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OKSteve

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  1. Turns out this mod has been temporarily hidden to have issues worked on.Funny,I never had a problem.Oh well.Somehow I didn't save the zip file,just the folder with the files.Guess I'll see about making a zip out of it,so MO2 will install it.
  2. Thanks,I'll give that a try.I actually didn't realize I could do that.
  3. I re-downloaded my mods not long ago.I can't seem to find one in particular.I can't remember the name of the mod,but it involved a new series of towers that were dotted through Whiterun Hold.Some were inhabited by Imperials,some by Stormcloaks,and others were occupied by bandits.I really enjoyed using this mod and don't recall having any problems with it.Anyone remember this mod and it's name?It's quite possible I have a copy of it on an external drive,though I haven't found it yet.Any help is appreciated.
  4. Thanks,I'll try that when I get a chance tomorrow.
  5. Before my current playthrough,I've never had a problem with Broken Oar Grotto or with the Light's Out quest.Any attempt to enter BOG on any mission causes the game to lock up,and I have to ctrl alt del to shut the game down.Same thing happens with the LO quest.I go to the lighthouse and put out the fire,return to the docks for further instructions,and head that way.before I can even reach the wreck,the game freezes.It's got to be a mod conflict of some kind.Enclosed is the mod list from both panels of MO2.I used LOOT to create my mod order,with a couple of changes.If I need to check something with TES5Edit or some other program,please let me know what to look for.Thanks in advance.I'm afraid to go anywhere along the northern coast now.Also,Can anyone tell me how to post my left panel mod list in the actual order used instead of alphabetical or whatever MO2 is using?
  6. My character was happily working away in his basement at Heljarchen Hall,improving some gear on the workbench.Suddenly,from out of nowhere,I was attacked by 3 mages.I couldn't believe it.Lucky for the ability to pause things while I downed a health potion and geared up.I made a mess of them,but,still.I've encountered skeevers in the basement before,but this was ridiculous.Not to mention upstairs I had a housecarl,steward,and several followers(AFT).Has this ever happened to you?Guess I won't be going into the basement alone from now on.
  7. Yeah,I took care of errors in TES5Edit.I just run into the navi issue after completing each merge.I wasn't sure what steps to take from there since CK won't load a merge as is.
  8. If no one is able to answer my question,maybe someone could point me to someone who can?I tried a site that ends in eddit,and was met with hostility because I made a mistake in how I posted,so they're out.
  9. I hope someone can help.I've looked extensively for answers,watched and read tutorials,and I'm still stuck.I have plenty of mods I want to use in the game.I've installed the mods(Mod Organizer),put them in order(LOOT),cleaned them(TES5Edit),and merged them(Merge Plugins).I merged alike items together.After finishing each merge,I get the message that mesh NAVI:00012FB4 needs to be repaired in the creation kit.When I attempt to open a merge in CK,I get a message:Forms:chunk size(number)too big in chunk SNAM_ID in form TES4_ID(FF000000).Max size is 512,data truncated to Merged Plugin:(List of mods).I saw some info about opening the merge with TES5Edit and deleting the NAVI in question,then loading the merge in CK and saving.I also saw info about using Wrye Bash to ESMify the merge so CK would open it.Is this what I need to do?If so,could someone please give me step by step instructions on how to do this in Wrye Bash,then for CK?Sorry for this,I guess I'm just a little slow in understanding all this.Thanks in advance.
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