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Everything posted by speedynl
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Skyrim SE not recognizing rtx 2080 ti
speedynl replied to BeowulfNorthWind's topic in Skyrim's Skyrim SE
both sse & fo4 set everyting on low, when i remove the ini files, although mine 1660 ti show in the ini files after starting/closing launcher(both don't say don't reconice card) just hit ultra edit the options/ini's and all is fine its just the launcher that don't reconice the newer cards, both games run fine with them (remember both are old already and beth will never update the exe's so they reconice the newest cards -
UF4P Nuka-Trader Fix - I think I found a Solution
speedynl replied to The6thMessenger's topic in Fallout 4's Discussion
most simple solution, don't use that artmoor crap, all works fine then -
also you could check if you have enable weapon debris & ambient colusion, if so turn them off, they are resource hogs, i never had them on, those are the first things i always disable, same for those affull godrays
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How do I clean Dawnguard.esm with SSEEdit?
speedynl replied to MajinnFranky's topic in Skyrim's Skyrim SE
no idea, maybe you can find a solution here https://github.com/loot/skyrimse/issues/467 -
How do I clean Dawnguard.esm with SSEEdit?
speedynl replied to MajinnFranky's topic in Skyrim's Skyrim SE
you don't have to do anything after auto clean, the esm's for sse, and fo4 always show conflicts, no matter wat, just running auto clean is all wat is needed -
How do I clean Dawnguard.esm with SSEEdit?
speedynl replied to MajinnFranky's topic in Skyrim's Skyrim SE
when you run autoclean, and lets say you load any of the esm's, when cleaned it just override the esm, so the esm in your data folder is the cleanded esm autoclean works a bit difrent then normal sseedit, the order to clean is just like the old way, only difrent is you only need to run it 1's on each esm/esp as for not working for you, i don't have a answer to that, autoclean worked always fine for me in sse/fo4 -
How do I clean Dawnguard.esm with SSEEdit?
speedynl replied to MajinnFranky's topic in Skyrim's Skyrim SE
autoclean save, look at the messages it give, it say someting like 0000, name, save(its almost at the end of message's) autoclean do not show like normal sseedit do, (window that say save xx esp) -
my old sys, win 7 pro 64, i 4970 rog gtx 1060 (6g) 16 ram, had never any problem with fo4, if i where you i would open the case and see if the fans are turning idle my fans never turned, under load they started to turn but the 1060 never over heated if you want a slight better card go for 1660 ti, they are pretty cheap and a bit better then 1060 i have 1 in my current sys, win 10 home 64, i5 8400, gtx 1660 ti, 16gb ram, m2 samsung, fo4 runs fine to
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How do I clean Dawnguard.esm with SSEEdit?
speedynl replied to MajinnFranky's topic in Skyrim's Skyrim SE
get the latest version, copy paste the exe to another folder, rename it as SSEEditQuickAutoClean.exe, copy paste it back, run it select the esm/esp you wana clean, all done everything is explained in the watsnew file -
If I add the location to cells before adding a workbench, I will not get the warning. It never does fix itself for me though no i mean if you set up everyting, and set the encounter zone's on wb, markers ect, and save/load it say it not in the right place, but save/load fix it its a lil habbit of mine to set encounter zone on all markers/npc/wb/ect as for my guide posts ?, i think you mean blabla thread, i'm just a n00b wo trowed around some ideas and comments
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sample, making a settlement, after making location/zone/cell name, and you add wb centermarker ect, and you set the encounter zones for all those the ck trow errors at you when loading again, after save, those are harmless, ck only discover they not in the right place, save again after load and all is fine same for adding a npc you can set the perm loc for them, and or add like boss keyword, next time ck trow a error, most are harmless, ck only discover some things are not in the right place and auto correct them another sample is renaming a cell, and it have npc's in it, next time ck tell you those are not in the right place, now this time ck is correct, to match it you have to chane the zone on the npc's aside of the zillion errors the main files spit out, most errors in any esp you make your self is harmless, most in esp made by others are prolly harmless to, its the way ck works (and that is crappy) navmesh is another story, you have to check those, if ck spit errors about them, it happens mostly with surounding cells if you did a new navmesh on your cell but again most of those are harmless to, but it looks good if you fix them, there are always peeps wo going to cry about it, or any error fo4/ck give
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SSE Help with view from interior cell window
speedynl replied to KiokothePirate's topic in Skyrim's Creation Kit and Modders
make a interior with trans windows, go to the cell look true the window, go back ck place a plane infront of the window, look again they are some kind of 2 way mirrors, if you stand infront of them you see nothing, walk true it and you see again, turn around and you see nothing beth use them very oftend in fo4, to reduce load, i can remember the kartspire camp have them in some rock formations to -
