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Apis4

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Everything posted by Apis4

  1. OK So because I have already Logged in to Bethesda's mod lists by my Bethesda account, it automatically logs me in when I click on mods, and I cannot get anything to happen when I tap or hold space bar. Any way I can log out of Bethesda so I can do it?
  2. Ahhhhh OK so everything I've Downloaded has been placed in DATA after extraction, nifs, esm, and bsa files all. So phew, that seems like a great deal of work avoided, I suspect I just need the P.i activations. On that, I will TRY NOW.... THANK YOU. Ill let you know if it works. As for the NMM v Vrtx v MO2, I'll give it a shot as you direct. :) Algabar, you're awesome dude, I am so glad someone got what I was asking and was willing to reply properly. THANK YOU. I'll do as you say for both the managers and the plug ins, and let you know, again, thank you so much.
  3. I have a Mod Manager I have NMM But I have already manually installed these mods. Now I need to know what I did wrong and what goes where. Yes yes, in future, if a mod manager is that easy, I will use one. Though I did ask if mods that have X Mod Manager option can be downloaded with ANY mod Manager..... ergo the ones with a "Download with Vortex' button can be downloaded with MO2 or NMM, or if it MUST be Vortex. But right NOW, I am dealing with having three or four misinstalled or only partially installed Mods, despite my following what I assumed was the normal way to install them (reinforced by it seeming to work for SkyUI and Immersive AI), so the answers to my initial question regarding file types and pathways and which folders to put them in, is much more important than if I should be using a Mod Manager. And if you're going to ask me about Plug-Ins, and I indicate ignorance complete in regards to them, whilst that gives you your answer, it still leaves me completely in the dark, so further use of the term without definition is a bit pointless.
  4. OK, it's not an educational exercise, I KNOW how to download, and extract using 7zip/WinRar, and then drop in to the game files. I do NOT know how to use a Mod Manager, and unless there's a ZERO effort mod manager that just works automatically..... ergo I chose download with it on the mod page, and voila, it's in my game, then I am not up for the learning curves. I just need a comprehensive list of what file types go where within the game pathway files. Again, I appreciate the plug ins thing, but unless you explain what they are, and what their file suffix is, and where they are installed, it's just more questions not answers. I asked two simple questions, I am looking for relevant replies. They dont have to be simple, but they have to progress me on my way to sorting out the problem and having the game run my mods. I mean no offense, but sometimes this Forum seems to throw up a lot of orbiter discussion before ever getting to the ratio of the subject.
  5. I have no idea what Plug ins are. All I know is SkyUI worked, and maybe it was Immersive AI. But then came the examples that did not. Nowhere in the files was there anything tagged a PlugIn, I appreciate the question, but I am hoping more for answers.
  6. Yu You must also first launch the game from the Steam launcher to create the ini files, Skyrim.ini and SkyrimPrefs.ini without which your game tools and mod manager will not function properly. yup, did it, and now SKSE works to launch it.
  7. Moving a Steam Installation and Games I just did manually, made a new file and moved my entire STEAM folder there, seems OK, everything moved across and now NMM works.
  8. OK so I am pretty familiar with some elements of this from back in my Sims2 modding days, so I gave it a shot. SkyUI and couple of mods worked..... ....so I tried a bunch more. But they dont seem to. So take a mod like KS Hair. I downloaded, and extracted it, then moved all the files to my SSE Data folder. I thought this was the right place? Put about 2k .nif files in my folder, and...... nothing. When I went to make my character, I had like ten hair choices, all vanilla. The same with UNP, no UNP bodies. I also downloaded the awesome Believable Weapons, and went through the drama of manually installing every single file for ever single weapon material, for all the weapons types it covers, took me like an hour or more, and again, nothing. Have just dumped a bunch of files in the wrong folders? Do ESP and BSA files go somewhere else? Do nif files? What about the actual PNG or JPEG textures? I figured those were for CK work, not the mod directly, in those formats, do I need to install them too? Can anyone let me know? I want to get playing, but I wont play until all my mods are installed correctly and working.
  9. So I just made another folder in C\, called Games, and closed Steam, then just moved my entire Steam folder, including SSE, in to that new directory file. It seems to work. Unless there's some reason it doesnt work that way, I think I am good now. Thank you both. I'll see if I can run NMM now.
