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Everything posted by Ashenfire
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I originally disliked Vortex. If the new version has the same disappointment, I might document them. For now, I will absorb the enthusiasm of this article and not make a negative comment. This still, was an amazing advancement for the community and I am thrilled that over 60% usage for gaming and modding goes through this project! It is so much fun to hear developers tell me of their new 'baby'. Since this new article of version 1.0 existing, I will give it another try!
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In Win 10, C:\Users\username\AppData\Local\Skyrim = %localappdata%\Skyrim. Changing %localappdata%\Skyrim to %localappdata%\Skyrim.org proved they are not loading the list in this folder. I was not 'wondering why'. It was an osbervation that mod lists are NOT utilized and it KNEW what to load BEFORE the folder was being recreated, and did NOT replace the load order files other than to make empty files. As far as I can tell they just get loaded from the game directory \data folder if no mod manager is present.
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I never said subscribed mods won't affect my game. Only that subscribing to games doesn't stop making it 'vanilla'. There is a difference between a 'clean install' and a vanilla install. Anyways..... I was under the impression that if no mod manager was utilized, the Skyrim Launcher would STILL utilize steamloadlist.txt or maybe plugins.txt. But then it just dawned on me that when a user subscribes / unsubscribes, it will ADD/Remove the mods, thus the Skyrim Launcher can assume the \data folder is up to date and launch those mods. If this is so, then the question is answered.
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I have edited the original post to address the files were original from the newly subscribed items and not from a previous install. That might have made you think I had an old install. It IS vanilla if I install a clean copy of the original, non SE version. It is not defined by what mods are installed. It is still vanilla. Since I have a newly formatted drive, installed vanilla Skyrim, NOT S.E version, subscribed to simple mods; I don't have to worry about interference or scattered files. Thus it will satisfy your criteria to do a search on how 'make vanilla skyrim' and follow its steps. If you want to call it 'Not Vanilla', then for the sake of the post I will stop calling it that because it defrays from the original question. I am more than familiar with the location of the installed mods and how to use DATA option in my launcher; it is WHAT I was referring to in the first place when I saw it loading even though I removed the load order lists in %localAppdata%. No postings that I have seen will suggest that the SKYRIM launcher will actually read the \data directory and figure out what mods I have. This goes back to my original problem that it knows what to load and prints it to my DATA load order in my launcher. I want to know how it found that information....it is not load order lists as suggested on Nexus.
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Utilizing Skyrim vanilla, no Wrye bash or any other load order system. Newly formatted drive. Windows 10. Installed skyrim original. NO DLC , no S.E. Subscribed to mods I like. Got stupid .ckm errors. Decided to learn its download behavior before troubleshooting .ckm error.Checking %localappdata%\Skyrim, I found plugins.txt, DLCLIST.txt, and SteamModList.txt, and NO loadorder.txt. Each of these lists had the mods I had just subscribed to, so I know they are the latest. I wanted to know which one is correct so I renamed the %localappdata%\Skyrim folder to %localappdata%\Skyrim.org. I expected my game to load NOTHING on game execution. I then executed the Steam Skyrim and it STILL was downloading from an ordered list and RECREATING %localappdata%\Skyrim folder and RECREATING plugins.txt (which is NOW, empty, It had no mod files). So what in tarnation is going on? Is the Skyrim launcher reading my \DATA folder and posting them to the launcher DATA list or is it reading from another load order list? Where is it really getting its list from?
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Utilizing Skyrim vanilla, no Wrye bash or any other load order system. Checking %localappdata%\Skyrim, I found plugins.txt, DLCLIST.txt, and SteamModList.txt, and NO loadorder.txt. I wanted to know which one is correct so I renamed the %localappdata%\Skyrim folder to %localappdata%\Skyrim.org. I then executed the Steam Skyrim and it STILL was downloading from an ordered list and RECREATING %localappdata%\Skyrim folder and RECREATING plugins.txt (which is empty, no mod file listing). So what in tarnation is going on? Where is it really getting its list from?
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I have been using this site long enough to see a change for the better. I see an attempt to make modding still fun and still give appreciation to modders. I am still looking around the site for clues why this site is being classified as greedy. I am perplexed. I have read in some of the comments that accuses this site of being greedy. Without pointing anyone out, I would like to ask, in general discussion terms; why is Nexus greedy. Why is the attempt to 'pat a mod author on the back' wrong? 2. I also agree with the contention that the reward system would be nice to reward people who make support tools (.bat .exe. .cmd) that make modding easier to do.
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In response to post #56262141. #56262426, #56262576, #56262581, #56262936, #56263031, #56263146, #56266491, #56267106, #56267256, #56274311, #56277726, #56280516, #56292401, #56330506, #56342966 are all replies on the same post. WTH? Whats with the nationality hating? Any person who wants to scam, be elitist, a hater, comes from anywhere. How are we going to rationally discuss ANYTHING, with this mantra? Please refrain from bashing our nationality.
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LE Skyrim Survival - Alduin wins Mod idea
Ashenfire replied to Binksy92's topic in Skyrim's Mod Ideas
I find it interesting. Of course it is a MAJOR project. I am working on development of a smaller scale ( 2 years in the making, no help). I will keep your idea in my development plans. -
[LE] Updating mod on Steam Workshop
Ashenfire replied to retroth97's topic in Skyrim's Creation Kit and Modders
@retroth97 That is the best thing since barbeque pizza! I am so glad my hex editor is still useful. You saved me so much trouble! -
Do I need permissions to upload compatibility patches/bug fixes?
