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NeoH4x0r

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Posts posted by NeoH4x0r

  1. In response to post #43562570. #43562700, #43562890, #43564045, #43564600, #43570665, #43570905, #43571205, #43571390 are all replies on the same post.


    Pelopida wrote: 2 things.
    1) Let's merge the account of the Nexus site and the forum. I always found it totally pointless and really unpleasent (and unpractical) to have these 2 separated.
    2) At this point, i believe a lot of people, aswell as me, have a nearly-infinite list "tracked" mods, in the apposite nexus tab. Yet there is no real search button for that tab. Can you implement the same "categories" filter for the "tracked mods" tab? That would be so sweet.

    Thank you for all your work.
    mfeile1974 wrote: I second this
    Knarrow wrote: Sounds like a great idea.
    captangan wrote: +1
    zanyoutlaw wrote: Me too.
    rayquaza94 wrote: That idea I proposed some time ago
    Dark0ne wrote:
    1) Let's merge the account of the Nexus site and the forum. I always found it totally pointless and really unpleasent (and unpractical) to have these 2 separated.


    Can you explain this one more? You only need one account, and they are linked across the sites and the forum so if you login to one, you're logged in to the other.
    Dragonetti wrote: +1 ;) for these propositions. :)
    Pelopida wrote: Oh, really? Damn... so i guess it's bugged for me... whenever or i'm logged in (or im not, doesn't matter) on the site, it doesn't connect me automatically to the forum. Like, in this very moment i'm logged to the site but not logged on the forums (i don't even remember the password lol). It was always like this for me, so i guessed it was meant to work this way.



    Can you explain this one more? You only need one account' date=' and they are linked across the sites and the forum so if you login to one, you're logged in to the other.
    [/quote']
    @Dark0ne
    I can confirm that being logged into www.nexusmods.com does not mean that you are also logged into forums.nexusmods.com.

    I was logged in while looking at a user's profile on www.nexusmods.com and clicked the link to see their forum profile -- when I did this I got this message "Sorry, you don't have permission for that!" -- because I was not logged into the forum site.

    Once I logged into the forum's site I could see their profile.

  2. In response to post #35720517. #35720677, #35721037 are all replies on the same post.


    Dark0ne wrote: Update: This issue should now be resolved.

    Hi folks,

    We're aware of some issues with our download mechanism today which certain users are experiencing on certain files. The problem stems from our current work trying to get the sites switched over to a fully SSL secured system -- a complex and costly procedure we've been working on for some time now to better secure our sites and your user data.

    Because the way this is affecting the CDN, this issue is likely to get worse before it gets better as the CDN cache begins to empty out. We obviously hope to get it fixed as soon as possible, but it could take some time. Hopefully hours, rather than days!
    HollowfiedChaos wrote: I've noticed that this is actually happening to a few mods. So is it safe to assume that it will be all of them at some point before the site becomes more secure?
    sligth wrote: I can't help feeling that some kind of private bittorrent built into NMM would alleviate reliance on CDN (as a download option).
    Your bandwidth bill must be insane.


    I don't think bittorrent would really work in this context -- it would require everyone to actually seed the file indefinitely, whereas a CDN (which could be multiple servers) would ensure that the file would be available.

    Also using bittorrent would shift the costs, of bandwidth, from the nexusmods to the end-user and would probably result in certain mods no longer being available or taking a really long time to download -- due to the lack of seeders. (This is why nexusmods has premium/pay service to help alleviate those costs)
  3. In response to post #35731136.


    Ermahgerd1 wrote:

     

    In response to post #35723727. #35724012, #35724302, #35724677, #35724772, #35725482, #35727357, #35727817, #35728112, #35730312 are all replies on the same post.


    Dark0ne wrote: Things should now be fixed.
    RagamuffinSkullman wrote: They are. Thank you. :D
    Ermahgerd1 wrote: Im still having trouble downloading.
    jwh0726 wrote: as of 14:04 I'm Still unable to download any files.
    Nimboss wrote: Hasty are you?
    .....

    Secondly for load balancing nexus use the services of a CDN provider, all changes in nexus needs time to propagate out to all servers this provider has before it works well.

    So I suggest just wait till the process has been completed.
    jwh0726 wrote: As of 14:35 today (3.18.16) I'm still unable to download any files.
    tony971 wrote: Are you planning on reporting in every half hour? Go out to eat with a friend. Put on tv. Clean the house.
    block2001 wrote: Thanks a lot :smile:
    JohnRosengarten wrote: Thank you for fixing the problem (:
    Ermahgerd1 wrote: Its probably just me but I still cant download anything.

    try restarting your computer .

