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Suvanto

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Everything posted by Suvanto

  1. There are plenty of independent artists, who are either releasing the content under open license or happy to grant license for radio mods, so that they would get heard. Creating custom radio mods from that content would be far more in spirit of aforementioned "Cyberpunk main theme", as opposite of pushing simplified songs with 9 producers from mega corporation artists to Nexus.
  2. Nexus Mods runs under Black Tree Gaming Ltd. Of course the company keeps it's file share clean. Not much to do with: control freak "do-gooder" police? More to do with: Does the company actually want to continue, or get sunk by major company copyright cases, after ignoring written policies of Nexus Mods - as required by internationally accepted standards and UK law. I believe that answer should be quite obvious. There was a yet another mod today that was likely using copyrighted music without license. I just asked audio modding community to make sure that further content comes from open license sources. No one wants mods getting deleted and author accounts getting warned / banned. But we are clearly seeing a situation, where new generation of mod authors got too excited and did not stop to consider what they were doing.
  3. I believe it is more about people learning to do things. There are plenty of new mod authors in CP77 community, compared to older games. Some things - quality control and copyright - might have not been as obvious to them than they are for more experienced authors. Tools and methods also develop all the time. Script Extender was just released, people on servers have found better ways to make things, some mods were done by ways that are not exactly safe for the save. Etc. And then there are personal reasons. Some new authors might have released popular mods. Then they noticed how draining it was to keep them up to date and running. We will see plenty of more deleted mods. We always do. Then we will also see new mods coming up. Gems will stay up and create a foundation for most builds.
  4. Each affected NPC is given a token and game has to check them individually to assign the walking style. This means that Papyrus will create a check per female NPC in the area. This can become a problem, if multiply checks are being made. Which is why I have preferred using mods that change walking styles universally. Less "immersive", but also less stressful for Papyrus, if mods are causing game to create multiply extra checks on cells or NPCs.
  5. I have few ideas. You are using both Dance of Death and VioLens. Both are editing same things. I would stick with just VioLens, to avoid conflicts.Become High King of Skyrim was last updated October 2013. Mod does not carry over any changes from mods loading above it, like Unofficial Skyrim Legendary Edition Patch. High risk of causing problems.FNIS Sexy Move can stress your Papyrus quite a lot. With other mods you are using, it is certain to stress it quite a lot.UFO - Ultimate Follower Overhaul is very badly out of date and has proven to cause several issues. Your current crashes could potentially get caused by it alone, though stuff I mentioned above will not help the situation at all. I would recommend rebuilding this mod list with more up to date mods, ditching the ones that are potentially causing issues and starting a new game. Also keep in mind that it is not safe to uninstall any scripted mods from ongoing game. You did not mention doing so, but I wanted to underline that, because I recommended rebuilding the mod list.
  6. Apparently F4SE will create the file anyway, if you modify default keymap in-game menu. I didn't actually knew that.
  7. It depends entirely what sort of objects you are deleting. Game uses PreCombined meshes, to allow itself to load more. System merges several smaller NIF-files to get loaded as one NIF-file. If you go around deleting objects that are part of PCMeshes, then you will break them. This will affect to your game, because now it will load all objects in those cells as separate NIFs, instead of one big chunk NIF. Game also has PreVis system. It unloads objects that your character couldn't see behind solid objects, making it so that only relevant objects are being loaded. If you end up deleting PreCombined meshes or objects, then you risk getting performance issues from both broken PreCombined mesh loads and PreVis loads. If you want to remain at safe side, then you could use Extra Object Selection from Place Everywhere. It pretty much allows you to scrap any object in Workshop mode, which is not tied to PreCombined meshes. Of course that does not help you outside the settlements. I would recommend that you leave those places alone. If you still want to use console there, then keep with objects that could be manually moved by the character, unless you are absolutely certain that they are not tied to PreCombines.
  8. Problem is not in your end. The file seems to be missing from version 0.6.17. I just asked if this was intentional or oversight. Likely latter.
  9. I just tested this mod and it's options for the current version of the game. You could perhaps check or ask what Nic0h did to get it working correctly. No Compass No Reticle and No Healthbar (optional) https://www.nexusmods.com/kingdomcomedeliverance/mods/430
  10. I wasn't sure what the situation was, so I asked around. According to AL this was a Nexus issue, which should be resolved by now. Try again. If it does not work, then Avrie pointed out that it could be a good idea to delete the existing key, before trying again. - Sign in to Nexus with your browser. - Visit Settings > Nexus in MO2 to clear the old API key and force the connection again.
  11. Vanilla game does not respawn settlers that way. This sounds like either a mod conflict or broken official file. Third option is related to certain type of armor with scripts, which causes settler template to refresh on load. That would be a very rare thing, but not entirely heard of.
  12. It isn't recommended to have any mods showing as "non-MO mods." This means that you have files in the data folder that are not managed my MO2. If you are going to use MO to mod your game, then you should also install all mods through it. Game and official DLCs will naturally always show as "non-MO", but that is fine. You have obsolete version MO2. The new nexus login was added to version 2.1.3, available from Skyrim Special Edition Nexus. https://www.nexusmods.com/skyrimspecialedition/mods/6194
  13. Yep. I added the note about script data being baked to save files as general information about how game treats the data coming from mods. No script did that to building.
