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Nimarus

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Everything posted by Nimarus

  1. Got any tips on detecting conflicts between different mods? Is there a way via SSEEdit, Loot, etc.? One problem I run into is two different mods changing textures for vampires and giving them black face. Right now, I'm having the same problem with 2 different mods changing the facial textures for children (Using RSSE Children Overhaul at the moment). So, that one boy in Solitude has white boy body with black boy face. :confused: So, I'm wondering if the more experienced members here know of any better way to determine the problem besides disabling mods one by one?
  2. Nevermind, I figured it out. The individual mods needed to be updated to fix this problem.
  3. That's weird. Maybe refresh/reload the page in your browser? If I follow the link you provided yourself, it says "Fallout 4 runtime 1.10.98 - build: 0.6.10" (copy and paste directly from silverlock.org). BTW, the new version IS actually there. Downloaded and installed it only yesterday... hmm... no, i have tried it several times, for me there is always the same - version 0.6.9, there is no version 0.6.10 but now i have found another way to solve my problem - i dowloaded it from here: https://steamcommunity.com/app/377160/discussions/0/364039785169337238/ and now it works for me. I never had any problems with the direct link (http://f4se.silverlock.org/) but this time there was something very strange Tried the link you said you downloaded F4SE from. It's a page that links to the file on http://f4se.silverlock.org/ It lets you download what appears to be the latest version. Files even say 1.10.98 for the version. However, when loading the f4se_loader.exe included with the file currently listed on silverlock.org, it says "Expected version 1.10.89" f4se.silverlock.org shows http://f4se.silverlock.org/beta/f4se_0_06_10.7z File in the 7-zip file say "f4se_1_10_98.dll" The Readme file states: "This version is compatible with runtime 1.10.98. You can ignore any part of the version number after those components; they're not relevant for compatibility purposes." Compatible with 1.10.98? When running the executable, it says expected version is "1.10.89" hope this screenshot helps: Edit: I also uninstalled the F4SE Installer and just unzipped the 7-zip files into the Fallout 4 folder. Still has the same error.
  4. The versions are confusing me at this moment. I downloaded the latest version of Fallout 4 Script Extender http://f4se.silverlock.org/ What's New says: Files show last modified 06/27/2018 (Downloaded on 28th as well as on the 29th, both say this same modified date) Files say f4se_1_10_98.dll Game version I'm running is 1.10.98 Game version expected is 1.10.89 I know the F4SE team usually updates it pretty quickly (No rush). The fact that the files modified date is so recent suggests to me that they already have.
  5. Okay, I figured it out! Thanks for pointing me in the right direction ughitsmegan! Had to open the BVLT.esm then go to Armor Addons then click on "DLC1NakedVampireLord" (The version I ended up selecting on the install). Had to enable 38-calves under first person flags.
  6. Thanks for the information. However...I've never used SSEEdit before. So, it's telling a child "Just change the spark plug." I'm trying to figure this out, but it looks like I'll be a while in finding this "On Switch" for calves :laugh:
  7. Better Vampire Lord Transformation (Skyrim Special Edition): https://www.nexusmods.com/skyrimspecialedition/mods/2659?tab=description While I know this isn't a mod everyone wants, I wanted to change things up a little as...I've played Dawnguard so many times. In the words of the mod author: Loshirai14 Some people have been having the same problem I'm having at this time. After transforming into a vampire lord, the texture on the legs is missing. The feet are visible, but the area between the feet and knee are missing. Loshirai14 said it's a direct port from Oldrim. Below is a screenshot submitted by another user having the same problem: http://i66.tinypic.com/epgj9v.jpg I have tried disabling any mods I can find that have anything to do with vampires. No fix yet. If there is anything else I can provide to figure out what's causing this problem, please let me know. Also, Loshirai14 posted that they are not making Skyrim mods anymore and that they will likely not be able to fix anything. If the problem is in the mod itself, and they could make a patch, that would be awesome.