     

    I dont know how I didnt realize but this problem actually started yesterday. Since then my computer HAS shut down of course. Im going to try restarting it.

     

    Edit: After restarting, nothing changed. Still wont download at all. I remember when reinstalling NMM I got an error. Going to reinstall again to see if I get it again.

     

    Edit2: This is the error I get after re-installing and launching NMM https://gyazo.com/329b1311c1fd5afce2ce7f63ba7e0f98


    That error sounds like you need elevated permissions for the call to CreateProcess to succeed.
    Try running it as an Administrator.
  4. In response to post #35629412. #35629487, #35629997 are all replies on the same post.


    ThoraldGM wrote: When an ad loads in the forum reply text box, preventing me from typing or using the text toolbar, then AdBlock is the only way to participate. Even if it means manually typing BBCode instead of using the toolbar. It's not my choice... that's the way the site has been (not) working.

    Dark0ne wrote: We don't have any ads at all on our forums, so unless I misunderstood what you were saying, you've got adware/malware on your PC.
    ThoraldGM wrote: I will take another look at my phone and laptop. There's been many times software says I'm clean but the ad hijacking persists. I wouldn't be surprised if people are using ad blockers simply out of frustration that nothing else is working. It would be nice to see video embeds on mod pages and use forum toolbars again.


    There are no advertisments for http://forums.nexusmods.com
    he said forum reply text box (but I don't know if they actually mean on a forum thread).
  5. It does not seems that Forbes.com is enforcing their policy on AdBlock -- yes you get a welcome landing page asking you to turn off AdBlock -- however, if you go back to the page (by copying the original url / re-opening the link from Google, etc) it will bypass the welcome landing page and go straight to the article.

     

    So, I'm not sure, exactly, what Forbes.com is using to trigger this landing page sometimes, but not everytime.

  6. OMG thank you NeoH4x0r, i've been spending the last 6 months learning c++ and building a plugin for my A level project but I would never have been able to complete it if it wasn't for that comment!!!!

     

    BTW, do you know what the steam_boot project that is unavailable in the latest skse version and dinput.h is acknowledged by skse when i rebuild it.

    I don't know what steam_boot was for (I guess it what something internal to th dev team to they forgot to remove it from the project).

    You could just remove it from the project list -- as far as i know it is not required to build skse or a plugin.

     

    Also I'm not sure what you are asking in regards to dinput.h...

    If you are getting errors related to dinput.h (it might possible that you do not have the proper includes setup for Direct X)

    You would at must need to install the DirectX SDK (https://www.microsoft.com/en-us/download/details.aspx?id=6812).

    You may even need to add the include paths/library paths to point to the installed include/lib folders,

  7.  

    In response to post #31709715.

     

     

     

    slakmoh wrote: So what if people who have had their information taken don't see this post? Why did I have to hear about this on another site instead of receiving an email saying I should change my password??

    Because sending an email to 10 million people would take us about 6-12 months, and have us flagged in every SPAM database on the planet. It's likely by the time the script got around to your email being sent, you wouldn't have even received it.

     

     

    I was watching TheTech Guy on Twit.tv with Leo Laporte

    He suggested using Mail Chimp for sending out mass emails to users (http://mailchimp.com/).

    The problem -- that the caller had --

    Was how do they send out newsletters to multiple users (without getting flagged as a spammer)? He was using Gmail to do it.

     

    -- this might be something to take a look at if you have to email a lot of people on the site.

     

    PS: they have a free service: Up to 2,000 subscribers and 12,000 emails per month

    If you wanted to send more than that -- you could look at their pricing.

     

    However, for the purpose of emailing users to recommend a password reset -- you might be able to try the free service for emailing every once in a while

  8. May I recommend contacting https://haveibeenpwned.com/ about adding the emails from the dump to the list?

    It is a service that allows you to see if your email has been in any data breach they know of.

     

    I just checked my email and I got a hit...

    Adobe: The big one. In October 2013, 153 million Adobe accounts were breached with each containing an internal ID, username, email, encrypted password and a password hint in plain text.

    -- I guess I could change that password as well -- 64 chars (and one should not enter a 'password hint')

     

    @Dark0ne -- since both the database dump and the Above breach was from 2013. The abobe breach might be related to this (that user data might might -- at least -- intersect with nexusmods.com users data).

