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MaxShadow09

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Everything posted by MaxShadow09

  1. I'm starting a new playthrough using True Directional Movement, Ultimate Dodge Mod Reanimated, SkySA and JH Combat Animation Pack. Everything seems to be working fine except for power attacks. If I do a power attack with any weapon, it works, but if I keep pressing the attack button rapidly after a power attack, all the subsequent attacks have the power attack animation, and my character can move freely (no commitment). I assume this is a bug, but I'm not sure if the problem is SkySA, or JH Combat. I would ask in the SkySA comments section, but apparently the author closed it for... reasons. Has anyone experienced this bug? Do anyone knows if it could be an incompatibility with another mod, and if there's a way to fix it?
  2. Has anyone managed to make Skyrim work with Steam controller support and SKSE? I'm using an XBOX One Series X controller, but Steam allows to customize the inputs of any controller, allowing me to press keyboard keys with button combinations. If I force XBox controller support for Skyrim Special Edition, it doesn't work. The game reads the controller directly, ignoring the custom inputs configured on Steam. If I force XBox controller support for SKSE instead, then the controller doesn't work anymore, the game recognizes it but none of the buttons or sticks do anything. Any help would be appreciated
  3. I think I've found the perfect solution I was looking for. I ported "Rado's Dynamic Auto Item Sorting and Crafting Item Transfer Enhanced" mod to Skyrim Special Edition (the process is quite simple). I also have "Zim's Bag of Holding". So I got into the game, configured Rado's storage containers for each category, and then configured the Zim's Bag of Holding to be the "Drop off container". Now every item I pick up is instantly transferred to the bag of holding, and I can use the Rado's spell to access any of the categorized containers remotely. Every time I cast the spell, or open one cloud container, Rado's mod autosorts all the contents inside the Bag of Holding. So I can access all my items anywhere, organized in different containers, and without having to worry again about filling my own inventory. That's all I want! I hope someone else finds this useful too.
  4. I've been playing Skyrim for a long time, using different mods to take care of my items storage. You know how easily your inventory gets cluttered, specially when you install lots of mods, and every enemy you kill has a different weapon or armor, different potions and misc items. I used to keep my storage in one place, but after a few playthroughs, even that is tiresome. Playing in VR can be really tiring, so I don't want to waste any of that time organizing my loot. I wanted to get rid of all the storage annoyances, I'm looking for the best mod combination that can make it as little painful as possible. Here are some mods I tried already: - General Stores Mod: This was my previous mod of choice for cloud storage. It's mainly a mod resource, so can't be used alone. I used it alongside "Craftable Cloud Storage", which allows me to craft and spawn chests to access everything. But this requires crafting a key, dropping it to spawn a chest, put items inside to sort, and use another crafted tool to return the key to your inventory. It's kinda inconvenient. It would be better to have a single item to access the General Stores network without much hassle. https://www.nexusmods.com/skyrimspecialedition/mods/4322 - Haven Bag: A portable home inside a bag. I used to play a lot with this mod, it's quite useful. You can teleport to your portable home wherever you are, and organize your inventory manually in the many containers you have there. But manually sorting stuff is a thing of the past. Also, this mod doesn't seem to work in Skyrim VR for some reason. I manually added the bag to my inventory, but equipping it does nothing. https://www.nexusmods.com/skyrimspecialedition/mods/2809 - Dynamic Autosorting System: This mod allows you to configure specific containers for cloud storage, including one container that autosorts anything you put inside. It also allows you to mark certain crafting tables like tanning racks and alchemy tables, so the mod puts all the appropiate crafting materials in your inventory when you start using the table. It's very useful, but sadly has no means to access the cloud storage remotely, and I'd rather not have to go to my home to store my stuff. https://www.nexusmods.com/skyrimspecialedition/mods/18131 - Zim's Bag of Holding: This mod is simple but very useful. It adds an item to your inventory you can use to access a remote chest. Not only that, but it also has a function to automatically send specific types of items to your remote chest as soon as you pick them up. It also has a spell that moves all the items from the remote chest to your inventory, so you can craft, and then quickly return them to storage. This mod has one problem tho: you only have one remote chest. If you have SkyUI, sorting is not a problem, but having too many items makes the game freeze of a split of second every time you try to put or take any item from the remote container. That is annoying, I'd rather have different containers for different types. Still, this is my current mod of choice, because autostoring looted items is extremely useful. https://www.nexusmods.com/skyrim/mods/99249 - Rado's Dynamic Auto Item Sorting and Crafting Item Transfer Enhanced: This mod has the same features as "Dynamic Autosorting System", but has more container types and support for Heartfire crafting stations. It also has an item to access the containers remotely, which is really handy. It looks like the best option so far, but sadly, it's a mod of Oldrim, and doesn't work with Skyrim VR (the game doesn't start if it is installed). https://www.nexusmods.com/skyrim/mods/93777 So, my best mod would be one that combines quick remote access to cloud storage and autostoring looted items, from Zim's Bag of Holding, with multiple storage containers, autosorting, and automatic delivery of crafting resources, like "Dynamic Autosorting System" and Rado's mod. Sadly, I haven't found anything that does it all. What's your preferred mod (or combination of mods) to manage loot storage in Skyrim VR? I'd like to hear your opinions. And I hope those who haven't heard about these mods find this post useful.