  8. Most mods are labeled fairly clearly as to what they are on Vortex. However, from time to time, I run into a mod that isn't. For example, I downloaded a CBP Physics mod for Skyrim Special Edition. I later decided to not install this mod, but left it there should I change my mind. Later, after returning to Skyrim SE, I saw the mod and though "What mod is this? Why didn't I install it?" I had to dig around to figure out what mod it was. Why? Because Vortex simply listed it as "cbp.7z" and left it as that. I remember the old Nexus Mod Manager had an info panel that would display information from the mod's page on the Nexus. This at least offered a quick and easy description of the mod. I don't know if I'd want to clutter the screen with the side panel like in NMM. Just an option along the "Actions" drop-down list or something. Great work on Vortex by the way.
  9. Did some more digging and I think there is a mod that removes Dark Craving https://www.nexusmods.com/fallout4/mods/18193?tab=description According to the change log, he finally got it to work right. You'll see a message saying you've succumb to dark craving, but it will cure it as soon as you get the effect. Hopefully, it will work with the True Cannibal Overhaul version that doesn't effect the cannibal perk.
  10. I too would LOVE to see Dark Craving removed from Fallout 4. I tried True Cannibal Overhaul, hoping it would remove Dark Craving, but it didn't.
  11. I feel like an idiot :pinch: I had originally planned to use Joy of Perspective, but later abandoned the idea of using it. I had forgotten to reinstall XP32 Maximum Skeleton Special Extended without supporting Joy of Perspective. After reinstalling the Skeleton, the bow functions as it was suppose to.
  12. Screenshot of the problem in question: https://steamuserimages-a.akamaihd.net/ugc/2444767883799781405/685696BDE635DA77D004AAA18540780AAECEAFDB/
  13. This bug is currently effecting all bows and not crossbows. In 3rd person view, the bow behaves normally. However, in 1st person view, the bow aims roughly 90 degrees to the left as my character draws back on the bow. When firing the arrow does fly in the direction the camera is aiming, but firing in a position next to my character. Has anyone ever ran into this problem? I had just equipped the Telvanni bow from the AHO quest mod as well as it's arrows. I was also riding horseback before dismounting and re-equipping my bow after dismounting. Don't know if that had anything to do with it. Anyone run into this and know how to fix it?
  14. I dropped in on their Trello page to see what the UWE Team was working on (that they make public). https://trello.com/b/yxoJrFgP/subnautica-development Seems they opened a card, linking to Subnautica Mods on the Nexus. Seems they want to ensure Mod support for Subnautica. I'm sure like many Bethesda titles, it would add longevity to Subnautica if they do. The Card that Jonas Bötel opened: https://trello.com/c/hWcsFf2A
  15. After disabling the SMIM mod, my FPS improved and I walked from Whiterun to just outside Ivarstead without it crashing. Large wooded areas still lower my FPS. Though, disabling Skyrim Flora Overhaul may have an effect on that. Hopefully with the graphics cards intended for Crypto Miners, graphics card prices will begin to drop in 6+ months from now. Then, I can afford to get a better graphics card.
  16. I've been playing PC for about a year now. I've learned a lot about running modded Skyrim and Fallout 4 over that time. Managing load orders and conflicts between mods I've gotten a lot better at. I don't feel like a complete rookie at this, but I know there are a lot more advanced mod management that I need to learn. So, my current problem is that I my modded Skyrim crashes after 10 minutes or so. I did some digging around and I'm thinking my problem has to do with too many mods taxing the memory. One topic I searched for recommended running Skyrim Performance Monitor for Skyrim SE and copying it's debug report after running it for about a minute. So, I'll post it at the bottom of this post. I heard that too many high definition textures may be contributing to my problem. I have Static Mesh Improvement Mod (SMIM) installed, which I believe adds a lot of high definition textures. If my memory is right, I got about 10 FPS faster without SMIM enabled. I also launched Skyrim through Skyrim Performance Monitor, so Script Extender was not running. I don't know if that will effect the results or not. If anyone with more knowledge than I offer some advice, I'd greatly appreciate it. Also, a thanks to all the mod creators out there on Nexus. I played Skyrim and Fallout 4 on...Playstation 4 before my move to PC. So, I'm sure they and many here know how much of a difference PC mods are with what Sony allowed on their console.
