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manbullcultist

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  1. I'm not sure if my attempt to port something over is entirely the culprit since when I try to load only the base files or other mods I exhibit the same problem. Anyways, I'll have to get back to some of your suggestions when I have more room in my schedule. I tried uninstalling the Creation Kit a few days ago but it didn't solve the problem, so I might have to try and do and complete wipe of it from the system.
  2. I do not have much to say in regards to what I would expect something like this to look like - how complicated the design is would have is open to interpretation. I would just find something like this really useful for the Dwemer farm that I am creating for a mod. Before I came around to posting this I had tried to search the internet and Nexus to see if something like this already exists in another mod, but I didn't turn up any results. If you happen to know of a mod that does have something like this, I would be very grateful if you could point me in the right direction.
  3. What is the recommended time to wait for the Creation Kit to load? Is an hour or more uncommon? I have never used the original Skyrim's Creation Kit.
  4. On average I wait about an hour, which I think is a reasonable amount of time for any program to load up. Up until now, I have never seen the Creation Kit take more than 20 minutes at the most to load up a plugin. I cannot fathom why it would just suddenly change in that regard now.
  5. So this started a week or two, about a day after I had been using the creation kit to make a custom race using skin textures I tried porting over to Special Edition. I was trying to load both my plugin + another mod whose permission I was given to use assets from, but after waiting about an hour the creation kit still hadn't finished loading them. I checked to see if it was just the plugin I have been working on by loading only the base Skyrim master file + update master file and when I do so the problem still occurs. Though a bit slow, everything loads up fine until after "verifying files" has completed and it moves on to "loading cells", at which point I find it impossible to tell if it's loading or not based on how little progress is being made. I tried reinstalling the creation kit itself, but that doesn't seem to have fixed the problem either. Status: Resolved. Completely wiped every trace of the program from my system and then reinstalled it.
  6. Glad to hear :D and the structure of your credits at the bottom of the page have given me an idea how I could layout mine once I finally publish this mod I am working on.
  7. No worries, I was only looking for the player specific script anyways, so thank you very much!
  8. Hey there, back again after my recently solved string of crashes. Basically, I want to make a mage character in this mod I'm developing that's capable of curing full-fledged Sanguinare Vampiris as a dialogue option. While looking around I saw a couple of scripts related to cure vampirism, but I was unable to deduce which of them was the one I'm looking for. Beyond that, is the thing I'm attempting to do even technically possible?
  9. Okay, I opened the plugin inside SSEdit and deleted my mod's 4 custom meshes and some other minor things that I wasn't using in my plugin anymore but forgot to delete, so it appears that there's two conflicts inside the plugin The World Space I'm using, FormID Tamriel "Skyrim" [WRLD0000003C], has the Max Height Data conflicting between the three DLCs. Might not have anything to do with my overall problem, but just to be safe I'm mentioning it. XCLR - Regions conflict between my mod, the main game, and the Dawnguard DLC. All of them list Reach02Megan [REGN:0006BA9F], except for Dawnguard which lists Reach05Megan [REGN:000892EB] .For now, I'm just going to load my newly edited plugin on the CK and see how it goes.
  10. I've verified the files and nothing seems out of place. In the meantime, I reverted back to my third most recent backup and enabled (or I guess re-added, since I reinstalled the CK? Not sure) multiple master files. Testing things this time, I was able to load 3 interior cells and 4 exterior cells without any crashes (unlike previously), but when I tried to save the CK stopped working.
  11. Nope, uninstalling and reinstalling the CK did not seem to fix the problem of it crashing whenever I try to save this specific plugin. Have I reverted to backups wrong? I deleted the # and .bak after the word .esp and then placed it into the data folder.
  12. Alright, figured out how to uninstall it. Will update this if I find my plugin working again.
  13. Now I'm well aware that you have to (1) ask a mod author's permission to utilize something from their mod unless otherwise stated to be open source, (2) give explicit credit to that mod author within your own mod's description. So my question is, what if a mod author has been offline/absent from the Nexus website for over 2 or 3 years and has no other listed way to contact them? In this situation, would the logical conclusion be that you cannot use something from that mod author since you are unable to obtain their express permission, even if you were to credit them?
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