  5. You seem to really like Vortex and take any criticism as a personal offense or something. Seriously, Vortex is not AutoCAD, that comparison doesn't make any sense. Vortex doesn't even need a manual, there are a few things that may require a bit of digging around on internet to understand how they work, but that's all. Still not intuitive. But if it makes you happy, ok, Vortex has nice load order management. That's not my main complain tho. But I'll just stop commenting because there really no point anymore. I just wanted to leave some feedback, but people here seem to be quite... volatile. And sorry for the necro, I just found this post on Google and noticed the last comment wasn't so old, so I commented too. I didn't think it was necessary to create a separate thread to complain about a couple of things. I guess the negativity would have been even worse, so good thing I didn't.
  6. NMM asks you which mod should have priority when there's a conflict...
  7. It's in Beta, and people are using it with no problems. You need to read the knowledge base and watch the tutorial videos. Vortex is far more powerful than NMM, which is why people prefer NMM, because you don't need to actually learn anything to use it, it lets you do whatever you want to your load order, which is a bad thing YOu can just Install Vortex and expect to install mods without taking some time to learn it. For one, you need to break the bad habit NMM gives you, of micromanaging your PLUGIN load order, you don't need to do that anymore, Vortex will sort it automatically, which allows you to sort the import stuff, Textures and Meshes. The fact you said it "lacks basic load order management", shows me that you downloaded it, installed it and a couple of mods, and tried to do everything you used to do in NMM, and gave up. Well, like they say, If it's not broken, don't fix it. I use LOOT to manage my load order, and configure rules there for those mods that need to be loaded after or before something else. I barely ever move mods around manually, but there are very few times that I need to do it, and NMM allowed me to do it easely, Vortex doesn't. And yeah, I expect Vortex to download and install mods easely without much effort on my end, that's what most people expect from a software, making your life easier. If I have to "learn" to use it, then it's not intuitive. But that feature is not what made me get back to NMM. The last two things I mentioned are critical problems that make Vortex unusable for me. One forces me to install mods one at a time, because it gets stuck trying to install them all at the same time, and the other made me lose a big queue of downloads because I lost connection for a moment. That pretty much made me ragequit. I'm sure Vortex is more powerful that NMM, the interface looks better (although it's a bit confusing at first), but even tho NMM has many problems, the very few things it does, it does them well. Also, I think people should take criticism as an oportunity to improve Vortex, not like a call for attention, or a proof of laziness and lack of knowledge. You know, it's perfectly fine to not like something.
  8. Just my two cents. I downloaded Vortex yesterday, and I'm already switching back to Nexus Mod Manager. The interface is confusing, it lacks basic load order management, has a few bugs like getting stuck trying to install multiple Fallout 4 mods in Fallout 4 VR at the same time (the program freezes at the "Incompatible mods" window and there is no way to close it besides restarting Vortex), and once your download fails (for example, because you lost internet connection for a moment), there's no way to resume or restart it, and you have to remove them and look for those mods on Nexus again. That's unacceptable. Sorry, but in it's current state, it feels like a downgrade from NMM. Maybe I'll try it again when it gets more stable.