  10. Ok yeah, STEAM installed in Programe Files (x86) What do I do to change that? OK NMM works now. However, I see a lot of Mods using Vortex, does that mean I need to use it? Or will other mod managers be compatible, ergo, can I click on Vortex downloads have it use NMM in lieu of Vortex?
  11. OK people, so I got NMM, and discovered to make it work, I need to make sure I have write privileges on my computer. I followed a tutorial on how to do that, and my AntiVirus refused to comply, and I could not get write privileges over it, so could not make new 'Everyone" enabled master control profile for Write privileges, and so I am figuring NMM is useless to me now. So, two questions. 1) Does anyone have any ways they know to overcome this initial problem with gaining write permissions? or 2) Does MO2 or Vrtx require the same thing, or would they be better options because I wont need to fight my AntV and W10 to get permissions to allow them to function?
  12. THANK YOU!!!! THAT WORkED!!!!!! Thanks so much mate. Greatly appreciated.
  13. Hey Algabar, my hero yet again I see. Ha! Ok mate, thanks heaps. TBH I might go with NMM for now, simply because I want to get back playing ASAP, and whilst I'm familiar with manual mod installation from my Smis2 modding days, I am trying to avoid a big learning curve. By the time I am confident enough for MO2 or Vortex, I'll probably be confident enough for manual installing anyway lol. So I'll see if I can give my SE virgin start through normal means, as you said from the other thread, then see if SKSE then works, and if I nut out my issues, I'll come grab NMM! Thank you so much.
  14. Ohhhhh so try run it once without SKSE??? OK I'll give it a shot!!!! THANK YOU.
  15. Whats the best, in terms simplicity and intuitiveness for a modding novice, Mod Manager to use? I've heard about Nexus Mod Manager, all good thing too, but I know there's others. Are any of them particularly better than NMM? Where do I download any of these? I cant find them on the Nexus.
  16. Hi, I just dowloaded SKSE64 on to a brand new PC, literally only 48 hrs old, with nothing on it, except Windows 10, Trend Micro, WoW and Battlenet, Steam and Skyrim SE, and when I try to launch Skyrim via the SKSE loader I get the following errors: The code execution cannot proceed because X3DAudio1_7.dll was not found. The code execution cannot proceed because XINPUT 1_3.dll was not found. The code execution cannot proceed because d3dx9_42.dll was not found. Each message followed by the suggestion reinstalling may fix, but it hasn't. Has anyone had this issue? I have no idea what any of it means, as I am no coder, but I downloaded the correct SKSE, unzipped it correctly, moved the correct contents to the correct Skyrim folder (by getting to them via the information tab on Steam and opening the pathway to the folders, so I know it's the right folder), everything looks like it should in the screenshots in tutorials about installing SKSE, and yet something seems to be borked. If anyone knows a fix, please help.
  17. Am I the only one that feels tagging a follower that just uses edited Vanilla voice types as Custom Voice followers completely disingenuous and thoroughly false advertising? I mean, sure, create a tag that flags as Custom Dialogue, but it's not a custom voice. I think there should be a SEPARATE category for truly CUSTOM voiced followers, just like for Animals. With only proven CUSTOM voiced mods allowed to be listed. This is not a criticism of the quality of mods that aren't custom voice acted, some are probably better than badly made, or poorly voiced, custom voiced follower Mods Nevertheless, they're not custom voiced followers, and the BEST custom voiced follower Mods will ALWAYS be better than those that aren't, as there's a freedom in writing, in personality development, and in how any systems like affinity and romance work, that are not attainable in mods relying on Vanilla voice assets. I am bit of an elitist, I admit. I want unique substance, over style, and I think I should, WE ALL SHOULD, have a simple quick easy way to find followers that give us that. I don't have that luxury because any Companion mod that alters vanilla voice assets in the slightest way seems to be getting tagged "Custom Voiced" and using the term in their listing title. Just really kind of not cool.
  18. Ahhh, Manipulator, on LL, got it. Sounds perfect
  19. Wait, so there's a mod called Manipulator that lets you change NPCs in Race Menu? Imma look for it now!!!!
  20. Wow Anjen, THANKS. I asked this in the comments section of the body slide tools Nexus listing, and the creators said NO. One thing though, I'm assuming this is impossible on Vanilla followers, unless I previously use a custom replacer on those followers, right? Ergo, I couldn't do it to vanilla Mjoll, but a custom Mjoll replacer that replaces her with a CBBE custom bodied Mjoll, I could, right? Also, if one doesn't need physics, like me (I don't really care about THAT much detail), I don't need a physics protocol or skeleton, right?
