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phillipjohnmc

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Posts 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

     

    0 0 Skyrim.esm
    1 1 Update.esm
    2 2 Dawnguard.esm
    3 3 HearthFires.esm
    4 4 Dragonborn.esm
    5 5 Lanterns Of Skyrim - All In One - Main.esm
    6 6 Unofficial Skyrim Special Edition Patch.esp
    7 7 BSAssets.esm
    8 8 BSHeartland.esm
    9 9 BS_DLC_patch.esp
    10 a Campfire.esm
    11 b RSkyrimChildren.esm
    12 c Falskaar.esm
    13 d SMIM-SE-Merged-All.esp
    14 e Hotsprings of Skyrim.esp
    15 f Cutting Room Floor.esp
    16 10 WondersofWeather.esp
    17 11 RSChildren Patch - BS Bruma.esp
    18 12 FNIS.esp
    19 13 RLO - Effects.esp
    20 14 AK - Placeable Statics SE.esp
    21 15 Whiterun Forest Borealis.esp
    22 16 Prometheus_No_snow_Under_the_roof.esp
    23 17 WARZONES - SSE - Civil Unrest.esp
    24 18 RLO - Interiors.esp
    25 19 Vivid WeathersSE.esp
    26 1a Vivid Weathers SE - Bruma Patch.esp
    27 1b Vivid Weathers SE - Falskaar.esp
    28 1c Book Covers Skyrim.esp
    29 1d RLO - Illuminated Spells.esp
    30 1e SMIM-Bruma-Patch.esp
    31 1f Blowing in the Wind SSE.esp
    32 20 Blowing in the Wind - Lanterns of Skyrim Patch SSE.esp
    33 21 MoreBanditCamps.esp
    34 22 Winterhold.esp
    35 23 Helgen Reborn.esp
    36 24 RLO - Exteriors.esp
    37 25 OBIS SE.esp
    38 26 VISPatch-OBIS SE.esp
    39 27 Settlements Expanded SE.esp
    40 28 OpulentThievesGuild.esp
    41 29 SkyTEST-RealisticAnimals&Predators.esp
    42 2a BirdsOfSkyrim_SSE.esp
    43 2b Dawnstar Overhaul.esp
    44 2c LightngDuringStorm.esp
    45 2d Vivid Weathers SE - LightingDuringStorm Patch.esp
    46 2e Man Those Borders!.esp
    47 2f WeightLessLegacyAll.esp
    48 30 RealisticNeedsandDiseases.esp
    49 31 Ordinator - Perks of Skyrim.esp
    50 32 Ordinator - Beyond Skyrim Bruma Patch.esp
    51 33 SkyrimIsWindy.esp
    52 34 Hothtrooper44_ArmorCompilation.esp
    53 35 Populated Lands Roads Paths Legendary.esp
    54 36 Holidays.esp
    55 37 Point The Way.esp
    56 38 High Level Enemies - Dragonborn.esp
    57 39 High Level Enemies.esp
    58 3a High Level Enemies - Raised Ability Caps.esp
    59 3b Wildcat - Combat of Skyrim.esp
    60 3c High Level Enemies - Increased Max Resists.esp
    61 3d Better Vampire NPCs.esp
    62 3e High Level Enemies - Dawnguard.esp
    63 3f Perfect Whiterun.esp
    64 40 SimplyBiggerTreesSE.esp
    65 41 JKs Whiterun.esp
    66 42 Dogs-of-Skyrim.esp
    67 43 JK's Riverwood.esp
    68 44 Skyrim Better Roads and Bridges - All In One - Merged.esp
    69 45 Cloaks.esp
    70 46 Cloaks - USSEP Patch.esp
    71 47 Populated Forts Towers Places Legendary.esp
    72 48 Immersive Patrols II.esp
    73 49 WindstadMine.esp
    74 4a Populated Cities Towns Villages Legendary.esp
    75 4b falkreathcabin.esp
    76 4c Shor's Stone.esp
    77 4d betterroadsnavmeshfix.esp
    78 4e Cats-in-SkyrimSSE.esp
    79 4f A Better Magelight - Enhanced.esp
    80 50 ogSplendorDragons.esp
    81 51 Footprints.esp
    82 52 DiverseDragonsCollectionSE.esp
    83 53 Ars Metallica.esp
    84 54 Cloaks - Dawnguard.esp
    85 55 Leave Combat.esp
    86 56 Brighter toggleable Candlelight and Torches.esp
    87 57 RLO - VIS Patch.esp
    88 58 ImprovedHearthfireLighting.esp
    89 59 RiverwoodTower.esp
    90 5a Frostfall.esp
    91 5b WetandCold.esp
    92 5c RealisticNeedsandDiseases_Frostfall Patch.esp
    93 5d Ivarstead.esp
    94 5e Provincial Courier Service.esp
    95 5f Kynesgrove.esp
    96 60 Book Covers Skyrim - Lost Library.esp
    97 61 Skyrim Flora Overhaul.esp
    98 62 XPMSSE.esp
    99 63 AmazingFollowerTweaks.esp
    100 64 Eli_RiverwoodShack.esp
    101 65 Lush Falkreath.esp
