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ProxyMoxie

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  1. The housecarls room (down the stairs to the basement and on the left) seems to be bugged for some reason, but aside form that it seems to work. Thankyou.
  2. thanks, but this just causes Skyrim to not start at all. I've tried using the Creation Kit, but it just crashes on load, I've looked up suggestions, but that hasn't resolved the issues. If anyone knows anything else that can be done, I would appreciate it. If not I'll just have to settle for trying a different mod I guess. Thanks to all who have tried.
  3. I'll try that, thanks. Also does anyone know any reason why the Special Edition Creation kit would crash on load???
  4. Is there one? I looked and didnt' see one, not in the search and not in her profile.
  5. Hello friends, So I've semi-recently decided to make the switch from LE to SE, but my preferred Breezehome Mod Eli's flavor for TNF is only available on LE; huge bummer, but what can you do. I've done a little bit of looking to try out other mods and tried the Breezehome TNF Expanded for SSE Redux, but found it really off putting, there are some nice features, I'm not overly bothered by all the expansions, but specifically I hated the way I bought it fully upgraded and some of the expansions and stuff just didn't work for me so much, the downstairs Housecarls room Followers Dorm and using almost the entire upstairs space for a kids bedroom particularly put me off. I know it's not going to be the same and I'm okay with that, but I'm just unsure of which to try to pick now. I really like the feel of Eli's TNF, but alas. I know some folks here will feel like it's an ask, but if there's anyone who doesn't mind at all offering suggestions I would massively appreciate it. Much thanks!
  6. so probably the final update on this problem (it's modded bethesda, there's sure to be other problems down the line sadly). I just started over and did close to the same thing and it worked, what's wrong with this build that it doesn't work I may never know, but it's working now with the replaced build so that's all that matters. In any case i want to thank you wonderful people for lending your ears and thoughts and offering to help, you're the best gamers around.
  7. well I've fixed that and also followed up to make sure my VC Studio C++ was updated completely (it certainly is now). It's still not working, additionally LOOT appears to have quit working for some reason. I had to restart my PC in order to get the C++ to update and afterwards LOOT is giving me an error message saying "None of the supported games can be detected" and "Game specific settings could not be initialized. No current game to get" Despite this Vortex appears to be functioning? It's just weird *sighs* Vortex says it's up to date. I'm not sure how to check or update LOOT.
  8. Also the menu screen says my skyrim is 1.6.1170.0.8, I don't know if that matters
  9. I have version 2.2.6, which says it's compatible with Skyrim SE 1.6.1170 I tried uninstalling Skyrim and reinstalling it, but no dice.
  10. So the error mesages are gone, but now it seems SKSE is the only mod I can verify is working. I verified SKSE using the console and 'getskseversion' it says it's there, but overwhelming evidence now suggest most, if not all, other mods aren't working. I can absolutely say Guard Armor Replacer, Immersive Armors and SkyUI are all not working as of now. I want to thank you for your help, I wish Bethesda was a better developer.
  11. Hello! So I've just started trying Skyrim SE this past week and after sorting through a collection of mods I think will be enjoyable I'm having a strange issue with SKSE. I'm currently loading with a slim set of mods (in order to get through the opening cart sequence (the one that can't be just cinematic for some reason). Anyways modlist: 0. (Part 1) SSE Engine Fixes for 1.6.629-1.6.640 1. Achievements Mod Enabler SE-AE 2. CBBE v2.0.3 3. FISSES SE 4. Named Quicksaves - A save Manager ESL-ESP 5. SkyUI_5_2_SE 6. USSEP 7. Address Library for SKSE plugins - All in One (1.6.X) 8. Armoury of Tamriel - Enchantments 9. Bandolier - Bags and Pouches for NPC 10. Bandolier Bags and Pouches Classic SE 11. Armoury of Tamriel v2.0 12. Cloaks of Skyrim SSE v1.2.1 13. Complete Crafting Overhaul Remastered 14. Guards Armor Replacer 15. Immersive Armors 8.1 SSE 16. Immersive Weapons 17. RaceMenu - RaceMenu Anniversary Edition v0-4-19-16 18. Weapons Armor and Clothing Clutter Fixes 19. Winter is Coming SSE - Cloaks - WIC Cloaks SE 2_4 20. SKSE64 21. (Part 2) Engine Fixes skse64 Preloader and TBB lib-17230-2020-3-1611367474.7z Anyways, any help would be appreciated!
