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Everything posted by MikeCobalt
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Something that may be similar, MO2 is telling which mods still need to be updated which is fine, just a few days but the very first entry has no name, just "fiss.dll" that's all. I've searched the Skyrim SE folder both Main and My Games folders, even the entire Steam folder, those always show "No items match your search". No idea on that at all.
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Really uncomfortable, with this latest patch and people wondering how to even start the game much less play and put their *Mods/Game back together, separating the people instead of making the information easier to Share seems counter intuitive.
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Skyrim update woes for me ... I need some help please ?
MikeCobalt replied to MoonRacer27's topic in Skyrim's Skyrim SE
This really, really ****s, Both LE and SE are down and both with a so far grim future. I coulda swore that was My Money that I spent but it seems Steam is making all of the decisions. -
Hey everybody :)Starting last night my SE stopped working, I tried that several more times and again today, no change. So, once I found out what that problem was I thought to resume my LE playthrough; LE is still my main Skyrim but soon found out that also doesn't work, none of the mods would load and all MO does is bring up the Skyrim system start (MO doesn't actually *Start the game). Is there a workaround to that or is my 2+ year LE character finally lost forever (Plus the mods that I had collected)?
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SKSE and other Script based not working.
MikeCobalt replied to MikeCobalt's topic in Skyrim's Skyrim SE
Ok, I fixed the "AddItemMenu" mod; it nolonger runs on it's own. I found in that mods posts somebody mentioned it requires "Additem MenuNG" also. Apparently, Skyrim SE has evolved beyond that mod and now others are creating mods to keep it running; that's just not mentioned prominently. There are others (SkyrimSE is not as similar to LE as I had assumed) but I dont want to bother people longer. :smile: Thanks for your help, I'll still keep that in mind. -
Hey everybody :) I've been using LE and MO1 for years and just now Skyrim SE, I've followed the tutorials and yet some of my script-based mods do not seem to work. The main page shows 1.6.640.0.8 (SKSE64 2.2.3 rel6). The start button is "C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\skse64_loader.exe". One Example is "JaxonzEnhGrab" that requires "UIExtensions latest" I have 1-2-0 however, when I try to access the menu the game freezes until I press the Esc. There are a couple of other mods but this one is the simplest and likely correcting this will affect the others aswell. Any help?
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Creation Kit not starting and "Steam" is not helping
MikeCobalt replied to MikeCobalt's topic in Skyrim's Skyrim LE
I have verified my Creation Kit many times in the last few days (People usually start that with step 1 in their replies) After a friend tested this he said he was able to uninstall his then reinstall it so I did mine, it did reinstall but no change; still won't launch through any of the icons, will through MO (crash's though) so that step is finished. Maybe Steam has made a change in one of their recent (less than 2 weeks) updates, really frustrating, especially when I can't contact Steam Support to tell them about this. Steam Support (regarding the Creation Kit) leads to a blank page saying they're sorry, but they offer nothing beyond that. -
Creation Kit not starting and "Steam" is not helping
MikeCobalt replied to MikeCobalt's topic in Skyrim's Skyrim LE
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Creation Kit not starting and "Steam" is not helping
MikeCobalt replied to MikeCobalt's topic in Skyrim's Skyrim LE
Yes, I know all that, I does list there *But not in the main Steam search (even with "Tools" checked) only the SE version. With that checked it's still in my library but there's still no reason to believe there is anything there (in Steams pool) for a new download. Like I've said before, I know I have the correct combination, I have 2034 hrs using it/them together (making mods). Still, it won't launch from desktop, skyrim folder or steam although I was using it last week. I really (still) can't see how this has anything to do with Steam no-longer listing this in their main search and now it won't launch, gets to the first screen says "Initializing Archive" then crashes from all three icons. MO can start the program, but it won't run (multi master fix only works for normal launch's). Trying Steam Support>Contact Game Support for the Creation Kit only leads to a blank screen. Apparently Steam offers no comment or paths of customer support or ability to create a ticket for this program. This program used to be listed in their main search, now it's not there and this stopped working recently. -
Creation Kit not starting and "Steam" is not helping
MikeCobalt replied to MikeCobalt's topic in Skyrim's Skyrim LE
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Hey everybody :smile:, In the last couple days my Creation Kit has stopped launching, I haven't made any changes in Steam and was using the CK just last week. I've tried searching Steam to download it again but it wasn't even listed (The SE version was). I'm nervous about uninstalling it for a new download and I have verified the CK a number of times already, yet nothing. Has Steam dropped the Skyrim Creation Kit? Odd turn of events, I just noticed the CK "Does Launch" using the run button on Mod Organizer LE, weird. This (In my thinking) makes the fault with Steam; still though the CK for years has always launched using the desktop icon and from the icon in Skyrim folder (used rarely, also fails now) I've never tried starting it from the Steam library until yesterday (that fails also).
