Jump to content

Deleted3897072User

Account closed
  • Posts

    948
  • Joined

  • Last visited

Everything posted by Deleted3897072User

  1. The limit is not 255 esp's. It's less than that. It's 249 counting both esm's and esp's as 1 each. There are 256 slots but the first 5 and the last 2 are reserved for the game, leaving 249 for mods.
  2. Reference Aliases have to point to ObjectReferences. You have to assign an actual Actor to it, not an ActorBase. If it's a unique actor, though, you can set the alias fill type to 'Unique Actor' and specify the ActorBase there.
  3. As an aside, you can certainly edit formlists in SSEEdit 4.0.2 - I've just been doing it.
  4. It probably won't even open the esp because it won't recognise the new structures used in SSE. But it's worth a try. Are you aware of Nuukem's SSE Creation Kit FIxes? It might help with the bookshelf problem.
  5. Your skyrim ini files will have been reset. Launch the game using the Steam shortcut, select Options and hit the Reset button.
  6. As a quick test, try moving the Actor Fade slider in System/Settings/Display all the way down to zero. Does it make any difference? If it does, that tells you that it's the number of NPCs the engine is rendering simultaneously that is the problem. It probably won't make any difference, but eliminate that as a factor, first.
  7. You can't use the old version of RaceMenu on SSE, you have to use this one In general, mods that use SKSE Plugins (as RaceMenu does) have to have been completely rebuilt by the authors to work on SSE. Avoid installing Oldrim mods altogether, at least until you are confident enough to understand the difference.
  8. First of all, make sure you have the right download package. Assuming you game is up to date on Steam it will be V 1.5.73, in which case the file you downloaded from silverlock.org should be called skse64_2_00_15.7z Open that 7z file and find the ReadMe. Look in there for the section on "Installation" and check that you have followed the instructions exactly, especially step 4.
  9. You can do a lot of things with SKSE calls but skin tone is not one of them. I have a mod that alters NPCs in a somewhat similar way and you can look at my source code to see if it helps you at all in general (the main script is called ORNScript.psc) : Skyrim Temp Agency. Changing hairstyle ought to work (it does for me), provided you do the update call afterwards. Basically, though, I dodge your issue by leaving skin tone as the racial default because otherwise the body and head don't match.
  10. Either start the game with the original (Steam) shortcut or go into the Steam client and in the Properties of the game, verify the game's files.
  11. Try compiling the scripts outside the CK, by calling up PapyrusCompiler.exe directly from a command prompt.
  12. It might help if you posted the whole script, including the property declarations.
  13. well, I've loaded HAEM Projects AHO.esp into SSEEdit and I can see the errors. They are script properties that have been set to forms that have subsequently been removed or renumbered improperly. But there is no way to fix them without knowing what forms they should be pointing to. You could try asking the author.
  14. As a way of avoiding the problem, you could try turning off facegens altogether by setting [General] bUseFaceGenPreprocessedHeads=Falsein Skyrim.ini
  15. You're interpreting the papyrus log backwards. It's not USSEP generating errors, it's another mod looking for the Oldrim components that were the fore-runners of USSEP and not finding them. Which is reasonable enough because you haven't installed them. So they aren't really errors, except insofar as that other mod should have been ported properly to SSE and wasn't. The clue is in the first line. If you are experiencing crashes, the papyrus log won't tell you anything useful at all because the log is buffered in memory and if the game crashes, the last buffer-full (which might possibly have been interesting) is never written out to the file and you will never see it.
  16. I play dumb mortals with petty limitations, like the game seems to be designed around. It's fun to dress down sometimes.
  17. Ignore the videos. They relate to Oldrim. If your SSE has just updated on Steam, you will have to wait for SKSE64 to be updated anyway. Otherwise, go to http://skse.silverlock.org/ and download the 7z archive listed for your current SE build. Unpack the 7z file and find the skse64_readme.txt file. Open that and read the install instructions. You will need to drag 'n' drop some files out of the 7z into your Skyrim Special Edition game folder.
  18. Adult content aside, the decision as to whether or not to upload their mods to BethNet for consoles is up to mod authors themselves. It is not technically difficult to do, but there are numerous reasons why it is not always done. Here are some of them: The mod author has left the community and not left permissions that allow portingThe mod would run poorly on consolesThe mod contains assets whose owners have not given permission for portingThe mod author does not own a consoleThe mod author does not have the time or the inclination to support two user populationsThe mod requires other mods that are not themselves available on consoles (for example, SkyUI and SKSE)The mod author works in Skyrim LE and does not own Skyrim Special Edition (which is what runs on consoles). . .You can reasonably assume that if a long-established mod has not been ported by now, it is probably not going to be. It is wrong to think that console users are a deprived minority. In my (admittedly limited) experience, the "audience" for a console mod is about 10x greater than the audience for a PC version of the same mod. You can see this for yourself if you compare the download counts on Nexus and BethNet for mods that were uploaded to both places simultaneously (not mods that pre-existed on Nexus and were ported later, of course, because their download counts will obviously be skewed). It cuts both ways, of course. There are now many excellent mods for consoles that the author has chosen not to release for PC. However, to answer the implications of the work 'sneak' in the title of your post: no, if anyone tries to port mods without permission, they get removed and the uploader banned.
  19. There's a flag in the RecordFlags of the RecordHeader of the object.
  20. Under the big window there is a field for RootDir with a [...] button to the right of it. Set that to your data folder (assuming that's where your files are).
  21. CCC mods load themselves before ordinary mods. You don't need to worry about it.
×
×
  • Create New...