Ashenfire replied to ymf331's topic in Skyrim's Skyrim LE
Or...... Email the authors. Added value: if your patch is compatibile, they can advertise that you helped and bring you more exposure. Added value: if your patch has a glitch that only the author can spot right away, the authors' peer review will save you grief and time by preventing you from making the error worse. -
Story manager can start the quest based on who the person talks to, what the person picks up for inventory, when the person changes location, etc. I never start my quests until the person triggers an event. I am not good at all events, but I can start quests based on dialogue. One that I have in development wont start until a player does a special favor for the quest giver. It has been almost 2 years since I worked on production. So I am warming up to modding again and balancing it with learning how to code for my website. If you are good with what you have, then congratulations. If you are still wondering what else you can do, then maybe I can dust off my old mod and find some samples for you.
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" If I understand this correctly, the way that the first sentence is worded makes it seem like the dialogue is coming from Ria. " Not so. When you add conditions, you can add it to any dialogue. It doesn't have to be Ria. This means that when the player is talking to the quest giver, you can add the conditions on the quest giver dialogue. If you choose the way @cloud1234 mentioned, it can work that way. One way to get dialogue to only show up, is make a new faction that pertains to a group of ideas. For instance, I created dialogue that only my created merchants could use. The merchants had all the vanilla factions and dialogue associated with them PLUS what I created. In that scenario, you create a faction that any NPC in the game can detect the faction to START the quest. You can either make the Player join the newly created faction whenever RIA joins the party or you can have the quest giver detect Ria in the party. In either case, using 'isinfaction' can be used without Ria being present or in dialogue.
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It really sucks, when another country is actually TRYING to stop spyware, bots, and worse- virtual stalkers. Privacy matters. I expected USA to treat privacy seriously, stopping these stalkers. I will never turn off adblock, ever. I have built my firefox up with so much protection, I rarely to never see ads. I never have to use spyware programs to remove intruders. I have trained it so well because in the old days I spent days on end trying to get my browser to do what I WANT IT TO DO, not what these jerks make it do. I am literally poor, relying on a kind person to keep me off the streets. I would absolutely donate to nexus mods and pay for the server for a year, or even donate to security. I know for a fact, nexus is on my short list, of business/people to donate to. Thanks for switching servers. I hope your homework shows chances for better ads.
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In response to post #37617910. oops...wrong place
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Tutorials WITHOUT "youtoob"
Ashenfire replied to Allannaa's topic in Skyrim's Creation Kit and Modders
@michael199310: Assuming your script was written correctly (you followed a 'howto' create a follower); you need to verify your Alias was 'filled'. -
Tutorials WITHOUT "youtoob"
Ashenfire replied to Allannaa's topic in Skyrim's Creation Kit and Modders
its the same. Creationkit.com has the commands for that. You just open the console and put your mouse on your new follower and use its reference id. When I had a follower from the vanilla game, she would not show up after following so I just used the moveto command using her reference id and it works like a charm. If you don't like using reference ids all the time put it in a text file in the game directory Name of script something like "Follower1Teleport.txt" IN the text file: "reference ID".moveto player In the console: Bat Follower1Teleport -
LE Remaking NPC dialogue
Ashenfire replied to Deleted3958235User's topic in Skyrim's Creation Kit and Modders
Another option is to forget about fixing SEQ everytime you make a change. If you use Story Manager (change location) you can fire your quest up, never fails. You can change your story line to your heart's content and not worry about tesv edit. Also, the script is complaining about syntax and missing parameters, so could you edit the script and copy/paste the entire thing here, please? -
LE Help creating AI package for NPC
Ashenfire replied to Stalfos81's topic in Skyrim's Creation Kit and Modders
Use a travel package already created. If you have to modify, then make a duplicate of the package and name it something you will remember. Once you name it, place it on the npc that will be killing the giant. Inside the travel package, you can tell WHERE the npc will travel. What time it will travel, etc. -
LE [Sky] Need help with multiple followers.
Ashenfire posted a topic in Skyrim's Creation Kit and Modders
Allannaa and I are working on multiple follower creation. The stipulations are: The mod has to use vanilla resources for hiring. (No 'tokens' , keywords, etc to mark hirelings)The mod has to be 'cleanable' with TESVedit. (This generally means, the fewer changes the better.)The solution has to be for hirelings and for 'free' followers.The solution has to not add all hirelings to the hireling form list. (So other mods can use this system)I have managed to duplicate DialogueFollower, Misc Tab, and HirelingQuest Quests. I then disabled them. I enabled my copies. I have noticed that making playerfollowercount global not change value, does not help.Changing Hashireling does not help. I can get the game to ask more than one hireling to join me, but when they do, the first companion will re evaluate her package and leave, without saying her dismissal dialogue. I have been working with these items: I'm aware of these items using the follower dialogue, but I have not seen reason to mess with them: At one point, an alias with some of the values I mentioned above, will kick in, :ohdear: I would like to know if I should be modifying it in conjunction with other values or just leave it alone. :teehee: What else can I be looking at? -
The first part you were saying, is true. I already did that a week ago. It changes back, any changes I make. That is why I wanted the ability to observe all their behaviors before I committed to a script. I was mostly successful. I just duplicated DialogueFollower & HirelingQuest; so I could entertain what you were mentioning in the second part of your post. I am planning to make a multiple follower mod, so I want it to be versatile for anyone else who makes a follower mod; where there mod won't require adding their follower to my list. I lose internet too, so I hope you are doing okay without it until Monday. I might ask you for help later. In the meantime, I will change my thinking due to your help; and go into phase 10 of trial and error. Some of the items in Creationkit.com don't look as 'Greek' to me like they once did.
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