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phillipjohnmc

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Everything posted by phillipjohnmc

  1. christ on the cross. so, apparently, as i read somewhere, the first time you do a facegen file with MO2, it doesn't work. but the second time you do it, it works. and i can confirm, that crazy ass s#*! works. i'm glad humans can't split their skulls open with their bare hands. i'm glad we're not capable of doing that as a species
  2. i see. copy/pasting not supported by ie, only edge. stupid. 'Erik.esp' is my plugin in question. i've tried moving the install folder to very top but nothing
  3. don't have blackface. how do i paste a load order into this crazy forum? ctrl + v doesn't work for some completely bizarre, user-unfriendly reason
  4. i've even recreated the mod with ck thru mo2 and still, nothing. exported face gen data before saving. bit annoying
  5. i let loot do the sorting. didn't have a problem before. i created the .esp with ck when i was using nmm, but can't see how that matters
  6. i made a plugin which clears up Erik the Slayer's skin. it worked when i had nmm. i've switched to mo2, but the plugin isn't changing Erik's appearence in my new playthrough. i've done this: 1) archived the file, installed in mo2, nothing; 2) dropped the .esp into skyrim se data folder, still nothing; 3) opened ck through mo2, opened plugin, exported facegen data (ctrl + F4), saved changes and created new mod through overwrite folder, nothing. i made sure the plugin file was checked every time, of course. anyone know what i'm doing wrong?
  7. thanks for that. as is, i've got everything on a newly partitioned d drive and it seems to work fine. i got rid of nmm entirely and use mo2 for everything. i definitely prefer mo2, as you can find out what's overwriting/being overwritten, and i like my vanilla data folder being clean. game's running basically fine, although i had a freeze-up when i first bought a horse and then ate/drank something while riding it, then froze on quicksave. i haven't played enough of my current savegame yet to know if the past issues i had (ctds) will start reoccuring (ctds that occurred even after cleaning masters and swtiching the touchpad handwriting feature off from windows, although those things did reduce the number of occurrences). anyway, i'm getting off-topic, but it was because of these past issues that i've switched to mo2 and tried to set up a better system/separate drive, to hopefully be able to handle issues better if they start up again, or hopefully they just won't start up again at all. i've had no ctds so far.
  8. i have a laptop, so, don't think i can. i have 1tb though, and 400gb for games, on a new 'd' drive partition
  9. so should i move everything over to, say, the C:/Games folder? not sure how to 'split c: into at least one more partition'. is that like setting up a new drive, like a d: drive? i'm only sort of tech savvy lol (edit: nvm about partitioning, google informed me in under 5 mins, super easy)
  10. i'm planning to redo my sse and i wondered if there were a better place to put the game. i don't have an SSD drive, only HDD, and just a C drive. it's currently in the programs (x86) folder, and i've read that that's not the best place. i'm redoing my game, mods etc to improve stability. it was playable before, but with some hiccups, so i'd like to make it even better (on my current system of course). so given all this, what's the best place/folder to install sse and steam in general? or does it really matter?
  11. thanks for the tips. yeah i've got my mod zip files from nmm copied over to a seperate folder where i'm choosing the ones i want and the ones i might drop. i'm watching video guides for mo2. yeah, it's more involved but i'm hoping it's worth it to switch for game stability and performance. i was advised to re-install the game after switching away from nmm b/c nmm might leave scripts in the vanilla game (i think that's why i was advised to re-install, or some similar reason. nmm leaves leftovers in places. does that make sense? i'm not completely sure of the how, what or why on that) or rather than re-install, what about just verifying game cache? that's something i've done before anyway (then re-cleaned with xedit) any idea how much longer for vortex?
  12. my plan of attack is: to pare down my mod list to lose some mods that i'm not crazy about, get rid of NMM, delete and reinstall vanilla game/dlc, re-install mods thru MO2, start new game. this is to have a smoother playthrough, i hope. my first two playthroughs with NMM and around 200 mods...well, problematic at times, and i felt like i had to spend a lot of time troubleshooting, only to have new problems arise. now that i'm familiar with mods and know which ones i want, i want to try it out with MO2. what does anyone think about this plan? and is MO2 is a better way to go, if you're using a lot of mods? i'll still be using about 130 mods.