  14. I wish I would have better news. I can't think of any way to restore the building right now.
  15. Load a save file prior of installing the mod. Be careful before uninstalling any mods from the game. Fallout 4 bakes script data to save files and does not remove them from ongoing game, if you uninstall mods. Data will remain in your Papyrus (game scripting system), causing errors and potentially breaking the line of character saves. Game does not refresh world edits from mods, unless they are subjects to vanilla area refresh/respawn system. Building walls are not things that are getting refreshed. Containers and enemies (if set to refresh) will respawn over time.
  16. There is nothing wrong in LOOT as such. Problem is that sometimes mod authors have to port seemingly irrelevant records with their mods. LOOT can not possibly know the order player would prefer records in the game, so the order might be "wrong" from player point of view. LOOT also has trouble to sort out some dynamic files. It is important to see what download pages say about such files, because LOOT may indeed sort them according to data used by tools to create these files, instead of setting them to win conflicts as mod author meant them to do. That is a bit of an issue, but exceptions are easy to remember. LOOT team also updates the master list every now and again, to cut down the number of exceptions. From mod users part the question between BSAs and loose files is irrelevant. MO installs each mod in to isolated folder and order is managed from the left panel. You do not need to worry about loose files vs. BSAs, unless you are intentionally trying to edit the content in the mod folder. :thumbsup:
  17. Are you certain that this is an issue and not misunderstanding? Game will inform about lost signal, when you are out of it's range. It still keeps transmitting, but you are just no longer able to detect it, until you are back within transmission boundaries.
  18. Was someone living there? No one attacks, unless no one lives in the settlement. Kingsport Lighthouse is actually very popular as a private player home. It is not exactly at the center of things, but it is slightly nicer are than most small settlements.
  19. Your mod list (load order priorities) are not sorted out. Most resources (scripts, meshes, textures etc.) are packed in BSA files. Some of them are distributed as loose files. In NMM and Workshop: - Position for Elder Scrolls Master or Elder Scrolls Plugin file in the load order loads BSA resources based on this order. Example.esp will load resources from Example.bsa. In MO: - Load order and resource priorities are managed separately. Right panel manages the load order. Left panel manages resource priorities, based on the order you have set them. This is presented in mod list you have posted. You will need to sort out the left panel to match the right panel, when needed and possible. Sort the left panel according to main ESM or ESP files in your right hand panel. Load order usually handles patches from same mod folders. Otherwise they are usually shared as separate archives. This is the tedious part of MO, but also it's strength. You will need to watch over mods with loose files in NMM, so that you do not accidentally overwrite resources you were not supposed to overwrite. This may happen during mod update or installing a new mod. This is not needed in MO, because you can manually move mod folders up and down, if you made a mistake. Most popular Skyrim mods are more or less established, so running LOOT rarely changes the load order radically. Speaking of LOOT, are you using it? I noticed few oddities. MO's own sorting tools are quite badly out of date. Either you misplaced few files, or you didn't run LOOT through Mod Organizer. I would recommend doing so. You can add LOOT to your MO application from application dropdown list <Edit...> button, if you have not already done so. About files instead: sadly I can not recommend using UFO anymore. It old and has caused several issues with more up to date mods. I would recommend moving in to either Immersive Amazing Follower Tweaks or Extensible Follower Framework. They are both more up to date than UFO is.
  20. It does not matter, because base defense is capped at 100. Max defense is 200, but half of it seems to be d100 roll, where 150 halves the change again for defender's favor. If I have understood it right, then max A: 200 and D:200 gives 25%/75% change for settlers to loose/win the attack. I still place few extra turrets in to more critical points in the settlement. Calculation may not notice them, but I rather keep my crops and generators intact. Settlers can fix everything else, but it is always best to deal with those in person anyway. I don't know if settlers actually fix crops themselves, but I have never seen them to do so.
  21. Any news about the process was a good news. Thank you for this update. It might not be what we hoped, but it is what we needed. :)
  22. Might be just a server issue. You know that you do not need to manually install files that you have downloaded manually? You can download the file to your hard drive and use manager to install it from there. That is how I am installing all my mods. If I understood correctly, you are using Nexus Mod Manager? When you go to Mods view, there is a green + icon at the top left corner. That will allow you to pick the downloaded archive and install it, as you would have downloaded it through NMM. You do not need to unpack the archive. NMM does that and places files to correct folders.
  23. That is the first time I have been called as parrot, but I think you summed this nicely. I am going to nick that as my next nickname though. :cool: Back to the matter at hand.
  24. Scammer, eh? If you say so. I have never claimed to have any extra information about SKSE team and their doing. I pointed out that SKSE64 when team had estimated SKSE64 to come out. Someone picked that up from Steam forums and posted my words to several other forums, as if I knew more than team had told us. SKSE64 is highly anticipated release. It is not a wonder that so many people are getting emotional about it around forums. Next time someone asks about it, I will just post the usual "it is done, when it is done" reply, to avoid confusion.
  25. Everything that is below Bashed Patch also belongs below RSPatch.esp I am unsure about TESVEdit patch. It never came up before in any RS conversations. I would suspect it goes below RSPatch.esp. I do not use merged patches, so I need to make one and confirm that this is the case.
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