  9. The "damage" is usually orphaned scripts (which can be removed with a save cleaning tool) and hidden buffs or modified player stats. Many mods have an uninstall feature to remove all traces of the mod before you uninstall it, iNeeds probably has that, but I'm not sure. Still, If you keep having freezes even after uninstalling it, then that mod is not the source of them. I have freezes too (although they don't seem to happen when trying to save, they are random), but I just ignore them. I save quite often, so if the game freezes, I don't lose much progress. Keep in mind that if you have a huge amount of save files, it takes longer to save, so try to delete the older ones. Also, in very rare cases, a script can fail, bloating your save file, making it have a stupidly high size (over 1GB), making it take much longer to save. That happened to me once in Oldrim, with a mod that allowed me to place timed bombs inside inventories.
  10. Well, Skyrim SSE seems to be much more stable with the crashes (I had a few but they were related to missing meshes). However, I have random freezes quite often. I can't really tell if iNeed is the source of the problem, since I have over 400 mods, most of them merged. I guess the most straightforward way to find out is to disable it and play for a few hours, to check if the freezes are still there. I haven't got any corrupt saves however, except once that my power source went down right after autosaving, so I don't think it breaks the game.
  11. What do you mean by "broke". Does it crash when starting the game? Check your plugins list in Nexus Mod Manager, you may have a missing dependency.
  12. Stupid question, you have that option enabled right? it's disabled by default if I'm not mistaken. If it still doesn't work, reset everything, blank Better vampires, save, reinstall and load the game. Those options are inside troubleshooting section of the MCM menu. It works perfectly fine for me, so if you still have problems, there should be something conflicting with the mod.
  13. You have to find the "Navigation Mesh" entries, they are inside "Temporary". When you click them, you only need to read the column names, which tells you what mods are modifying those objects. The ones you showed in the pics are only being overriden by Eli_Breezehome, so they are fine (Skyrim, the expansions and USSEP don't matter). If more than one mod modifies a Navmesh in whiterun, you have a conflict there. I think Elianora specified in his mod page that it isn't compatible with Immersive Citizens because both mods change the navmeshes outside Breezehome. I use both mods anyway, and If I ever find an NPC that doesn't move, I just ignore it, it's no big deal, as long as it doesn't break any quest.
  14. Even tho uninstalling mods mid-game is not recommended, it's not that bad to do it. There are some things that stick to your save game even after uninstalling a mod, but if it has some kind of uninstall function, and you use a savegame cleaner after that, it should be enough most of the time. Starting a new game is a bit drastic. Anyway, the things you see there in xEdit are world cells. For some reason most of them are in red, which means they are being overriden by another mod that's below it in your load order. If you expand, for example, WhiterunBreezehome, you should see some items called navmesh. If you click them, it will show you on the right all the data stored in that item, for every ESP that contains that item. If more than one ESP is modifying those navmeshes, you may experience problems. This will help you identify what mods are in conflict. For example, WhiterunBreezehome navmeshes are overridden by Eli's Breezehome and Immersive Citizens, NPC's will have some problems walking there. I don't know where are all the cells from whiterun, but you can use the search function xEdit has. It's right above the list.
  15. Oh, about Birds of Skyrim. A few weeks ago I started experiencing a weird bug that only seems to happen in SSE. Many NPCs I found outdoors were standing still or floating upwards. Those who were standing on ground could be pushed away, floating like they had zero gravity. This seems to happen when there are many active actors, their physics are not initialized or something like that. After trying many tweaks that did nothing, I tried uninstalling Birds of Skyrim, and I haven't experienced that problem since then. I guess that mod adds too many actors, that aren't very noticeable, but increase the chance of making NPCs float. Maybe uninstalling it will help with your lazy NPCs in whiterun, although its weird that only happens there. Sounds more like a navmesh problem. And the "Apply filter for cleaning" is harmless, it doesn't make any changes to the addons, it just checks what objects are overriden by other mods, and recolors the list for better visualization (I think it has other uses, but it's not relevant now). Anyway, xEdit will not commit any changes to the esps unless you tell it to save them. If you messed something up, just close the program and untick all the esps.
