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Everything posted by Deleted3897072User
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Which bsa did you unpack to get the nif?
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SSE Looking For Scripting Guru
Deleted3897072User replied to ExoArchivist's topic in Skyrim's Creation Kit and Modders
To what extent have you mastered the CK Wiki section on Papyrus scripting? www.creationkit.com/index.php?title=Category:Papyrus -
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.
- 7 replies
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- optimization
- texture
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help choosing a Graphics Card
Deleted3897072User replied to DasumiancoSE's topic in Skyrim's Skyrim SE
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). -
SSE Making a patch/plug in
Deleted3897072User replied to KiokothePirate's topic in Skyrim's Creation Kit and Modders
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. -
The xEdit version for SSE is called SSEEdit. It's available here on Nexus.
- 6 replies
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- skyrim special edition
- mods
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Hello im sorry for asking this.. but requirements!?
Deleted3897072User replied to danneo95's topic in Skyrim's Skyrim SE
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.- 11 replies
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- requirements
- mods
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Skyrim SE uses only 4gb max VRAM
Deleted3897072User replied to voldemort16's topic in Skyrim's Skyrim SE
SSE is not DX9. -
FO4 hair physics is not present in the Skyrim engine.
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A (hopefully) simple problem in SSEEdit
Deleted3897072User replied to malone423's topic in Skyrim's Skyrim SE
You need to enter the FormID of the CurrentFollowerFaction which is 5C84E -
Yup.
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How about a mod list for Oldrim to SSE ports
Deleted3897072User replied to Pfuscher's topic in Skyrim's Skyrim LE
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 ... -
SSE Is there a building location registry?
Deleted3897072User replied to flyddon's topic in Skyrim's Creation Kit and Modders
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. -
Any Guides On How To Self Finance Creation of A Mod?
Deleted3897072User replied to subzero1980's topic in Skyrim's Skyrim LE
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. -
Help a fellow Gamer, Modder out please.
Deleted3897072User replied to yujugg7's topic in Skyrim's Skyrim SE
Read the comments on XP32. skee64 alpha6 is buggy and causes crash on game load. -
Help a fellow Gamer, Modder out please.
Deleted3897072User replied to yujugg7's topic in Skyrim's Skyrim SE
What version of the XP32 Skeleton are you using? What SKSE plugins do you have installed? -
I'm new and have a question
Deleted3897072User replied to RainbowRuby98's topic in Skyrim's Skyrim SE
You could write the titles down on a piece of paper ... -
SSE Storywriting
Deleted3897072User replied to YulexHaruka's topic in Skyrim's Creation Kit and Modders
@OP - have you seen this post ?- 13 replies
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- quests
- storywriting
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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.
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Sorry for helping.
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Open the SKSE64 download file and read the ReadMe. Pay attention to points 1, 2 and 4 in the section about installation.
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Fix for netimmerse override pop up?
Deleted3897072User replied to UkyoSonoda's topic in Skyrim's Skyrim SE
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. -
Texture/mesh problem please help me identify it
Deleted3897072User replied to CyberCipher77's topic in Skyrim's Skyrim SE
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