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ElysianMods

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Everything posted by ElysianMods

  1. As a note for this, you don't have to get them to work together anymore. Frosty supports daimod format.
  2. Okay, so I found the script fragment. Not sure why I overlooked this before. All I have is the psc file though. I mean, I can edit the psc file but Creation Kit won't actually let me open the fragment in an external editor. I can edit the source file but that won't really help me without being able to recompile it and it's throwing up red flags based on expected name being dlc04:fragments:quests:dlc04mq04_01000804 as opposed to simply dlc04mq04_01000804. I understand that it's looking at the source address (which would be DLC04\Fragments\Quests\DLC04MQ04_01000804 for the source file)...I haven't really edited any script fragments before. I am at a loss. Once again if you have any feedback that can help me I'll be your hoe.
  3. So I'm working on a mod that makes Preston completely ignore Nuka-World events. In short, it's pretty lame that I have to choose between sacrificing 10+ hours of DLC content or 10+ hours of Minutemen faction quests, not to mention the benefits given with both. So I found the initial checks for Overboss and Nuka-World events when you first meet Preston and shortly during The First Step. That was fairly easy to remove. I also was able to negate the Nuka-World speel that Preston gives once you place the first raider flag, but for the life of me I can't find how his affinity is constantly being set to -1100 as soon as the flag is planted. I've checked in many places (DLC04COMPreston plus Clearing Out <Location> and Home Sweet Home) and tried looking into the CA scripts attached (even going so far as to remove the CA scripts from the quests entirely) - sadly this has no effect on CA_Affinity being set to -1100 (even if it sits at 1100 as is). I'm at a loss as to how this is set up to happen. I've smashed my head against the wall like 45 times. If anyone could pitch in some feedback, I'll be your hoe tbh.
  4. This is actually a really neat idea, it'd be pretty cool. Sadly a lot of Nexus modders despise Creation Club content for some reason.
  5. You're wanting lots of mods that affect the same things to play nicely, and that isn't going to happen. The only thing I can suggest is to move your character enhancement mods to the bottom, make sure you've reset archive invalidation, and check what you're overriding. Every time you override files from another mod, the mod you've overridden is rendered obsolete for that particular file. The only things I use is better presets, tempered skin for males/females, total char makeover, and sos. And even that, you have to be careful what you are overriding.
  6. I'd double-check your "engine fixes." Last time I installed some of those, they were outdated or made things worse. Additionally, if you have any HD texture packs installed, it could very well be a simple issue of your GPU not being able to render the items fast enough. I have 60fps at all times and I have no "engine fixes" aside from Unofficial Patch, if you can even call it an engine fix.
  7. Drop all items except for a single item. Then open console and type "player.showinventory" If there are two items listed then you have an unplayable item. Your only option here is to use player.removeitem <itemid> 1, and the item id will be shown in the showinventory list. This is a possible fix but doesn't mean it's the issue.
  8. If you are using NMM, it's not uncommon for the program to mess up and not show all the plugins available. Most of the time it can be shown in "installed plugins" vs. "active plugins" as the installed plugins may have a higher number yet all of the shown plugins are activated. A simple restart can fix this. I'm guessing you had this issue and you actually had more plugins than what was being shown, but when you deleted it and reloaded NMM (assuming you use it) then the plugin list refreshed to the proper listing.
  9. CTD at startup is generally the result of one of two things in Skyrim Special Edition: 1. You are missing a master for the plugin. Check to make sure all the masters are installed and enabled. 2. The mod was ported incorrectly. If you look at the mod page in posts for "Simply Knock SE" found here: https://www.nexusmods.com/skyrimspecialedition/mods/14098/?tab=posts you'll find that one of the first comments is an issue with CTD on startup with a link for a patch to fix this, here: https://www.nexusmods.com/skyrimspecialedition/mods/24297, which I'm guessing you haven't seen. The first step for troubleshooting any mod is to look at the description page and the comments for others with the issue and possible fixes. It usually solves your issue without having to wait for an answer in forums. Good luck!