  12. Thankyou, I have only been able to find the SE version. https://store.steampowered.com/search/?term=skyrim+creation+kit Sorry to load a search like that onto others, but I would also like to be sure I do only get my software from reliable sources.
  13. Thanks, I was honestly a bit nervous about asking all this, but I'm glad I did. So basically just an NPC(Actor) will createa duplicate, but adding a leveled NPC to the reference will introuduce some randomness. Well the main reason I'm not using the CK is because it looks like it's limited to SE, I've just never migrated over I guess because my mods are so well established on LE. I mean i suppose I always could. So more accurately it would be LItem > Outfit > NPCActor > LNPC > Word References And also their could be multiple layers of references within each tier as well. And in this case then the NPCActor block would be referenced into an LNPC and the LNPC would include the proper outfit options, but those would be LItems and not Outfits. So a couple of new questions: 4. Digging further into your example above: The mage outfit has references to boots and a curraise, in the boots LItemBanditBoots (0000037C23) it actually has multiple references to the same Armor in two cases which reference the objets for Fur Shoes and Hide Boots, as the levels increase this adds in new references for additional items, but also new references for those already referenced. Can i safely assume this creates a probablity set where it has an equal chance of selecting each reference, even copies?
  14. Hello! So I've just begun my foray into leveled lists and I'm getting some of it, but honestly it feels like Bethesda's datatypes are massively convoluted? They're at least complicated and sometimes seems to run circles around one another. I have made basic success at some of what I'd like to do, but some of it also seems fairly unclear as to how it works or how to accomplish. If there's anyone who doesn't mind answering a few questions or directing me towards videos that might help, I would appreciate. Currently I'm working on a personal project that alters the gear bandits spawn with to give them more advanced armors as the player level progresses and I would also like to expand that project into other spawns like giving different types of sorcerers something other than plain black robes. I'll need to keep working on the data entry of it to accomplish my goal of course, but I have managed to make a degree of definite success, which shows I can probably accomplish all I hope to as long as I can muster sufficient understanding of how it works, I think. 1) So I'm pretty sure I've got the first part correctly sorted out to a point. Basically Leveled Items control items which are then furtehr sorted into lists, but then after this comes the seemingly convoluted part. After this outfits can either go into leveled NPC's datatype or into Non-Player Character (Actor) datatype. These datatypes do seem to have different purposes, the leveled NPC seems more or less the same as leveled item, but for NPC's whereas the NPC(Actor) datatype seems to contain info like face appearance and such. So it seems liek bothe of these are kind of essential, but it's not clear which direction they 'should' go in, or ma i overthinking and they're actually onmidirectional??? 2) For NPC(Actor) it seems like some entries utilize the DFOT field while others do not, what is this fields specific purpose and how do I detemrine if I need it or not??? 3) I also want to be able to understand how the game determines what characters to spawn, I'm not currently looking on creating new NPC's yet (but might in the future) I have explored the references to try to understand this, but again looks a little complicated as if there's multiple pathways, some which kind of make sense, but i don't fully understand them. I can see things liek say named bandits end up getting an explicit reference in the worldspace datatype, but I'm not sure i understand where the more generic NPC's go, such as the generic bandits. Anyways, thankyou friends for your help, I hope I'm clear enough about what I'm trying to understand, if not please do say so and I'll try to communicate more effectively.
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