  13. i've only got nexus mods, plug-ins i've made through creation kit, and a couple of files or so from oldrim which fix a issue here and there and are otherwise compatible (e.g. one is a file that fixes missing textures in Applewatch when both Beyond Skyrim: Bruma and Beyond Reach are installed). no steam workshop mods (i didn't know there were any for skyrim), no creation club mods (no and never! lol)
  14. yes, more knowledge is always welcome :) so i guess with nmm, you get a quick and easy install, but it installs mods in a way in which they leave a sort of permanent imprint on your game, potentially. b/c i've noticed that my game will lag every now and again, say, after i do dealings with merchants. it will lag for 3-4 minutes, then return to normal. i'm beginning to think that that's happening b/c some mod imbedded a script into the game somehow, even though i had uninstalled it, albeit through nmm, which has its limitations, as i'm learning
  15. they're all downloaded as zip files in the nmm games folder. i could copy paste over the ones i want to keep right? rather than redownload
  16. i downloaded them with the 'download with manager' option on nmm. i was planning on deleting the savegames too, as they won't work after i remove the mods anyway. hmm, so reinstalling means i delete my sse folder in steam yeah?
  17. i've got 200 mods, and my game play...well it's getting kind of sluggish. i want to get rid of as many mods as i don't absolutely need. can i just go through and delete mods in nmm, then start a new game? or should i also reinstall sse totally? like delete everything and reinstall fresh? i don't really want to do the later, as i have lods to go wtih mods that i'm definitely keeping. i guess a good question here is...if you wanted to totally redo your mod list/get rid of unnecessary mods and start a new savegame, how would you do it?
  18. in LOOT you can edit the metadata of a mod to force it to load after another. that way, whenever you sort, it'll always be where you want it
  19. not afraid of it, i just don't like the prompt. i like the smoother start of the regular launcher lol. i have run as admin but i still get that stupid prompt
  20. cool, thanks. one reason i'm not terribly keen on installing is the skse64.loader.exe file prompts a pop-up from windows asking me if i'm sure i want to open it, which i don't really like. and i haven't found a good way to get rid of the pop-up, from what i've tried so far. tried doing something with task scheduler but for some reason i wasn't pleased. unless there's some way to tell windows 10 that yeah, it's ok to open it, stfu!
  21. i'm not really interested in using any mods that require skse64 (i tried SKYUI which is OK but not personally necessary). but i watched a video about skse64 and i believe the maker said it improves performance...is that true? is it a good idea to install it, even if i'm not using any mods that need it? or it makes no difference whatsoever and is only so that we can use skse64-reliant mods...
  22. this invisible wall has popped up which passes across the road to Bruma, blocking the way through. it's where the Thalmor Prison is from Helgen Reborn mod. oddly, it wasn't there before. i was able to pass to Bruma w/o problems. i think it appeared (invisibly appeared) when i started the Helgen Reborn quest to rescue Korst. i've played Helgen Reborn once before without any issues. but this time, this wall has appeared, and i also had trouble completing the Molon Labe quest (Cienna and Falco wouldn't follow me inside, and after i killed all the Thalmor and rescued Korst, he just lay on the ground, so i reloaded mod and after some time passed, the quest completed itself). anyway, if anyone knows how to get rid of this invisible wall, i'd love to know about it. i haven't tried looking in the CK to see if i can spot it there. will give that a try later.
  23. hmm, scratch all that. it started happening again and i had to look at it again. seems it was an idle marker i had placed near the cell borders. for some reason it was interfering with their passage from one cell to the next. i deleted the idle marker and they pass fine and enter the house without problems
  24. all navmesh was attached. was a 'try this, try that' solution. what solved it was dividing the single big triangle the marker sat on. i separated it into three triangles, and made sure the marker sat on all three. probably would have worked with just two. seems like the marker needs to straddle navmesh triangles to work properly. i guess b/c the marker sat on one big triangle only, the npcs couldn't detect it through the rest of the navmesh, even though everything was connected. i'm just guessing here. not sure the preferred pathing made a difference, but if the triangle that connects with the marker is preferred pathing, it highlights as blue rather than green, and it's supposed to be green right? anyway, it works now.
  25. uuuuuuuuuuuuuuuuuuuugh! so apparently, under the yellow teleport marker, you've got to have 2-3 separate triangle spaces. one triangle space should not be preferred pathing, and the other two should (in this case they should b/c it's exterior and leading up to the home). the one that's not preferred pathing lights up green upon finalising, as it shoud. i had one single triangle under the marker, preferred pathing, lit up blue. i guess the followers couldn't follow me because the yellow transport marker didn't share any space with any other surrounding triangles, and also b/c the triangle under the marker had preferrred pathing selected. damn fussy program
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