Jump to content

Deleted3897072User

Account closed
  • Posts

    948
  • Joined

  • Last visited

Everything posted by Deleted3897072User

  1. Which bsa did you unpack to get the nif?
  2. To what extent have you mastered the CK Wiki section on Papyrus scripting? www.creationkit.com/index.php?title=Category:Papyrus
  3. You experience with FO4 may be leading you astray. The advantage of Skyrim bsa over loose files is that they load faster when the game starts. Thereafter, it does not affect performance at all. There is no advantage in unpacking bsa's to combine them into a larger one. You may have to do it if you merge esp's because you need to keep the bsa's in step wth the esp's (they have to have the same names), but otherwise it gains you nothing in terms of performance. If multiple mods overwrite the same texture, the last one to be loaded wins and the previous ones are ignored - they simply don't get loaded and have no impact on performace. There is a limit of about 250 mods. To add more than that you need to merge them, which is not difficult to do (with the right tools) but needs to be done thoughtfully to avoid breaking things with unwanted interactions. Hope this helps.
  4. It all depends on what monitor resolution you plan to run. At 1080p, my GTX 1060/6GB can run SSE on ultra at a flat 60fps at about 30% gpu load. Push that to 1440p and you double the pixels and that's roughly double the GPU load so it might begin to get warm (I haven't tried).
  5. Firstly, you don't convert the esm back into an esp, you just uninstall the esm and install the original esp. Secondly, you need to edit the header of your new plugin to reference the esp instead of the esm. You can't do that in the CK but you can easily do it in, for example, SSEEdit.
  6. The xEdit version for SSE is called SSEEdit. It's available here on Nexus.
  7. If SkyUI is not working, the most likely cause is that that have not installed SKSE64 correctly, or that you have not started the game with the skse_loader.
  8. FO4 hair physics is not present in the Skyrim engine.
  9. You need to enter the FormID of the CurrentFollowerFaction which is 5C84E
  10. On Nexus alone, there are about 55000 mods for Oldrim and 'only' about 12000 mods for SSE so mathematically there are at least 43000 that haven't been ported. It will be quite a long list ...
  11. You can check some of the most popular player home mods but you will inevitably conflict with something wherever you put it, Not necessarily a player home - it could be someone's tree mod or one that adds extra spawn points, all kinds of things. So don't worry about it. Just build it and publish it. Put in your mod description "conflicts with anything that modifies the same cell(s)" and you are in the clear.
  12. People aren't allowed to accept money from you for modding Skyrim. The whole idea is that, if you have an idea for a mod, you learn how to mod.
  13. Read the comments on XP32. skee64 alpha6 is buggy and causes crash on game load.
  14. What version of the XP32 Skeleton are you using? What SKSE plugins do you have installed?
  15. You could write the titles down on a piece of paper ...
  16. The partitions in the nif have to correspond to the ones flagged in the ARMA record. Have you checked that?
  17. The weapon does not have a RefId. It is not an ObjectReference. It is part of the creature model, just as it was when the creature was still holding it before it died. At best, you can get a BaseId for it. You could try doing a GetEquippedWeapon() on the corpse but that might not work - I don't know, I haven't tried. Otherwise, as Reneer said, you will have to do it before the creature dies and record the information somewhere.
  18. Open the SKSE64 download file and read the ReadMe. Pay attention to points 1, 2 and 4 in the section about installation.
  19. The SKSE plugin used by NiOverride hasn't been ported to SSE. Some parts of it have been duplicated in SKEE64 (enough to get RaceMenu working) but not the high-heel parts.
  20. The first two hex digits of the Id for the barrel tell you which mod it comes from. It starts '22' so it's this one: 34 22 JKs Skyrim_Dawn of Skyrim_Patch.esp
×
×
  • Create New...