-
Posts
119 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by phillipjohnmc
-
-
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 -
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
-
i've even recreated the mod with ck thru mo2 and still, nothing. exported face gen data before saving. bit annoying
-
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
-
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?
-
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.
-
i have a laptop, so, don't think i can. i have 1tb though, and 400gb for games, on a new 'd' drive partition
-
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)
-
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?
-
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?
-
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.
-
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)
-
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
-
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
-
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?
-
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?
-
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
-
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
-
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!
-
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...
-
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.
-
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
-
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.
-
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
ck and mo2 - plugin problem
in Creation Kit and Modders
Posted
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