    If that is the case, then, it's probably not a security issue/vulnerability with nexusmods.com -- just bad user practice for re-using the same username/password for more than one site (as well insecure, and easily guessable, passwords).

  9. Is it safe to say, that if you just downloaded the dsound.dll and didn't activate the mod where the file was coming from nor followed any ingame activation instructions, that the file wasn't executed (or used) at all?

    When placing dlls in the game folder (ones that the game loads -- dsound.dll, xinput3_1.dll, d3d3.dll, etc, etc) will load as along as they are in the folder.

  10.  

    In response to post #31645210. #31646060, #31646785, #31648240 are all replies on the same post.

     

     

     

    jet4571 wrote: Heres a quick way to make very hard to crack passwords. Create a new text document and open it. Now randomly mash keys on your keyboard so you get something like dj5vp7;jQE:2ljwer1halk/jb9hl;sfj There's your new hard to crack password.
    TrvsD wrote: Or just use some crazy several word long phrase that will stick in your mind. Think sentence not random characters you will forget.
    Daelda1 wrote: I'd rather use LastPass or KeyPass to generate random, complex passwords, because those programs actually remember the passwords for you, and encrypt them (of course, you have to remember the phrase you used to encrypt them with - but if you use something long enough, and complex enough, like, "I am the 8th of 16 children. My mom was a VERY tired woman.", I'd say it would be fairly difficult to crack.
    Dimon007 wrote: nonono..no word phrases! Hackers can figure those out easier. Always use nonsensical words made up, or ascii symbols are always nice too.

    Long words doesen't really make it harder to crack... If you use a password like "ilikemysecurepassword" it would take me max 1 day, probably only 10-50minutes to crack it with rainbowtables or a good wordlist. You are much better of using for example "I#%Like!My#Sec/Passw"

     

    That password is more complex .... but it still contains dictionary words.

    Better to use a password like this: (64 characters, total random, and non-sense)

    ,sZa(t9iIIFX_G?Cy^Mq8YA9hB;f]w67z[7/X$&?{qX(wHI8A{%9jk9Yy(AN96wB

  11. Thanks for the update!!! Great communication on your part! Kudos.

     

    One thing i'd like to mention is the file you mentioned as suspect that dsound.dll file is mentioned in the http://www.nexusmods.com/witcher3/mods/143/? console enabler mod updated 14 oct 2015. Perhaps you can ask that modder about that file.

     

    That mod is for the Witcher 3 whereas the mods mentioned were for Fallout 4.

    My guess is that they have no connection -- it's just a dll that gets loaded by the game in order to inject or modify game code.

  12. I have successfully used the Input.Tapkey() command to create customizable hotkeys for the shouts in my mod, Better Vampires, but I cannot for the life of me get the script to tap or hold a mouse button down ...

     

    Here is a sample of my script. This snippet is intended to cast Mortal's Mask by equipping it in the left hand, then simulating a RMouse button press to cast it.

    		If BVKeyPressed == BVMortalsMaskHotkey
    			If Game.GetPlayer().HasSpell(VampireRemoveHateSpell)
    				Game.GetPlayer().EquipSpell(VampireRemoveHateSpell,0)
    				Int MappedLeftKey = Input.GetMappedKey("Left Attack/Block")
    				Input.HoldKey(MappedLeftKey)
    				Utility.Wait(3.0)
    				Input.ReleaseKey(MappedLeftKey)
    			EndIf
    		EndIf
    

    Will Input.Tapkey() and Input.Holdkey() not work for simulating mouse buttons? They work perfectly fine for keyboard keys.

    I am using all the correct DXScancodes too - I've confirmed that the MappedKey is 257 (the RMouse button).

     

    Any help woudl be greatly appreciated! Can I do this differently?

     

    P.S. Ive already tried using the Cast spell procedure, but it casts automatically and doesn't use any Magicka. Also, with the cast procedure, once-a-day powers can be spammed indefinitely, so I wanted to make the use and casting as normal as possible.

     

    Now I don't like resurrecting old threads (but in this case I do have some insight on why it might be happening).

     

    Brehanin2: Have you assigned all the keys using the MCM config menu (or have you assigned some keycode other than 211/Delete)?

     

    I ask because in the script:

    PlayerVampireQuestScript.psc

     

    Function RegisterHotkeys() -- calls RegisterForKey(BVNightVampireVisionHotkey) , etc

    BUT after doing that you call UnRegisterForKey(211) -- if you have not set another keycode other than 211 for each of those hotkeys -- it will not work.