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Creation Kit not starting and "Steam" is not helping
MikeCobalt posted a topic in Skyrim's Skyrim LE
Hey everybody :) Just noticed my creation kit is not starting and Steam doesn't seem to list it (from what I read) plus when I try to ask Steam shows no discussion at all about the CK. Has Steam made changes and not told anybody? -
Hey everybody:), I have a mod I've been working on for some time but I've been totally stumped by one facet. One of the NPCs is a Bosmer and she is a member of a group of hired guards protecting a property the DB can possibly own later on in the story. The Hired guards are mercenary's including 2 Nords, 1 Imperial and probably 1 Bosmer archer. This group does have the basis of a uniform despite minor differences per individual. The Common part is a type of Brigandine (Metal & Leather) as the main and steel helmets (They don't all wear helmets) and miscellaneous for the peripherals. My question is "Would the Bosmer wear the uniform (torso) or refuse? Hired guards (mercenary's) come and go often and this one is probably a temporary member but for this spot of time they are part of the group (Maybe). Any insight would be appreciated, thanks.
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Ya, this is super BS; I thought the same thing. But like you've said they just don't. To me it's backwards but after so many playthoughs watching the Thalmor transport their Prisoner (Talos Worshipper, Likely Stormcloak, Just any Nord that refused to lick their boots) and the Stormcloaks just never even seem to care. I have the factions patrol on horse's mod and that still doesnt change anything around this. Anyway besides that tremendious plothole I always kill the escorts and usually bring an extra weapon to give the prisoner atleast a chance. This is totally contradictory but it is what it is I guess.
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Players Horses inside Interior Space
MikeCobalt replied to MikeCobalt's topic in Oblivion's Classic Discussion
:) Getting the NPC's in Skyrim to do what I want is the hard part; that's where my mods usually *Stop progressing. Because I still have the original Construction Set (V1) Here in Oblivion right now everything takes time and sometimes gets frustrating. I need to move my Oblivion so I can upgrade the CS to CSE. and then start getting idea's done. -
Players Horses inside Interior Space
MikeCobalt replied to MikeCobalt's topic in Oblivion's Classic Discussion
All of this was a good learning experiance too. Getting the ship mod to work, adding the different landscapes and finally moving the livestock in and out so I'll always have them to ride wherever I stop off when travelling. -
Players Horses inside Interior Space
MikeCobalt replied to MikeCobalt's topic in Oblivion's Classic Discussion
A donkey and both of my horses (Pride, Glory Armored) yes. They made the trip from Anvil around the SW corner of Tamriel back to the Imperial city in the new Cargo Space. As for how did I get them out, same method, "Tilde Select the *Second Horse", run to IC stable *Travel" to same place my horse will appear then "Tilde + MoveTo Player" and the second horse appears, the Donkey already comes with a "Summon Anywhere" function. Lastly we rode them back to home. I messaged to the author of the ship about the new deck I added and the trip. That mod is well worth Installing considering the tremendous exploring and other locations totally foreign to Cyrodiil. https://imgur.com/qtdq3sw https://imgur.com/WQRKN8C https://imgur.com/lDaA7nh -
Players Horses inside Interior Space
MikeCobalt replied to MikeCobalt's topic in Oblivion's Classic Discussion
I'm working on it. I'm sure it's nothing just not expected. -
Players Horses inside Interior Space
MikeCobalt replied to MikeCobalt's topic in Oblivion's Classic Discussion
:smile: Thanks again. -
Players Horses inside Interior Space
MikeCobalt replied to MikeCobalt's topic in Oblivion's Classic Discussion
:) That got it, Thanks. After all my Bumbling around and now I'm ready to start this very long voyage to very different places. Thanks (I really need to learn how to post Pictures here). -
Hey Everybody:), Recently I've picked up the Sailing Ships mod where I really *Can sail around Tamriel the only issue so far is my Horses. The ship so far is in Anvil but Ultimatly my destination is Leyawiin then Imperial City exploring points between. The problem is my horses, Naturally they cant go inside however I have not found any Mods for this and the.... commands I've found do summon horses into the new cargo deck space but those are generic; not actually "My Horses" (Pride, Glory). I'm wondering if anybody knows a way or if this venture is even possible. I'd rather not have to leave them behind to gather them later on and move them up to Chorrol when I finally make it home. I already know the actual Donkey can do this but so far, nothing for horses. Is this even Possible?
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:) Sounds reasonable enough in either world. When you wake up in a hotel and dont remember how you got there it's usually best to start going back home. That's good to now and keep in mind; I'm keeping that lil bit of code also incase this happens again.
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:smile: Thanks. Both of the other two are back now farming and doing..whatever they do. I'm sure Barthel and Callia were dead before this but they're back now and happy. Going forward, I was thinking about adding another small house there already so maybe now it'll be the house, husband & wife and another cropfield, the wife can sandbox around the farm all day and he can patrol around with a bow, arrows and maybe a short sword. Dont know about the high end wandering animals, but it's more then they had. Growing village and all I dont think that's too far past the intention.
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:smile: This sounds promising; would they *Resume their roles at whatever stage the village is at at that time? As long as no mod alters their AI schedule. According to UESP a simple code should fix your problem https://en.uesp.net/wiki/Oblivion:Goblin_Trouble#Bugs Great, Thanks. I Kept searching for "Cropsford", that's where I found the "prid 0003186D moveto player" and "SetStage ms46fin 2" however neither seemed to change anything. That's when I really started believing the other 2 (maybe the archer also) were dead from the wandering monsters I'd seen around. I did go to the nearer cave and took his staff (which I still have :) ) I did get the notice to go back to the camp and tell them it was over. I will try this; and there are no mods at all on that side of the map. Thanks again, I'll give this a shot.