  16. Please, use Spoiler tags when writing plugin lists. You can do that by clicking the third button in the reply toolbar (Special BBCode). Anyway, I don't want to be a buzzkiller, but the flickering lights problem doesn't have a proper fix. It's an engine limitation. It's like crashes and freezes, you can read guides and make tweaks to reduce their chance of occurrence, but you never get rid of them. Welcome to Skyrim Modding. And about the NPC's standing around doing nothing, if it isn't the actor limit issue, then it could be related to navmeshes. If you want to troubleshoot it a bit more, load all your active plugins in xEdit, select all of them and click "Apply filter for cleaning". Once it finishes, go to Skyrim.esm, Cell category and look for Whiterun (I think its on Block 0/Sub Block 6). You should have some entries with a different color, that means another mod is overriding it. If you expand those entries, you should see some items called Navmesh or something like that. If more than one mod are overriding these navmeshes, that may be causing problems. EDIT: You shouldn't create another thread about the exact same problem. This one is right above it, and the last reply was today. We are already doing what we can to help you, these are problems that many people have, and if you can't find a way to "fix" them, you'll just have to deal with it. Bethesda games are buggy, and the problems are even more noticeable when you start modding. If you want to simplify the original post, edit it, but don't post it again.
  17. It was pretty much the same in Oldrim. Carrying a torch or using candlelight in interiors made everything start flickering. This is even worse if you install mods that add light sources, like Lanterns of Skyrim or Claralux, or mods that make lights dynamic. I can't believe Beth didn't remove that limit in SSE, I guess it's some heavily hardcoded engine limitation.
  18. Can you see the esps inside your Skyrim/Data folder? As far as I know, Nexus Mod Manager stores the mod files in a separated folder, but makes a hard link to the game data folder. If something is wrong, the mods may not be properly linked. It's quite weird tho. Are you absolutely sure the mods are not working? Some of them are not noticeable until you advance in the game. It may also be a problem with Archive Invalidation, but I think SSE doesn't need that.
  19. Sounds like missing dependencies. Do you use Nexus Mod Manager? It should tell you if one of your addons has a missing dependency, they are shown in yellow (if the dependency is deactivated) or red (if it's missing) in the ESP list.
  20. Wow wait, there's a fix for the NPC's standing around doing nothing? I thought it was a hardcoded engine limitation. I'll give that mod a try. Do you know if it fixes the "floating npcs" bug? It also happens when you have too many NPC's on screen (although since I uninstalled Birds of Skyrim, I haven't seen that happen again).
  21. I finally fixed it. The cause of this problem is the mod "Master of Disguise". This mod makes "VampireFaction" allies with "DLC1VampireFaction". Since both factions are from vanilla, this change stays in your save file even after uninstalling the mod. To fix it, I had to do: setenemy 27242 2003376 1 1 This will make both factions neutral to each other, which is the default behavior. That mod changes many faction alliances, including the Thalmor, which are permanently allied with the Imperials. I think I'll make an SP which reverts all its changes to the default values.
  22. It didn't work. I used this command: setenemy 00000db1 00027242 0 0 The first is the player faction, the second is the vampire faction. Parameters 3 and 4 are false, to set them to enemies instead of neutral, but nothing changed.
  23. Did you change your uGridsToLoad to a lower number? That usually causes CTD on load. Also, I've had crashes due to missing armor and weapon meshes. If you're using Merge Plugins, the extract BSA's option doesn't work very well, and some resources are not correctly copied to the merge folder. You have to extract each plugin BSA manually.
  24. Did you change your uGridsToLoad to a lower number? That usually causes a crash.
  25. It's probably the same reason why night vision powers don't work with ENB's, the way they are rendered in game is overridden by the ENB. Fades should work if your enbeffects.ini has "Apply Game Color Correction=true", but that slightly changes the ENB's look. Besides that, I don't know any way to force a fade to black with an ENB, unless you somehow draw a giant black square on top of the player screen. I use an ENB myself, and I've seen a couple of mods that have the same problem, but I don't care much. I find fades quite annoying when they happen frequently.
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