  17. Been hoping to see something that does this for Skyrim SE, but don't see it listed. I don't know if this would be hard to do or not, but I hope it is. Just remove the vampire eyes effect from the playable character and all NPCs. Vampires are suppose to be secretive about what they truly are. It's hard for a vampire to blend in with the sheep if they have flashlights for eyes. I've been able to use Better Vampires https://www.nexusmods.com/skyrimspecialedition/mods/1925 for a non-vampire face for my character. The eyes are the only thing that really gives away that my character is a vampire. If someone could make this, or point me to a mod that will actually do this, I'd be much appreciative. Note: More Vampire Eyes SSE https://www.nexusmods.com/skyrimspecialedition/mods/580 only changes eyes for your character and not NPCs.
  18. I have a feeling this has something to do with Vortex more than the mod, but I'm still a novice at this. I recently updated my old version of "A Matter of Time." When I select to Enable/Disable the mod, I get the: ------------------- Mod files were changed outside Vortex. You can undo these changes now or apply them permanently. File content modified Apply Undo AMatterOfTime_v3_0_0_alpha_4-12937-v3-0-0a4 -------------------- I select "Apply" and I get the Deployment Failed message. Here is the Diagnostic: This seemed to be working before I tried to update it (I think it installed originally as a new mod instead of replacing the old version. I hope I have given enough information for someone more knowledgeable than I to figure out. Update: I just tried to uninstal A Matter of Time in Vortex and got this error message:
  19. The Fallout 4 Mod, Scrap Everything, recommends being at the bottom of the load order. Otherwise, I'll occasionally run into the random bush or shrub that I can't clear out from a settlement. If I can't do something as essential as "Move to bottom of Load Order", then I have no use for Vortex at this time. Vortex looks great so far, but such a fundamental issue breaks it for me. Addendum: It looks like I can at least use Wrye Bash to change the load order. Haven't tested it, but it changed the load order and reloading Vortex reflects the change. So...that's one option I guess.
  20. I've used Scrap Everything for Fallout 4, even when I was on...guh...Playstation 4. I remember the mod always recommended being placed at the bottom of the load order. I've found that if I don't do that, I'll be unable to scrap a bush here and there. I've been tinkering with Vortex and I'm trying to see if there is a way to move it to the bottom of my load order. Can Vortex do this, or will I need to dust off Wrye Bash?
  21. Been waiting to try out Vortex sense it was announced. The news article on Nexus said it starts today and will be an unlimited Alpha Release for a week. I'm not seeing a download link, so I thought I'd ask to see if it's been postponed. From threads in this discussion, I'd say there are still problems to be ironed out. Keep up the hard work guys.
  22. Wait, I think I found it: https://www.nexusmods.com/fallout4/mods/14017/ Seems I have better luck searching Nexus with google than with search engine used by Nexus itself.
  23. I was looking around and couldn't find a mod that does this. I search: decapitation, no head, etc. I'm hoping there is a mod that prevents heads from magically falling off from a headshot. I can understand the head exploding, but a shot between the eyes doesn't cause the person's head to become decapitated and fall off. I even avoid getting the bloody mess perk simply because a bullet from a revolver shouldn't cause the person's body to just turn into blood and chunks. Honestly, I'm sure that someone likely made this already, I just can't seem to find it.
  24. I just recently noticed this mod sense my time letting Fallout 4 rest. I really like the mod so far, but the only thing that bothers me is the one thing that Kinggath mentioned will be improved once the API toolkit comes out. I really don't want to keep my companions (especially when starting a new game) tied down to a settlement to keep it building. My question is this, once I've selected a leader and they set the foundation, can I remove the leader and the settlers continue building? I'm thinking not, but I'm not sure.
  25. I've touched over this a little with FO4Edit before (still a little green with it's use). I ran Loot to sort my load order and it recommended I clean 2 esm files "ArmorKeywords.esm" (1 ITM Record) and "Armorsmith Extended.esm" (5 ITM Records). So Loot recommends I clean these two mods, but I've also heard people say "Never clean a mod unless the mod creator recommends it." So, I'm hoping some more senior members here can tell me if I should just leave them be, or clean them. I also know how to clean them on FO4Edit I guess. Apply Filter for Cleaning<Remove Identical to Maser<Undelete and disable references and so on.
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