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ElysianMods

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Posts posted by ElysianMods

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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!

  8. 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

  9. 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.

  10. While it probably won't make a difference, the "pre-order packs" (POPs) are not considered DLCs like the others (especially Gunrunners) as they do not provide anything other than unique items. So, conventionally we place Gunrunners as the last of the DLCs, followed by the POPs.

     

    According to Zilav 27 Apr 2017 06:19 in "TES5Edit Support Forum":

    "All plugins from the Data folder are sorted into 2 groups by extension (and extension only, ESM flag in plugin's header doesn't matter): *.ESM and *.ESP, then each group is sorted by plugin's file timestamp. Then xEdit loads all ESM, then all ESPs. The order of masters in plugins doesn't affect anything."

    The file's "Modified Data" is used for sorting. For some unknown reason, the "PN-Extra Options.esm" file always gets loaded in xEdit immediately after the "PN-Core.esm", regardless of the date/time stamps even if "PN-Equipment.esm" is placed before "PN-EO".

     

    Even though the PN download page doesn't recommend a specific load order, placing the PN "master" files in the following sequence seems to have eliminated conflicts when using xEdit to "sort masters" of PN-related ESP plugin masters to conform to it. They do not need to be "contiguous" or immediately next to one another.

    * PN-Core.esm

    * PN-Extra Options.esm

    * PN-Equipment.esm

    * PN-Cyberware.esp (ESM flag)

    * PN-Rebalance.esp (ESM flag)

    * Other PN ESP files simply must load after any "master files" in their xEdit "File Header".

     

    LOOT is good for a "first pass" at sorting, and I never argue when it insists some plugin needs to go before another. OTOH, within certain limits as to dependency it doesn't much care as to the order if it does not know about or detect a conflict. Consequently I have found it useful to rearrange some mods (especially recently added ones) by moving them to the top (low numbered position below the ESMs) and see which plugins it sorts them below. From there you can pretty much always move them lower in the LO without problems. This is helpful when arranging groups of "contiguous adjacent" plugins to be merged into "merge plugin files" in order to reduce your overall "active" plugin count. This also gets you a reasonably stable "sort" sequence even when adding new mods later.

     

    It is also possibly to use the "metadata" information in LOOT to ensure it places specific plugins after other specific plugins (e.g. "Project Nevada", etc.). This "metadata" ability is described in LOOT's docs.

     

    As for "install order" (distinct from "load order"), I have found the "General Order for Installing Mods" guide on TESCOSI to work well as a basic structure. "Install order" sets up the foundation of your modded game. It deserves as much or more attention as "load order".

     

    The key to avoiding problems is to install and TEST each mod one at a time. There is simply no way to predict accurately which mods won't work well together. You need to be prepared to dump a less important one well before you get to playing, so prioritizing which are most important to you is your first step. That difference in priority one of the unspoken differences between different suggested mod mixes. Please read wiki "FNV General Mod Use Advice" article.

     

    -Dubious-

     

    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!

  11. 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.

  12. I'm having trouble accessing any nexusmods.com hosted page from my computer. This is the output I get: "This page isn’t working. www.nexusmods.com is currently unable to handle this request."

     

    I've tried rebooting, tried two different browsers (firefox and opera). I have a second computer beside me that is able to access normally, with the same user name, so it's not an IP issue I suppose.

     

    I can also access the forum without issues. Can you help me troubleshoot this? Thanks!

     

    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).

  13. 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

  14. Ever since installing this version, I begin installing mods and about halfway through either NMM crashes or my PC crashes and requires a reboot. Kaspersky has flagged all Nexus files as trojans which I know isn't the case, obviously, but it ends up deleting plugins files, virtual install, config files, and the exe itself. I whitelisted the entire NMM installation folder and after reboot from a crash after the whitelisting, the exe and config files were still deleted unfortunately, I can only guess by the Windows system itself. I am still testing what could be the cause and checking error logs from anything I can think of. I'll let you know what I come up with.

     

    I'm not saying it's definitely Nexus Mod Manager, this is more of a question on if anyone else is having this issue as well. This has only arisen after this version was installed, and Nexus Mod Manager has never been flagged as a trojan before this. The mod archives were already whitelisted so luckily I don't have to redownload them, but it is a pain to reinstall all the mods. I'll have to start backing up the files while I explore this issue.

     

    Do you have Games folder whitelisted? I do, but I installed Nexus Mod Manager into Program Files. I'll try uninstalling and reinstalling.

     

    EDIT: I reinstalled, reorganized mods in my categories, and just as I was installing the first mod (USSEP), I crashed to BSoD. No idea what the cause is or why it would possibly be doing this. No crash log file was made.

  15. Why you guys even download s*** if you dont even know the common knowledge of SKSE 64...ever since its been out anytime the game updates you have to wait till skse team update skse...really if you cant be bothered to read and research dont use the damn thing.

     

     

    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.

  16. Ever since installing this version, I begin installing mods and about halfway through either NMM crashes or my PC crashes and requires a reboot. Kaspersky has flagged all Nexus files as trojans which I know isn't the case, obviously, but it ends up deleting plugins files, virtual install, config files, and the exe itself. I whitelisted the entire NMM installation folder and after reboot from a crash after the whitelisting, the exe and config files were still deleted unfortunately, I can only guess by the Windows system itself. I am still testing what could be the cause and checking error logs from anything I can think of. I'll let you know what I come up with.

     

    I'm not saying it's definitely Nexus Mod Manager, this is more of a question on if anyone else is having this issue as well. This has only arisen after this version was installed, and Nexus Mod Manager has never been flagged as a trojan before this. The mod archives were already whitelisted so luckily I don't have to redownload them, but it is a pain to reinstall all the mods. I'll have to start backing up the files while I explore this issue.

  17. 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!

  18. 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.

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