  21. Is there a way to designate specific body types, like UNP or CBBE, to individual specific followers? Ergo, edit a followers specific shape, to a custom mesh, and apply a soecifuc custom skin, WITHOUT installing a REPLACER for ALL bodies and skin's? I want some female followers to use UNP, and some CBBE, and one or two like a big muscular borderline Lenda Murray looking body if I can find one, but not change every woman in the game. Wouldn't mind being able to apply a big buff barbarian body to a few guys too. Also, is there any way to make armour and clothing replacers for a given shape, NOT replace, just ADD that version? You know, like being able to have all the vanilla armours, but have UNP and CBBE versions too, designated by a suffix? This seems like the answers to all my questions SHOULD be YES,but I'm struggling to find a solid one either way.
  22. Well, maybe modders and competent voice actors could team up, if there's modders out there willing. I for one have at least three characters I want make, that I've already done rough drafts of, and I've got two years in to a theatre degree before a parent had a stroke and ended that chapter of my life prematurely, as well been awarded an award for acting from my film school when doing my pre diploma (cert IV in pure screen production)...so male voice acting is something I've got covered.... ....BUT I'm not visual artist, especially not with digital media, and don't know a Damn thing about programming or coding. I bet London to a brick, as the Poms say, I'm just one of a great many folk who are in this scenario. Surely there's lots and lots of us. Likewise, I bet there's tons of tech egg heads, who can make the most amazing programes, virtual characters, fantastic meshes and textures, who just don't feel it, or can't find it, when writing, and feel like they've shamed their whole lineage when they hear their voice acting efforts. So how about bringing these people together? Start a thread here, or a FB page, or a Tweety or whatever. People can trade skills, techies help the creative's bring their NPC ideas to life, the artistes help them flesh out and voice there's in exchange. Then along the way they can do over some vanilla NPCs too. Can't be that hard to link people up.
  23. Thanks Anjen, I'll check all three suggestions out. As for Stewards, I simply like being able to hire bards, and buy a few things, but agree. Yes, we settle, but nevertheless I figured I'd throw down this gauntlet, never know, maybe someone out there will give it a shot.
  24. I really like this site, and there's so many great mods.... However.... .....most of these houses are either too big, or small, and most are all style no substance. The perfect player homes should. *Have cooking, enchanting, alchemy, dining/living space, and all bedrooms ALL in the same cell. *Speaking of bedrooms, also have beds for at least four children AND four companions without need to choose between one or the other. *A no brainer, but too many miss this...BE FULLY NAV MESHED, so you CAN have NPCs use it. Also have nav paths wide enough for two ppl to pass with ease. *Be in the world space, and have all gardening, smithing stables and any other creation tools NOT in the house, on the grounds. Those are absolute fundamental necessities for good house mod. Secondary, additional features that aren't deal breakers, but push the house closer to perfection are; *Have walls, and strong gates, with guards, if not in a city. The guards should be customisable by an equip menu so they can be given any armour and weapons you see fit. They must also have a discreet barracks and mess as to not get in one's way when not working. *Have a large garden area with lots of plantable soil, and productive animals in their own secure corral if not in a city. *Support fast travel by direct map marker or spell, if outside a city. *Be able to have a Steward assigned, support moving in wives and children, as well as be made a follower home, without other mods. *Have small useful staff, who keep a low profile, like a general merchant, and a coachman with carriage or boatman with boat if applicable. *Have a basement which offers a small secondary smithing, crafting, greenhouse, and guest bed area as well as an armoury and trophy room. *Be as small as it possibly CAN be whilst still checking all these boxes. These places are hard to find, HOWEVER, there's a few options out there that turn Hearthfire Estates in to these places, as well as few Manor/Castle homes that do the same. These are the homes that make anything other than a no faction, solo, play through so much easier. You always have everything you need in any region, easily accessible, in a safe location, that provides many items, and even materials you need, as well as allowing you good places to store not just items, but people, be they second or third wives, and their kids, or a group of followers. I just wish some of these people making Elianora lvl Chic houses, would base them around the above criteria, get the substances right first, then dress it in style. So anyone feel like a challenge, here's one,likewise if there's any recommendations anyone has that fits the criteria, please tell me.
  25. Thanks, I'll check them out. I'm about to post a mod request myself, for a house, but maybe one you suggest could work.
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