SSE Help with view from interior cell window
speedynl replied to KiokothePirate's topic in Skyrim's Creation Kit and Modders
i made 1's in fo4 a interior with transparant windows, builded a box outside with those oclusion planes, they block the view, place stuf between the outside of interior and planes box, turn on sky in cell, and when looking true the windows i saw buildings and sky, without the planes you get those purple glow when looking true the window it prolly works the same for skyrim you prolly can put npc outside to, when you give them a patrol line found a old pic, was in test mode https://drive.google.com/file/d/13u_N3IPr9f2FzzMaR0grgQj_CuixlBnc/view?usp=sharing -
Can anyone tell me what parameters Shank uses for running jobs
speedynl replied to cossayos's topic in Fallout 4's Discussion
you can raid only settlements from your own, you can't raid empty settlements, any settlement need atleast 1 settler, for the so called vassel they need to in range of xx settlements for supply's, in case of custom settlemets if those mis a marker then you can't raid them, even if they have settlers beth made it so that you need to raid/take over your own settlements -
CK navmesh nodes moving in only one plane
speedynl replied to Evilicious's topic in Fallout 4's Creation Kit and Modders
i think i know wat you mean, it happens to when you try to move normal things, like the hole movement is f up, instead of moving the item it move the hole screen, or try to move it up/down and the item scale small/big, i think it was the N key that fixed it, it never happened in the old CK version, but it happenend a lot with the latest version, beth prolly f'uked more then the fixed something like always mm i think i found out wat you mean in navmesh mode, when selecting verti(v) you can only move to 1 site, holding the (x) © keys make them move like intended, i never saw/had this before, ck prolly more messed up then i thought removed CK installed it new version 1.110.130.0, loaded something could move navmesh like it shoud, forgot to check version before removing, so not sure if this is a never -
Moving Brahmin to other settlements
speedynl replied to HerrKommandeur's topic in Fallout 4's Discussion
if you have edit the workshopscript from the bram, then it only works 100% with a complete new start, if i remember right, the script run only 1 time, with other words haf of the changes don't work in a existing game although there are console commands that make it work, but you have to do that on each bram then -
SSE Custom Race With Vampire Not able to feed
speedynl replied to bigshot103's topic in Skyrim's Creation Kit and Modders
take a look here, maybe you find a clue wats wrong https://www.nexusmods.com/skyrim/mods/59220 https://www.nexusmods.com/skyrimspecialedition/mods/2853 -
Trouble making owned settlements into Vassals
speedynl replied to Ulfric1's topic in Fallout 4's Discussion
sanct, hill, fort, and maybe some more are excluded from raiding(can't remember witch 1's exact), all others should works if settlers are present, custom settlements if not setup right could cause a problem (missing a marker) but all other official should work minus the excluded 1's also remember a vassel need to be close to others for supply delivery -
SSE Custom Race With Vampire Not able to feed
speedynl replied to bigshot103's topic in Skyrim's Creation Kit and Modders
did you try to sneak up to a sleeping npc ?, the option feed and pickpocket should apear then when close enough i made a custom vamp long time ago and feed always apeared when doing this -
yea well auto is mostly enough to do the job for most flat ext cell's after you have placed everything auto is fast and easy, it have mostly troubles with stairs, CTRL + F is your best friend when making navmesh for int cell's its mostly the same thing for wat i can remember the auto object will navmesh all the things placed, but not the hole ground( kind of collision) for landscape its a bit harder, but again auto will do most of the job, use CTRL + F to find the errors, run find cover, to get hidding places when a fight start the yellow things are jump spots(if i remember right) best way to find out the difrent between the generation options make a int cell(drop some stuff in it) run auto see wat it do, remove navmesh, run auto object, the other 1 is most likely for advance landscape, it have ton of options(if you know how to use them), they all have use for someting, only i can't tell you wat, because i always used auto normal and checked the stairs + errors,
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Looks like Skyrim SE updated to runtime 1.5.80
speedynl replied to Thunkster's topic in Skyrim's Skyrim SE
i don't use any of those so called must have mods(they are not needed to play), mostly textures, and a couple esp's i made myself, i never have any problem when beth update not with se and or fo4 if you use those so called must have mods, then you can't blame beth for the game not working(blame yourself), the game works fine when you don't use them -
on the navmesh bar there is a option to drop verti's, if you need to drop down more hold CTRL and selct them, hit the drop icon and done