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Deleted3897072User

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Everything posted by Deleted3897072User

  1. SSE has been available on XBox for at least the last 4 years. There are currently 14,262 mods for it on Bethesda.net. You can't put SKSE on it, though, and you can't use PC mods from Nexus.
  2. You have to arrange for the left side (as viewed from the foot looking towards the head of the bed) to be occupied first.
  3. If you install RaceMenu, you can do it without needing a mod. Just save your character as a preset then load that preset in the other game.
  4. Mods can't see sideways into other mods, they can only see upwards into their masters. The mod that defines the global needs to be a master of the mod that wants to read it.
  5. Let's step back a bit. Assuming that you have downloaded Alt Start from Nexus, it will come as a single file with a .7z extension. If you open that file there should be seven files packed inside it with various extensions such as .bsa, .esp, .txt. and .ini. The three .txt files are not critical but you need to get the four .bsa. .esp and .ini files into your steamapps\common\Skyrim Special Edition\Data folder. If they are not there, put them there manually. That's manual installation. That's the first step. Next you need to 'enable' the mod. That tells the game you actually want to use the mod in this playthrough. You can do this from the in-game mods menu. It should be listed as "Alternate Start - Live Another ... " and it should have a tick mark to the left indicating it is enabled. If there is no tick mark, click on it to get one. Then ESC out of the mods menu, let it rebuild your data if it wants to, and start a new game from the main menu. Any good?
  6. Try installing "Alternate Start - Live Another Life" by Arthmoor. It doesn't have any pre-requisites so you don't need to have installed anything else for it to work. If it's working, when you start a NEW game, you will see the difference immediately. You won't see the cart ride scene at all but find yourself standing in a dungeon. If you still see the cart ride, then there is something wrong with the way you are installing mods. Conversely, if you do get the dungeon start then you know that your way of installing mods is working.
  7. The point that seems to have been missed here, is that some types of form are unchanged between 43 and 44 whilst others are differently structured. If the record structure is the same, you can backport that form. If the record structure is different, in general you can't because LE won't understand records with the new structure. So whether on not you can backport a mod depends on what kind of mod it is and what kinds of forms it contains. That you can successfully backport a mod containing certain types of form does not mean that your technique will work on other types of mod. What you need to be asking is which types of form have changed and which types of form are unchanged.
  8. FormIds from esl modules begin FE. You might need to allow for that if you haven't already.
  9. You need to know how to create mods of your own before trying to convert other people's. What kind of mods have you made? Convert similar ones. Remember, you need the permission of the original author to convert mods. By and large, those mods where permission has been granted, have already been converted so the field is sparse but if you have made mods of a particular type, you will probably already be familiar with other mods in your own niche. Otherwise, do one or two mods that you personally enjoy using - because you will need to be prepared to put in sufficient effort to debug and test your conversion thoroughly and support it afterwards; you won't feel inclined to do that for mods that don't really interest you.
  10. Some things are possible in SSEEdit that can't be doen in the CK. In the CK, set your topic to use a shared INFO (any will do, it doesn't have to be appropriate) then save that and edit it in SSEEdit to change the DNAM field of the INFO record to the FormId of the INFO you want to use. The point is, it doesn't have to be a "Shared INFO".
  11. If you can't communicate with the author to get permission, you have to assume that the author has no interest in granting it.
  12. Maintain a separate folder somewhere that is the official version of all of the files in your mod. Structure it like the mod, zip it up and install that like you would a downloaded mod. That's your starting point for editing. When you make a batch of changes to the installed files, copy and paste the last version of your folder to make a new version and copy the working changes into that. Then zip that up and install that to test it. That way, if you break your mod you can revert to a previous version and try again. If you are going to make a bsa, create and maintain an achlist.
  13. Get the CK and follow some tutorials. The papyrus script compiler comes with the CK - you don't need anything else to get going. Leave worrying about SKSE and plugins until you know how to do the basics. Start small and set aside about ten years. Not because it will take that long to learn, but because once you start creating mods, you won't want to stop ...
  14. Otherwise, you have to wait for 70 years after the author's death for the copyright to lapse. Then you can do it.
  15. You can't use pre-made bsa's when uploading to BethNet, you have to let it build them afresh. Indeed, it will crash if you try. You can use an achlist, though, and in my experience this is generally more convenient that the drag'n'drop method. It might also get round your problem with fuz files.
  16. Global variables are limited to numbers. Properties can be all kinds of things. To use a global in a script, you have to make it a property anyway. They are not like globals in other programmoing languages that are in scope everywhere. Papyris scripts can only reference internal variables and properties.
  17. In a word: Maintenance Modpacks are feasible (with effort) for games that are never going to be updated, with mods that are never going to be updated and have open permissions to make patches. The modpack author must assume responsibility for bug-fixing in the short term and then the modpack will be stable. I'd say the effort involved is about equivalent to a trivial mod but that's a judgement call. For games that are still evolving (SSE, for example) where every update breaks at least some mods and where mods themselves are still being updated by their authors between times, modpacks will break frequently and it will be the modpack authors' responsibility to fix them. Except they can't, because they can't fix all the mods themselves. So for these games, modpacks will be ephemeral. They may work correctly on the day they are issued and then gradually break over the next few days. Anyone can do the arithmetic: if you create a modpack with, say, 240 mods and each mod is updated three times a year, you would have to update and completely re-test your modpack, on average, around twice a day, 24x7, forever. That's far more work than even a large mod and anyone who took that on voluntarily for free would certainly deserve respect. It's at the point where someone starts charging money for doing it and makes it into their full-time job that it becomes distasteful because then they are unfairly profiting financially from the freely-given work of the original mod authors and mod authors are entitled to be annoyed about that.
  18. Could be because you were flat out asking him to steal content from other people's mods without permission? That's a definite no-no. Just be thankful you were only banned from his mods, and don't make waves.
  19. Create a dummy plugin with the same name as your bsa
  20. With a condition : https://www.creationkit.com/index.php?title=WornHasKeyword Or in a script : https://www.creationkit.com/index.php?title=WornHasKeyword_-_Actor
  21. You need to download the SSE CK from BethNet, not from Steam. Is that the problem?
  22. Just give yourself permission to do it for this playthrough only. Then it's not cheating.
  23. It could do. What I do is to have a subfolder under the saves folder (I call it Archive) and move most of the save files into that. Do you have SKSE installed? If so, the problem might be related to the .skse co-save files.
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