    102 66 RiverwoodCabin.esp
    103 67 Darkend.esp
    104 68 notice board.esp
    105 69 ForgottenCity.esp
    106 6a Settlements Expanded SE - Lanterns of Skyrim Patch.esp
    107 6b The Paarthurnax Dilemma.esp
    108 6c JKs Whiterun exterior.esp
    109 6d Blowing in the Wind - JK's Riverwood Patch SSE.esp
    110 6e Settlements Expanded SE - No Snow Under the Roof Patch.esp
    111 6f TheIsland.esp
    112 70 Settlements Expanded SE - Skyrim Better Roads and Bridges Patch.esp
    113 71 No Snow Under The Roof - CRF Patch.esp
    114 72 Blowing in the Wind - Helgen Reborn Patch SSE.esp
    115 73 Ravengate.esp
    116 74 Blowing in the Wind - SMIM Merged All Patch SSE.esp
    117 75 OBIS SE - NoticeBoard - Addon.esp
    118 76 Holidays SFO Patch.esp
    119 77 AP Skyrim SE.esp
    120 78 JMR Riverwood Guards - JK Compliant.esp
    121 79 Realistic Falkreath Graveyard.esp
    122 7a Apocalypse - Magic of Skyrim.esp
    123 7b OBIS SE Patrols Addon.esp
    124 7c VISPatch-OBIS Patrols Addon.esp
    125 7d Animated Eating Redux.esp
    126 7e dD - Enhanced Blood Main.esp
    127 7f Move it Dammit - Less Wait Time.esp
    128 80 icepenguinworldmapclassic.esp
    129 81 Chesko_WearableLantern.esp
    130 82 FPSBoost.esp
    131 83 Companions Radiant Quests Requirement.esp
    132 84 RM Light Elven Armor.esp
    133 85 Chesko_LoreBasedLoadingScreens.esp
    134 86 Realistic-Voice.esp
    135 87 PickUpBooksWithDLCSEE.esp
    136 88 ShocksCookingSkillHF.esp
    137 89 Light Armor Clothing.esp
    138 8a RSChildren.esp
    139 8b PyP_LE+CRF.esp
    140 8c RSC CRF Patch.esp
    141 8d RSC Falskaar Patch.esp
    142 8e RSC Forgotten City Patch.esp
    143 8f RSC HR Patch.esp
    144 90 RSC Populated Lite.esp
    145 91 RSC Settlements Expanded SE Patch.esp
    146 92 RND_BSHeartland.esp
    147 93 FalskaarRNDPatch.esp
    148 94 360WalkandRunPlus-RunBackwardSpeedAdjust.esp
    149 95 Hothtrooper44_Armor_Ecksstra.esp
    150 96 SGEyebrows.esp
    151 97 Vivid Water Fix.esp
    152 98 Vivid Weathers - Extended Rain.esp
    153 99 Vivid Weathers SE - Extended Snow.esp
    154 9a BarenziahQuestMarkers_Droppable.esp
    155 9b Erik.esp
    156 9c My Home Is Your Home.esp
    157 9d Open Cities Skyrim.esp
    158 9e Immersive Citizens - AI Overhaul.esp
    159 9f Open Cities Skyrim - Holidays.esp
    160 a0 Alternate Start - Live Another Life.esp
    161 a1 Darkwater Crossing.esp
    162 a2 Relationship Dialogue Overhaul.esp
    163 a3 RealisticWaterTwo.esp
    164 a4 JK's Whiterun-Open cities SSE.esp
    165 a5 Convenient Horses.esp
    166 a6 CH Bruma Patch.esp
    167 a7 FlowerGirls SE.esp
    168 a8 RWT Lod Fix.esp
    169 a9 RND-RWT Patch.esp
    170 aa notice board - open cities patch.esp
    171 ab RealisticSpeedMovementWalkingSE.esp

     

  3. 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?

  4. 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.

  5. 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)

  6. 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?

  7. 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?

  8. 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.

  9. 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)

  10. 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

  11. 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?

  12. 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?

  13. 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!

  14. 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...

  15. 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.

  16. 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.

  17. 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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