     

    Furthermore,

    in Event OnKeyDown(Int BVKeyPressed) -- you again re-assign the hotkeys (basically duplicating the functionally of RegisterHotkeys() ) rather that using the value already stored.

     

    Paricularly you might want to look at these hotkeys:

    1. BVVampiresServantHotkey
    2. BVCorpseCurseHotkey
    3. BVSummonGargoyleHotkey
    4. BVMortalsMaskHotkey
    5. BVIceFleshHotkey
    6. BVBloodWardHotkey
    7. BVFrostCloudHotkey
    8. BVDrainHotkey
    9. BVTollereSanguinareHotkey

    if any of these hotkeys are set to 211 -- you will never see an OnKeyDown event fire for them.

     

    I recommend assigning unique keycodes to them by default and remove the call to UnRegisterForKey(211) in RegisterHotkeys()

  13. I'm having a problem with the code posted by eventHandler - I filled in the missing bits and modified it a bit and I'm getting these errors:

    Error	1	error LNK2001: unresolved external symbol "void __cdecl FormHeap_Free(void *)" (?FormHeap_Free@@YAXPAX@Z)	C:\Users\student\Desktop\skse_1_07_01\src\skse\plugin_example\main.obj	plugin_example
    Error	2	error LNK2001: unresolved external symbol "void __cdecl UnpackValue<unsigned long>(unsigned long *,class VMValue *)" (??$UnpackValue@K@@YAXPAKPAVVMValue@@@Z)	C:\Users\student\Desktop\skse_1_07_01\src\skse\plugin_example\main.obj	plugin_example
    Error	3	error LNK2001: unresolved external symbol "void * __cdecl FormHeap_Allocate(unsigned long)" (?FormHeap_Allocate@@YAPAXK@Z)	C:\Users\student\Desktop\skse_1_07_01\src\skse\plugin_example\main.obj	plugin_example
    Error	4	error LNK2001: unresolved external symbol "void * __cdecl UnpackHandle(class VMValue *,unsigned long)" (?UnpackHandle@@YAPAXPAVVMValue@@K@Z)	C:\Users\student\Desktop\skse_1_07_01\src\skse\plugin_example\main.obj	plugin_example
    Error	5	error LNK2001: unresolved external symbol "unsigned long __cdecl GetTypeID<unsigned long>(class VMClassRegistry *)" (??$GetTypeID@K@@YAKPAVVMClassRegistry@@@Z)	C:\Users\student\Desktop\skse_1_07_01\src\skse\plugin_example\main.obj	plugin_example
    Error	6	error LNK2001: unresolved external symbol "unsigned long __cdecl GetTypeID<void>(class VMClassRegistry *)" (??$GetTypeID@X@@YAKPAVVMClassRegistry@@@Z)	C:\Users\student\Desktop\skse_1_07_01\src\skse\plugin_example\main.obj	plugin_example
    Error	7	error LNK1120: 6 unresolved externals	C:\Users\student\Desktop\skse_1_07_01\src\skse\Release\plugin_example.dll	plugin_example
    
    

    Is this code outdated, or did I just mess something up?

     

    I got those errors as well ... when I was creating a plugin my self.

     

    The problem is that you do not have .lib file to link against.

     

    Right click on the skse project in visual studio (and choose Properties) to open the project properties.

    Under 'Configuration Properties' -- click 'General'.

     

    You should see 'Configuration Type' ...

    change it from 'Dynamic Library (.dll)' to 'Static Library (.lib)'

     

    Now when that is done...open the project properties for your plugin's project file (again right-click on it in solution explorer).

    When it is open click on 'Common Propeties' in the tree, then 'Framework and References'

    If you do not see a refense to skse then cick 'add new reference' ..... simply select the skse project and click ok.

     

    Re-compile/Re-build the project, a .lib file will be built and you should not get anymore link errors.

     

    ---------------------------------------------

    Honestly, the skse team should release an export definition file (or decorated the classes/types as __declspec(dllexport)).

    If they did that then a .lib file would be generated when the project was built -- and you would not have to create a static library.

     

    Althought, I can see why they don't ... they expect you to do everything through the plugin api.

  14. The latest version of RaceMenu 3.4.4 -- includes chargen.dll and nioverride.dll (so you do not need to install seperate mods anymore).

    I suspect that another mod (you have installed) has installed it's own version of chargen.dll to the skse/plugins folder and chargen.pex to data/scripts.

    All of the scripts are included in RaceMenu.bsa -- having a left over loose chargen.pex file will cause Error Code 10. (just delete chargen.pex from the scripts folder)

    and ensure that chargen.dll is only installed by RaceMenu 3.4.4 (and has not been overwritten by another mod).

