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Everything posted by LordChimera
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I see. I thought it was the Modlist. Here's my load order. I'm using MO2 and I play LE. Alternate Start works fine. The CTD happens when I'm approaching Ktala's Farm or if I managed to pass it near the carriage. I tried using TES5Edit, but can't find the problem. Either I'm doing something wrong or I suck using it.
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Specifically the CTD usually occurs when I approach Katla's Farm or the carriage. I can confirm that the cause of the CTD are not the installed mods thatr alter the harbor or the farm area. So far I'm stumped looking for the root of the problem and I'm hoping someone might have the insight to see what I missed. Either that or I'm doing something wrong. Here is the Papyrus log: https://anotepad.com/notes/e8pp3x7h Mod list is attached below.
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But the reason why the CTD happens eludes me. So I need help finding out why. Papyrus log My Mod list
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The effect activates when you wear armor and jewelry or equip a weapon or shield. Is it possible to create and apply said effect without scripts?
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What it says on tin. I'm hitting the 255 mod limit on Skyrim Legendary Edition and I need more "space" so to speak. I know how to merge esps (using Merge Plug-ins), but not the extras like scripts, bsa etc. From what I notice, most patches consist of esps only so they don't look difficult to merge and I did managed to merge esp-only mods with some success. However I'm wary when it comes to esps patches. Will merging not break or disrupt the primary mod they are patching? Here's a list of the patches: Tools of Kagrenac = Aetherium Armor and Weapons and Immersive College of Winterhold NARC (No Animals Report Crimes) = Convenient Horses, Skyrim Immersive Creatures, Deadly Dragons Consistency Patches Aetherium Armor And Swords Compilation - Tone Down Version Apocalypse - Ordinator Compatibility Patch Armor and Clothing for RSChildren - Playable Override and All DLC Patches Battle Claws - Sword Impact Sound Fulcimentum - Apocalypse Patch Prince and The Pauper - RS Children Complete Thunderchild - Dragon Language Words Patch Adopt Aventus Patch - RSChildren USLEEP Amazing Follower Tweaks - No Friendly Spell Damage Travellers of Skyrim - Dragonborn and Bags and Pouches Addon Cake O'Clock Bakery 1b - Honey Patch Dawn of Skyrim Collection - Upgrade to 1.3 Moon and Star - Aurora Village Compatibility Patch Quaint Raven Rock - Raven Nest Patch The Falkreath Hauntings - Moon and Star Patch The Notice Board Updated Patch I can free up 21 load slots when merging them all, then get back some of the less essential mods that I was forced to remove. I just want some assurances that they will still work or at least know which patches can't or shouldn't be merged. I merged some mods with esps only and some of them don't work anymore like Extract Ore Spell (not extracting ore despite casting) and Morrowind Imports (Items don't appear when using Add Item Menu.
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I have spells mods that are too overpowered from my taste and I want to edit them for my personal use. Where in the CK are the menu to open the scripts is located?
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I had Mod Organizer 2 use the settings on my BethIni and then run Skyrim via MO2. The game reverted to vanilla Skyrim. How do I make Mod Organizer 2 and BethIni work together to use SKSE?
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Are there such mods that are relatively similar to Oblivion XP or at least a leveling mod that allows me to control my skill growth to avoid the "leveling problem" in Oblivion?
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Specifically spells like "Bound X" and there seems to is no way to have those kinds of spells to set on "Cast Target." Would using a Script do the trick? If so how to create such a Script? My intent was to create a custom spell: Command Humanoid + Bound X + Damage Health. The idea is to control an enemy while giving it Bound Armor while its health get shaved off... while fighting its fellow enemy NPCs.
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Some of my created leveled items appear as loot in chests and enemy NPCs... which is not my intention. I suspect that some are wearing it, but none so far. I want my leveled items to appear only in this or that merchant's sell menu and available for purchase when I have reached the required level. How do I "lock in" my leveled items to the merchants only so that they don't show up as loot or NPC equipment?