  10. This is a common issue when you load all your mods in with the introduction. The game is being overrun with scripting and the introduction to the game is already very script-intensive. The script for Hadvar seems to be stopping due to all of your other mods trying to run their scripts at the same time. The only fix is to disable as many scripted mods as you can until you exit Helgen. It's actually recommended that you not load any mods except those that are absolutely necessary until you leave Helgen. This happens often with mods, especially when you have as many plugins as you have. :P
  11. I have removed that keyword prior to this post. The result was that the NPC no longer could be hooked to a wire, but that power was still required and would not operate properly.
  12. Hey there! So while I've used CK2 in the past, this is new to me. My goal is to remove the power connector requirement from, say, turrets, while still enforcing a requirement for power by having a pylon or other node of that kind nearby. I can only figure an activator would be required but I can't be sure. I have gone so far as to remove both the snapping node and the power AMOUNT requirement but unfortunately all this does is make it so when you connect a cable to the turret, it won't consume any power but will still turn on. Has anyone experienced this method of using the CK2 and be willing to assist me with a few notes on doing this properly? Thanks for the assistance. As a note, I've tried referencing the lightbulbs for a base but as they are lights/activators and the turrets are NPCs, the setup is quite different. I also attempted to reference a current mod on the Nexus but sadly that mod removes power requirements altogether and thus will not accomplish my goals.
  13. Thanks for the feedback! So far, I have had none of the usual issues with load order such as crashing or significant loss of FPS that I used to have. I also haven't come across anything that isn't working as it should, so I'm a little fearful of messing with the current load order further, however, I will bookmark both links provided as well as your post here. Thank you for the time to give me detailed feedback!
  14. So I recently overhauled my usual load order method and came to this load order in the end. I'd appreciate any feedback you all have. Loot returned no errors and only typical warnings regarding deleted references. falloutnv.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm TribalPack.esm MercenaryPack.esm ClassicPack.esm CaravanPack.esm GunRunnersArsenal.esm oHUD.esm YUP - Base Game + All DLC.esm CHEMS.esm More Perks.esm More Perks for Dead Money.esm More Perks for Honest Hearts.esm More Perks for Old World Blues.esm More Traits.esm TheSecretBunker.esm ZionTrail.esm JIP Selective-Fire.esm NVCE Ultimate.esm Project Nevada - Core.esm Project Nevada - Cyberware.esp Project Nevada - Equipment.esm Project Nevada - Rebalance.esp Project Nevada - Extra Options.esm CASM with MCM.esp The Mod Configuration Menu.esp ItemBrowser.esp JIP MiniMap.esp JIP Improved Recipe Menu.esp OneToolToRuleThemAll.esp Delay Level Up.esp Delay Level Up - Stealth Suit Fix.esp FlashlightNVSE.esp Better Pickup Prompt.esp Universal Item Sorter.esp The Weapon Mod Menu.esp YUP - NPC Fixes (Base Game + All DLC).esp Unofficial Patch Plus.esp dD - Enhanced Blood Main NV.esp Readius_NV.esp UHNV.esp UHNV-Brighter Lighting.esp UHNV-Chems.esp UHNV-Dead Money.esp UHNV-Honest Hearts.esp UHNV-Lonesome Road.esp UHNV-More Mannequins.esp UHNV-OWB.esp VulpesCompanion.esp JGrahamCompanion.esp CHEMS - Benches.esp CHEMS - Basic Chems.esp CasinoHeists.esp LightUpAndSmokeThoseCigarettes_edisleado.esp lightupandsmokethosecigarettes_dm.esp FalloutNVCheatTerminal.esp WeaponModsExpanded.esp WMX-ModernWeapons.esp AutumnLeaves.esp Conelrad 640-1240.esp More Perks Update.esp More Perks for Dead Money Update.esp More Perks for Honest Hearts Update.esp More Perks for Old World Blues Update.esp More Traits Update.esp ZionTrail-NV.esp UnlimitedCompanions.esp populatedcasino-medium.esp Follower Home Marker.esp JIP Companions Command & Control.esp Companion Sandbox Mode.esp JIP Fast-Travel Anywhere.esp Casino Exchange All.esp Casino UnBanner.esp Easy Unlocking and Easy Hacking and Guaranteed Pick Pocket.esp Fellout.esp Fellout-OWB.esp friendofnightforfellout.esp NVCE Ultimate - YUP Patch.esp NVCE Ultimate - Vanilla.esp NVCE Ultimate - UP+ Patch.esp NVCE Ultimate - NPC