  15. Ah I see, I've been installing third party mods via NMM (off-site zip files). Found two I liked on-site and I was faced with said issue.

    Yeah you manually download them, as you have done....that should work until they fix the issue.

    And as far as I am aware...only NMM's API server is down -- everything else should be business as usual.

  16. Nadda, I'm getting the same issue on my end. Attempted to login between 5 to 10 minute waiting periods, still no go.

    In the issue thread I I linked to....the earliest post was Saturday Aug 22, 2015 11:10PM DST (Sun Aug 23 3:10AM UTC)

    Its now Sunday Aug 23, 2015 8:20AM (12:20PM UTC).

    That's been an issue for at least 9 hours (possibly more -- that was from the first reported issue)

    I suspect the server has died and I would give it at least 24 hours...I think in sooner than that will just be a waste of time and resources.

  17. There is an open issue for this: http://forums.nexusmods.com/index.php?app=tracker&showissue=42284

     

    Several other people are having the same problem...

    nmm.nexusmods.com is reachable, but the server is send HTTP:500 Internal Server error.

     

    I would suggesting tracking issue 42284 (above) and just keep re-trying...

    It will eventually be fixed, or we will hear something about it at some point (if it's dead...dead)

     

    This means that NMM will be unavailable (for login related stuff such as managed downloads, etc) or any tool, etc that communicates with nmm.nexusmods.com.

  18.  

    This message also occurs when one forgets to also copy the scripts folder into it's appropiate place.

     

    So are you absolutely sure that you installed SKSE correctly? MAybe follow a youtube tutorial, if you're new to modding

     

    Cheers

    I am install it using the SKSE installer

     

    today,also doing an clean reinstall,but SKSE still demand update, steam reinstall also give me the 1.9.32.0 version not the 1.9.32.0.8,doesn't know what i do wrong

    Edit: installed it again but this time using the zip,and i notice there some missing file which doesn't added by the installer, SKSE working fine right now

     

    thanks you

     

    For the benefit of the community: What file is missing?

  19. Hey all,

     

    So I was looking to install the latest version of SKSE 1.6.16 (my version was 1.6.13) in order to install some new mods. However, after I installed SKSE 1.6.16 whenever I start the game it crashes after the Bethesda studio logo. I am not quite sure why, as whenever I updated SKSE with my current mods it never effected it before. Anyone have any ideas?

     

     

    SKSE does not cause CTDs.

     

    What is more likely is that one of the mods you have installed is missing a master. CTD at the logo screen is a classic symptom of mod dependency issues.

     

    Run BOSS to set load order, then download TES5Edit and load all of your plugins. If TES5Edit stops loading and bounces an error message, the plugin that halts the loading and generates the error is the one that missing a (or more) master.

     

    NOTE: For me I used SKSE and ENB/ENB Boost ... which caused a crash on startup (and had nothing to do with load order, etc)

     

    Your load order for this will not make any difference... (the game does not even need this information or load it ... until you load a gamesave)

    I had problems with skse and enb (or other incompatible loaders) not wanting to work nicely together (with eariler verson(s)).

     

    if you have d3d9.dll in the same folder as skse_loader.exe, try removing d3d9.dll from that folder (rename the dll, etc)..

    Then try loading skse_loader again ... see if the problem persists.

    If to works with d3d9.dll renamed or removed ... you have a conflict with ENB (if your are using it) or whatever installed the d3d9.dll file.

     

    For me: the conflict was with skse's memory fix and ENB Boost's memory fix ... the two were fighting each other.

    If this is your setup do this:

    1) In enblocal.ini (if you can't find this you will need to look into help from the ENB site or search google for: 'ENB Boost')

    2) find these lines (these are what you should enter) -- if you can't find them in enblocal.ini

    [MEMORY]
    ExpandSystemMemoryX64=true
    ReduceSystemMemoryUsage=true
    DisableDriverMemoryManager=false
    DisablePreloadToVRAM=false
    EnableUnsafeMemoryHacks=true
    ReservedMemorySizeMb=256
    VideoMemorySizeMb=0
    EnableCompression=false
    AutodetectVideoMemorySize=true
    

    3) Change the values to the above (or add them to the file)

     

    ** It also would not hurt to update SKSE and ENB to their lastest version(s) some issues (like this) have been corrected, or detection improved

  20. This has nothing to do with Windows 8.

     

    I beg to differ with that statement.... brentmontana has mentioned they were running SKSE / Skyrim on Windows 8 and may or may not be having issue(s).