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Missing/Invisible Armor in a Merged Mod
LordChimera replied to LordChimera's topic in Oblivion's Classic Discussion
I wonder though if there is a value in those Telekinesis/Force spells that can be changed to minimize the throwback of the target to make it less ragdolly? That's why I asked about the "stagger" effect to make my own that is more balanced. -
Missing/Invisible Armor in a Merged Mod
LordChimera replied to LordChimera's topic in Oblivion's Classic Discussion
Thanks for the tip. I was planning on doing the BSA extraction thing, but I needed confirmation that such a move won't mess up the game thus sparing me from re-installing Oblivion again. On an unrelated topic, do you know any tutorial that lists the effects of all Scripted Effects options in CS? I was looking for an effect that causes staggering or something similar. -
Editing an Item's nif files or meshes only
LordChimera replied to LordChimera's topic in Oblivion's Classic Discussion
My apologies if this post is late, but do you know how to make new textures for custom armor or to be more specific mashed up armor? I know that the lack of textures causes the armor to go pink. -
Missing/Invisible Armor in a Merged Mod
LordChimera replied to LordChimera's topic in Oblivion's Classic Discussion
Yes and they worked fine. None are came in omod format, but two of the mods came with meshes and textures along with esps while the other only had bsa and esp. I might be just guessing here, but the "invisible" armor problem has something to do with the meshes and textures, aye? -
I managed to create an esp file from 3 armor set mods via CS. The armors have individual pieces that I like so I decided to merged them and put the desired pieces in a single container (a sack)for pickup. When I wear the armor pieces, my character's indvidual parts or entire body disappears. I installed the mods via TesModManager and I wonder if the installation messed up their meshes and textures. If so what can I do to fix it? On a related note, since the armor mods A, B and C are merged in a single mod, do I still need to activate them or only the new merged mod?
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A lot of TK/Force spell mods tend to be overpowered so I decided to create my own balanced TK/Force spell mod. Easier said than done unfortunately. I managed to get a hang creating enchanted items and its kinda fun. What eludes me is finding the script to replicate TK/Force thus creating a TK spell with less ragdolling effects. Any tips would be appreciated.
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Editing an Item's nif files or meshes only
LordChimera replied to LordChimera's topic in Oblivion's Classic Discussion
Doing some practice making edited armor and getting used to using Nifskope. -
Editing an Item's nif files or meshes only
LordChimera replied to LordChimera's topic in Oblivion's Classic Discussion
How about more complex meshes like a multi-piece armor set? Let's say I take a Steel Armor set and change all of its appearance to another armor like Madness? -
I tried my hand tweaking as well as experimenting with re-arranging HUD Status Bars in Orb mode along with Oblivion XP Update and Darnified UI default color via their inis and I made a mess of it. I was trying to make the set-up like the one shown here with some difference: - Weapon Icon is right besides the demon while the Spell Icon is right besides the angel. - Oblivion XP Update exp bar on top of the Fatigue Orb - Evenly re-sizing the EXP and message text box to the Orbs' height and not overlapping the Weapon Icon. - Placing positive effect and summon icons to the right on top of the Compass. The numbers placed outwards - Negative effects on the left reversed placing while evenly lined with the positive effects icon. - Rest of the status bars display off. Can anyone please try replicating what I described above? I want to compare it to my mess of an ini file and see what went wrong. The Effect icons were displaying in the middle of the screen, the text box was oversized to the point that it covered the Red and Green Orbs and the Exp bar was on the uppermost right.
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Would normal "Darnified UI", "Oblivion XP Update" and "Simple and Better Inventory" have conflicts with this mod? I installed all 3 with OBMM. The HUD is still that of Oblivion XP Update but the Orb compass shows up. When I deactivated this mod and Darnified UI then load my saved game, the game crashes.
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I have been playing with the Oblivion Construction Set experimenting with various items to edit. For now I can't do that due to my laptop in the shop and with the quarantine in place. However the possibilities of the Oblivion CS got me into thinking about some topics: 1.Using monster and animals as merchants - Can I use let's say a troll, undead and Dremora for the job? 2.Using world objects as merchants - Statues, altars, big rocks, coffins, chests, etc to dispense trading and training services. 3.Making the merchant disappear - Merchants as per their schedule go to other places hence they are not at their shops. I want my merchants to be "gone from the world" completely until their scheduled appearance. 4.Triggered spell effects - When interacting with a merchant. If possible the spell effects happen when you buy from the merchant instead of talking. Its my possible alternate "paying the price" to this or that merchant. 5. Armor appearance - Take this armor set for example: https://staticdelivery.nexusmods.com/mods/101/images/thumbnails/10709-1190555027.jpg I like the concept of long-skirted heavy armor. What I don't like in the example above is its appearance. Can I achieve the Tin Tyrant look by using the resources from the game and other armor mods? If so then can the same be done for weapons? On a unrelated note, can I edit any equippable item to give me a vanilla or custom spell as long as you wear the item? Any enlightening answers are appreciated.
