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Hey everybody I just reached 71 and since Cait's chat has changed, first of all its "Talk" now whereas it used to be "Command" and the dialogue options have changed. Specifically I'm trying to get her to "change outfits" but the Trade option is not there anymore. I've read others do have a level cap but searching for this specifically I haven't found any answers; I've read Dogmeat does have a limit but I avoided that with a mod. I've restarted the game several times before posting this, no change. Just wondering if this is an error or is it back to just me and Buddy (Dogmeat) again.
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Hey everybody I'm rebuilding a mod I had started a while back however it's not going like that first time. 1- I have a few castle mods I'm using the parts to build in my new worldspace Kingdom however when I go in world to look, those parts are nolonger there and when I look back in the CK, those parts are not there either. It's not being saved despite my often save attempts. 2- Starting with the inclusion of the castle mod parts the CK is creating files (1st was meta) in the Overwrite and those are piling up. Secondly now its adding the main .esp into the overwrite which is totally odd. I've read to add the Overwrite files back into the mod they came from will usually stop that which but doing so not it puts the entire mod .esp into the overwrite. These are totally weird, problems I certainly did not have the first time building this mod.
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Creation Kit not Loading an .esm, (MMA)
MikeCobalt replied to MikeCobalt's topic in Skyrim's Creation Kit and Modders
Thanks, that got it. Now I can start on a few Mods I've been thinking on for a while now and do a bit more to my own home. When I read your post that jogged my memory to look back at the .exe list and sure enough the CK and a few others were there; come the end of the year, it'll be a year since I did anything with the SE CK last. Still not sure what I think of MO2, maybe if Steam will let a character live for a bit I could get used to it's differences from the original "Mod Organizer" I still use with LE. Again, Thanks -
Creation Kit not Loading an .esm, (MMA)
MikeCobalt replied to MikeCobalt's topic in Skyrim's Creation Kit and Modders
To use, take the items from a mod to use requires that to be an .esm that mod and the other "Modders Resource" additions always come as .esm's. When building my current home sometime back it was an ".esm" than aswell. Using any item from an .esp requires using TESedit to "Change the *Hedr line" from .esp to .esm, temporarly. -
Hey everybody The "Creation Kit" is not loading my "Mad Modders Assets" mod. That mod shows in the MO2 both sides and the assets I've already used are right in my players home like always however when I try to load that mod in CK is fails to open stating it cannot find the MMA.esm. This being MO2 that folder does show in the "Mods Folder". Obviously the mod and its data is there so why does the CK not show this in the drop down when loading. Also I intend to upgrade the MMA V2 to MMA V3, so I "Removed the v2 there now and it nolonger appears on the left side but it still shows in the right side pane. To ma, this just seems like something that couldn't happen.
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Hey Everybody Has anybody else ever thought that Elisif, Falk and Bryling might have some questions ot simply be good to talk about what happens in Skyrim? Falk would want to know at least some or more about the Dragons and certainly the situation(s) of the civil war, Brying has made her opinions about the Imperials/Stormcloaks known for everybody to hear Other large issues also and certainly Elisif would want to know the reason one of her Thanes may have taken "The other side". Depending on chosen mods, somebody might want to tell that Breton "Let's take that smart mouth outside and see what happens (A good fist fight should fix that for at least a while)". There's a High Elf with a lot of attitude also in there that could listen to "Just be quiet and thankful you're in here to begin with". Somebody's got to tell Naive Elisif what's really going on outside even is she's still going to believe everything is happy and fun. Mostly standing around the court as usual but some discussions on certain subjects go too far and be better taken in a different room where truths can be spoken out loud. I've always liked the Potema related quests for this reason that at least for a few times our Dragonborn is important in the Blue Palace about the land and its own people. This is way beyond my ability's but when I do go in there, it does seem like these could be reasons to go in there for a reason important to the story and our DragonBorn. Falk and Bryling are there and have issues and the DB has some very important events, shouldn't they be more important issues and therefore at least as important for discussion? Just my ideas for out characters to more a part Of Skyrim, its culture and the lore instead of simply a visitor watching from the outside.
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Hey everybody I'm rebuilding a mod I had started on before and as this is a new world-space I thought the guards should not look like Skyrim/Tamriel. I have an Armor mod I intend to use for that and using TESedit to change the mod, that worked however the mod is not showing up in the CK. MO1 shows the mod as an .esm but it doesn't show in any of the lists for creating their outfits.
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Thanks. This is something that's been haunting me for a while now. After the update late last year I didn't want to lose another SE character and this one is just starting to get their bearings straight. I'll read this a few times, copy paste it and try later to see if I can get this.
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Hey everybody, I believe this is a bad question with no real answer, but I thought I'd at least try before doing anything big. My computer doesn't have much time left and I do have a replacement I'm trying to figure a method to Transfer my current SkyrimSE playthrough using MO2 from this PC to the next and hopefully not have to start a new playthrough. Steam does keep records from one save to the next and I can stock up the new "Mods Folder" (MO2) with the same mods as this I'm just not sure that would work, never tried before. MO2 seems alot more complicated and therefor finicky then the original Mod Organizer.
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Your good, those are possible next steps after this BS has past and so part of this conversation.
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Been doing that for years with Skyrim and now FO4 also until recently. I cant imagine this now is the way it's intended , was always able to shutdown, uninstall, and clean for years.
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Hey everybody:) I've been using "One Radiant Minutemen Quest at a Time" but recently added "We are the Minutemen" and the quests from both Preston and The Castle/Radio have stopped. I'm wanting to uninstall the former mod but when I do using MO2 the game freezes when asking if I want to proceed. Anybody know how to get around this?
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How to stop Fallout 4 from updating (Steam/GOG/Xbox)
MikeCobalt replied to Pickysaurus's topic in Fallout 4's Discussion
Really maddening, My games from Steam stay on "Do Not Auto Update" and yet, they update them anyway. The October update destroyed my first SkyrimSE character at Lvl 31 right in the middle of Black Reach doing the vampire DLC for the first time. Considering this now us my first FO4 character at 30 may soon need to be scrapped aswell. Ruining the best part(s) of their own product by proving their unsavory business practices. -
Loading the game using the Main folders f4se_loader does load well enough, the menu comes up about the mods will be excluded and Yes or No, just what I expected it to do. What is there to look for loading that way. I have looked in the MO2/Archive window and all of the loaded scripts are listed and checked plus the left side shows no Overwrite icons and Information tab shows no conflicts. This is like MO2 simply does read the scripts it has loaded and checked. Odd though, scripts in the other mods do work., that would tell me it's the Mod, but at this point, I don't know.
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Ok, well the Fallout4 I just downloaded and installed 5 or 6 days ago from Steam, and the Script Extender is the current version as of that same number of days ago, so it would seem both are the very latest version (I did not get the VR version of the Script Extender).