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Diabolus83

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About Diabolus83

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    Australia
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    Valheim/Conan/FO4
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    Day of the Tentacle

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  1. Thank you IsharaMeradin I really appreciate it, Dreifels has been really nice & helping out too, but I don't think English is his first language so I have been struggling to understand some of his instructions. That has made a lot more sense to me and so thank you for taking the time to respond.
  2. Ok I feel like I'm really starting to annoy people now (sorry Dreifels), I've read a ton, including comments and "For this read the instruction How to convert and optimize a mod using CAO 64" but I'm still not 100% I am doing this right. I have two scenarios I'm struggling with, I am just packing some SSE mods into BSA format to avoid loose files. Scenario 1 example: Mod - Dlizzio's Mesh Fixes. So I place the meshes & textures in a data folder and run COA on that folder and I get a data.esp and a data.bsa https://i.imgur.com/JuexLgv.png I know I can then rename them and put them in a new folder called data and zip it and install it, but what if the mod comes with an ESP ?https://i.imgur.com/vqWbvyr.png Do I place the the the COA created bsa & esp WITH the mods original esp in a new folder called data and zip it and install it ? Or do I run COA on the folder with the meshes & textures and the mods original ESP ? Which gives me this https://i.imgur.com/X64gZQ3.png and then put them both in a new folder called data and zip it and install it? Scenario 2 example: Mod - High poly project So again, I place the meshes & textures in a data folder and run COA on that folder and I get a data.esp and a data.bsa https://i.imgur.com/bxcvWqU.png But this mod comes with patches that have their own ESP's, so do I put it all together in a data folder and rename the created esp & bsa, zip it and install it ? https://i.imgur.com/ogQaDms.png Or do I just make separate files, and zip the patches and install them each separately to the original mod ? https://i.imgur.com/89x48Iy.png I hope this makes sense and I really hope someone can help me. I have posted this on the mod page too.
  3. Thanks for the reply thumbincubation, you have cleared up a bunch of things for me. I am actually modding SEE not Oldrim, but a guide requires me to take certain textures and re-pack the BSA so its a lot for me to wrap my head around. I am trying to use Cathedral Assets Optimizer but I don't believe I'm fully understanding it yet. :wallbash: Mainly because I cant get it to work lol. So in relation to this particular mod when I have the BSA do I then re-zip with the original ESP or with the dummy plug-in ?
  4. Hi everyone, I'm having trouble understanding a few things in relation to the contents of a mod. When I unpack a mod using Bethesda Archive Extractor (I am trying to rezip the textures and meshes) To my understanding the BSA is the 'packed' mod archive, and the ESP is the plugin for the mod, is this correct ? So if I unpack a texture mod (so I can use certain textures) when I zip the mod can I just zip the meshes and texture files or do I need to put the ESP in with them too ? I hope this makes sense. *Edit* I am using Vortex Thanks for reading.
  5. Made my own https://lhmods.com/forums/topic/interior-mods-guide-by-diabolus_83/
  6. Ok so it could be any number of things but here are a few suggestions, Open SkyrimPrefs.ini and under [DISPLAY] look for this entry: iMultiSample=1If not there, add it. If set to "0" then change to "1" (make sure you back up your ini file in case any dramas) OR Try uninstalling all your world texture replacers ie Noble,SMIM, Skyrim realistic overhaul etc as it could be a bad install and check them one by one and on another note regarding Jk's Skyrim FPS drop have you tried SSE fixes ? ( I believe it has another newer version out for SKE64 too)
  7. Did you update Skyrim Special edition before you installed new mods or while you were modding by any chance ? The next thing you should do is uninstall the new mods you added and see if the textures are still missing.
  8. Please don't take this the wrong way, but did you test your build as you went ? How many texture overhauls did you install ? Did you uninstall any mods mid play through ? Change your load order mid game ? Did you check mod pages for information, you can't just rely on LOOT ?
  9. Just in case anyone needs it thanks to "The Phoenix Flavour guide" https://drive.google.com/file/d/1itIM7cbDFPg78BH3io0E8kMmsYOviYfG/view *Edit also fixed this problem another way by removing the added lines about Multipleloads etc that you may have added yourself. please note I am only using Creation Kit to change form ID's and a few other things NOT make mods.
  10. Hi all, I have a problem with NPC's, whenever I choose the "What have you got for sale?" option when talking to a merchant and skip the dialogue, open the buying menu and close it, the merchant remains silent with his/her mouth open or eyes closed etc until I say something or end the dialogue. Also I have noticed quite a few NPC'S doing actions with nothing in their hands IE: carrying nothing or sharpening a non existent sword ? I only have USSEP and cutting room floor installed, I have tried starting a new game and also uninstalling both those mods but the problem remains, does anyone know if these are just vanilla bugs, so I can move forward with modding and not try to fix ? Thanks for any advice.
  11. EDIT So I managed to fix this problem by uninstalling CK (make sure you make backup of SSE folders in case anything unforeseen happens) and installing an older version.
  12. EDIT So I managed to fix this problem by uninstalling CK (make sure you make backup of SSE folders in case anything unforeseen happens) and installing an older version.
  13. Hi All, I'm having problems merging plugins, I have read a lot of info and watched quite a few videos and had limited success. When I try to merge my armour mods and weapon replacer mods together it add the mods I'm merging as MASTERS so basically I still have to have the mods active. I have also tried using zEdit merge but I just get a bunch of errors. Just FYI the mods are Unique Uniques, More weapons please, Ursine Armour, Ruined nordic weapons,Talos house carl, Weapons of3E amd Daedric dawnbreaker. I'm very confused, so far the only mods I have merged successfully are the landscape fixes by Arthmoor and ABT arrows. Any help would be greatly appreciated
  14. Hi all ! I'm having a problem loading mods in Creation Kit, when I set the mod to active (to save in form44) creation kit CTD. I have to run the Creation Kit through MO2 or it does not detect my installed mods. This is the error from the log "Zero entries or empty block size read from strings file STRINGS/Skyrim_ENGLISH.STRINGS. Strings will be missing." In the CreationKitCustom.ini I have these lines [Audio] bEnableAudio=0 [General] bAllowMultipleMasterLoads=1 [Archive] sResourceArchiveList=Skyrim – Misc.bsa, Skyrim – Shaders.bsa, Skyrim – Interface.bsa, Skyrim – Animations.bsa, Skyrim – Meshes0.bsa, Skyrim – Meshes1.bsa, Skyrim – Sounds.bsa, Update.bsa SResourceArchiveList2=Skyrim – Voices_en0.bsa, Skyrim – Textures0.bsa, Skyrim – Textures1.bsa, Skyrim – Textures2.bsa, Skyrim – Textures3.bsa, Skyrim – Textures4.bsa, Skyrim – Textures5.bsa, Skyrim – Textures6.bsa, Skyrim – Textures7.bsa, Skyrim – Textures8.bsa, Skyrim – Patch.bsa, Update.bsa Any help would be appreciated :smile:
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