     

     

     

     

    hey brentmontana, Im getting the same probelm with SkSE. As soon as i load though steam the game runs fine. I even down loaded boss and tes5 to make sure my load order was fine and all my mods were clean. but it didnt help. Just will have to run without skse until they update it. boooo

     

    SKSE is up to date. The last version of Skyrim is 1.8.151.0.7 ---------> http://www.uesp.net/wiki/Skyrim:Patch

     

     

    I am pretty sure you have some mod conflicts because I have all DLCs and they work fine with SKSE.

    Thanks, I think you're right. Either than or a recent Win 8 upgrade is also involved. After upgrading to Win 8, I need to launch SKSE as "administrator" instead of just launching the skselauncher normally. Nothing definitive, but snooping around on the net found others experiencing similar issues, and of course, others not.

     

    I'm actually able to play the game fine without SKSE launching the game (via steam)...SKYUI still works as far as a front-facing UI (the repositioning and toggle keys are disabled,) Wet & Cold says most features are disabled, The in-game Mod Manager is disabled, and others I haven't seen any noticeable changes...yet. And it plays stable-as-can-be. So at least I know it's SKSE and/or a mod...so the hunt begins. I really love all the added functionality that SKSE brings with some of these killer mods, so it'll be worth it to investigate.

     

    Thanks again for the replies.

  21. Windows 8 has been notorious for not playing well with various games ... so apart from issues people maybe having with SKSE itself, given whatever configuration, it may have some additional issue(s) that are directly related to running on Windows 8 versus Windows 7/Xp, etc

     

    PS: Stream may have deleted files (namely TES.*exe) and restored the shipped version of TESV.exe To make things easier: just directly launch skse_loader.exe (forget trying to launch via SkyrimLauncher.exe/TESV.exe, unless you want to update your workshop subscribed files)

    Moreover:

    * SKSE has an ini option that you can put in Data\SKSE\skse.ini

    [Loader]
    RuntimeName="TES_.exe"
    

    Again, it is recommended not to do this (and load skse_loader.exe directly)

  22. Idiotekque, on 31 Mar 2013 - 03:05, said:

    After a full reinstall, up to date Skyrim, SKSE, and SkyUI mods, I still get the "Error Code 1" message from SkyUI telling me that I have the wrong version of SKSE or whatever. Everything seems to work fine, except the "drop", "equip", etc keys at the bottom of the item menu have some odd characters and list the assigned key as "????".

     

    What's up with this? None of this ever happened before the last couple Skyrim patches. Clearly there's still some kind of an issue for some users...

    NOTE: all SkyUI mod files are now embeded in SkyUI.bsa (there should be no loose data files)

     

    Look in: Data\Interface

    * remove any swf file that belongs to SkyUI

    * also check skyui.cfg (you may need to replace this file, with a default one)

    Look in: Data\Scripts\*.pex and Data\Scripts\Source

    * remove all scripts related to SkyUI (the .pex and/or .psc files)

    ** ski_activeeffectswidget.pex/.psc

    ** ski_configbase.pex/.psc

    ** ski_configmanager.pex/.psc

    ** ski_configmenu.pex/.psc

    ** ski_main.pex/.psc

    ** ski_playerloadgamealias.pex/.psc

    ** ski_qf_configmanagerinstance.pex/.psc

    ** ski_questbase.pex/.psc

    ** ski_settingsmanager.pex/.psc

    ** ski_widgetbase.pex/.psc

    ** ski_widgetmanager.pex/.psc

     

    * note: SkyUI is currently at v3.4 on the skyrim workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=8122)

     

    EDIT:

    Error Code 1: The Skyrim Script Extender (SKSE) is not running... (see solution here: https://github.com/schlangster/skyui/wiki/SkyUI-Errors)

    There is a solution listed on the page I linked to; however, you said you installed it (properly?).

    Thus, the error is probably a direct of:

    1) Not running skse_loader.exe (and/or running it as an administrator)

  23. SKSE 1.6.13 is recognized on BOSS, what might be the problem with MO? Every other utility recognizes SKSE, but ingame I get the Error 1 message SKSE 0.00.0 etc etc. and therfore SkyIU doesnt work either.

    Have your tried to launch skse_loader.exe, directly, and not through Mod Organizer? (I don't use any mod manager to launch the game; I do however use NMM to install mods from the nexsus)

    Also, have you looked at the SKSE log files -- these will report errors, from launching skse, if any.

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