Edits.esp NVCE Ultimate - JSUE Patch.esp DecoratedBOSBunker.esp EVE FNV - ALL DLC.esp Legion Quests Expanded.esp Project Nevada - Cyberware Additions.esp Project Nevada - Rebalance Complete.esp Project Nevada - All DLC.esp Project Nevada - EVE All DLC.esp Project Nevada - WMX.esp True Wasteland Economy.esp dD-Reduced Dismember Force - EVE.esp dD-Smaller Wounds - EVE.esp Unofficial Patch Plus - Project Nevada Patch.esp Unofficial Patch Plus - PN Rebalance Patch.esp WMX-DLCMerged.esp WMX-POPMerged.esp WMX-ArenovalisTextures.esp WMX-EVE-AllDLCMerged.esp FacePresets1.esp So my methodology here was to begin with any UI mods, script plugins, and large patches. Then I added in any texture packs. Next was minor, then major addition and DLC-sized mods, with a preference to any that only added content to interior world spaces or added new world spaces entirely. After that I added in simple mechanics, secondary overhauls, then primary overhauls and finally any dependent patches. This is a completely new setup to me so I'm really curious how this is going to work out, but it all began because I was having issues where I used to install overhauls first and some inconsequential mod would mess with it and it would cause a domino effect on the entire game.
  15. In response to post #59516736. Having an issue with this as well, actually. Link also expired
  16. Possible issues could be ISP blacklist, port settings, or something as simple as if you are using a proxy or VPN (which is more likely, as this has caused issues for me in the past).
  17. Thank you very much for including all your fbproject files in your mods. I really appreciate it.
  18. Well, shoo'! Ain't that a kick to the head! Thanks, I totally forgot about that one.
  19. So, I just came over here from SSE after a long break of Oldrim. I wanted to get a blast from the past until I realized all the hype wasn't really what it cracked up to be. Oldrim has some of the best texture modders in the world, and it makes SSE almost not even worth it considering there are better mods. Blasphemy, I know. Anyways, I got kind of confused with this...but I think I might just be spoiled. I wouldn't doubt it, but take a look. The question is, is something wrong, or am I spoiled? I'm specifically gearing towards the pixelated nose, bridge, brow, and lips. Everything else looks awesome and smoothly done. Mods that edit this stuff: SOS Smooth Body Textures Younger Faces Eyes of Beauty Inhabitants of Skyrim Presets https://imgur.com/a/V62RO
  20. You're not wrong, but it probably doesn't require such harsh treatment. We both know a lot of users need to be spoon-fed sometimes.
  21. Thanks for the feedback. I'll probably heed RedRocketTV's advice first and see what I can accomplish there. If nothing else, as you said, it would introduce me to CK2, so it's good practice. Thanks for the replies.
  22. Hey guys. If anyone could help me out here, or if anyone has any insight, I'd be really thankful. Anyways, I'm trying to make Hangman's Alley Interior Apartments (http://www.nexusmods.com/fallout4/mods/16457/?) compatible with Hangman's Alley Basic Clean Up (http://www.nexusmods.com/fallout4/mods/18087/?). The author of the latter did do a bit to try and make it more compatible, but it looks like it ruins the navmesh for the apartments - as in, companions nor settlers will enter either apartment. The clean up has to be loaded after, and it appears that when it is, everything is fine except for the navmesh for the apartments. I really love the clean up mod, and in my opinion, it is a necessity for Hangman's Alley. However, the apartments add so many more options. I've tried checking out FO4Edit to see what I can do there, but I'm at a loss. I haven't used CK2 much, either. If anyone has any quick insight in what I could do to fix this, I'd love you forever. :P Thanks!
  23. Heya! I'm running Skyrim SE (windowed borderless) at 1440p, and my desktop resolution/monitor is 1440p as well, but unfortunately when I run the game, it crops out a lot of the screen and only shows a portion of the top left. Would anyone know why this would do that? EDIT: It was an issue with the default display setting in Windows to resize apps, text, etc. to 125%, which doesn't apply in fullscreen.
  24. I'm aware you can change resolution from the launch menu, but 1440p just isn't showing up in the resolutions in the launch menu.
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