 100 level 10 Calculated health 199 seems to go up at 11 health per level this depends on class Base health is for race and cant be changed -there is no Bandit race. So all you can do is alter Health Offset (which will give more health at level 1) Or level them for longer Hoff of 100 Level 1-15 will give a range of 150 to 300 health at level 10 Theres no easy way to set a precise range. as far as i know. Level scaling has drawbacks-it breaks stuff that have level caps. Reanimation spells for example
  16. Leveled Item - are the level lists.These dont do anything until added to a container. If the mod adds Litem list for backpacks then click on it. At the bottom right of xEdit click Referenced By -this will list all the containers that use that list. Remove the list from the containers that you dont want backpacks to spawn in .Eg End table CONT If you dont want any backpacks to spawn then either delete the list under Leveled item OR set Chance none of the list to 100.
  17. Did use the correct terminology.It was your FAILURE to understand them and the difference between running the game via script extender and the vanilla launcher with regards to SKYUI. Next time READ the posts properly.
  18. I know SkyUI doesnt have a master.When you launch the game via script extender the lack of master doesnt matter. When you launch the game via the vanilla launcher -the lack of master does matter,and the game will keep disabling it.It can be fixed by adding skyrim as master even though it does not need one.There is plenty on this on the SKYUI mod page and google .You can also test it yourself. Anyway im done with this,its like trying to talk to a wall.
  19. You dont know what your talking about.If you dont start the game via script extender it disables SkyUI because it doesnt have skyrim as a master. skse64_loader.exe bypasses the games launcher. This has been a known problem for years.
  20. The game launcher disables SkyUI because it doesnt have Skyrim as a master. You can bypass that by launching the game via script extenders skse64_loader.exe. Or add skyrim as a master to SkyUI plugin using the tool SSEEdit.If you dont have script extender.
  21. After removing any from previous versions-copy and paste these into your SkyrimSE folder. skse64_1_5_97.dll skse64_loader.exe skse64_steam_loader.dll After removing any from previous versions-copy and paste the pex files into your data /scripts folder.The scripts must be loose.There are about 61 of them. Launch the game using skse64_loader.exe
  22. Have you tried deleting the SSEdit cache in your Data folder.Force it to rebuild it on next launch. What options are you talking about. Are you installing manually or with a mod manager.
  23. Ive just tested this in game : gave her a stolen mammoth tusk. Did not remove any of the stolen tags from other items in my inventory and i still couldnt sell them to Belathor.
  24. The game launcher disables SkyUI because it doesnt have skyrim as a master. So either 1 - start the game via skse_loader.exe to avoid this. Or 2 - Add skyrim esm as a master to the SkyUI esp Load SkyUI esp and skyrim esm into the tool TES5edit. Right click on the SkyUI esp in the left pane and scroll to Add Masters In the popup box tick skyrim esm Ctr + S to save
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