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Everything posted by RS13
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I recently saw a mod that added a transparency slider for armor for Race menu, but now I can't find it. Does anyone know the mod I'm talking about?
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Creation Kit Stripping Masters from .esp
RS13 posted a topic in Fallout 4's Creation Kit and Modders
I'm trying to make a patch for You Are Special and Be Exceptional. One of the things I've got to do is change the skill requirements from You Are SPECIAL to the skill requirements from Be Exceptional. I can go into the perk and simply change the conditions. Seems easy. But everytime I do that, it removes You Are Special and Be Exceptional from my patch's list of masters and then it becomes unable to resolve the conditions. What's going on here? -
I *constantly* get freezes when trying to exit the game. This occurs regardless of whether I (1) quit to desktop from game, (2) quit to menu and then quit to desktop from menu, (3) open menu and hit QQQ. Is there a quick exit mod out there somewhere? Thanks.
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There is no separate settings for flashlight. I would guess that you could do this via FO4 hotkeys. I'm not sure the command however.
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Like it says on the tin. I want to exit Vault 111 and find codsworth rusted corpse. RIP.
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It's funny you mentioned the unofficial patch I'd actually already identified it as a cause of an unloadable save before starting this playthrough. So, no, not using it. I just verified the game through steam and six files had to be redownloaded. 0_o. Hopefully that's the issue.
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I remember Fallout 4 being far more stable than Skyrim, basically only crashing with corrupted meshes, but I've recently returned to it and I'm having f*#@ing magic crashes. I'm talking about the kind of crashes where you're able to reproduce a crash until you start disabling and re-enabling mods. Or the kind where you crash on load, find the offending mod, remove it from your setup, start a new game and still run into unloadable saves. Just utterly inexplicable crashes. I have a much slimmer mod list than I've ever used in FO4 (54 total plugins, counting bethesda masters) except at launch and I'm still getting magic crashes.
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I'd like a mod that replaced some portion of the mannequins with mannequin skinned enemies that don't come alive until you bump then or get too close or something. When I see a mannequin, I want to wonder whether it's just a mannequin or if it's going to try to kill me.
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OK, that's super-helpful. Do you know what those ini edits are? Second, how do I avoid this problem with SS: Conqueror? It builds all the plots on its own--that's kinda the point. How do I avoid triangles of death with that? (I assume that there are other such areas, right?)
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So, I'm outside abernathy farm, with SS:Conquer installed (on low settings) and I'm getting about 47 FPS. But here's the thing, my GPU is only sitting in the high-70% usage and my CPU corese all seem to clock in at about high 60s, low 70s. I'm using about 8 GBs of ram, but have way more. It seems like I'm getting low frames without any bottleneck. What's going on here?
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I don't believe that's the same one. That mod removes the voice. Basically, now there's just a dead kid in a fridge. The one I'm thinking of left the voice and thus gave the whole thing a spooky ghost story vibe. The "lore fix" basically removes the quest.
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On my last playthrough I had a mod that changed the kid in a fridge quest so that you still heard the voice and had the conversation, but once you open the fridge... Nothing (or Dead Billy, I can't remember which)! And the quest completes. I could swear it was called "Ghost in the Fridge," but I can't find any record of it anywhere. I can't find people talking about it or why it was taken down (if it was taken down). Does anyone know the mod I'm talking about? Do I have the name wrong? Is it still up?
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Here's what I'm trying to do: I'm trying to modify all of skyrim's weathers so that the Dawnguard Eclipse is permanent. (Yes, I know there are mods doing this, they don't work the way I want them too.) Here's the problem: the DLC1Eclipse weather treats the eclipse sun as an Aurora that is set to follow the sun and always appear. This isn't a problem in the base game because the DLC1Eclipse weather is always set to end at sundown. But if you modify all the weathers to include the eclipse, then you'll realize that the eclipse still shows up after sundown, almost like a regular aurora would (and of course the regular auroras do not). I'm wondering if there's any way to make the aurora appear only during the day. Barring that, I'd like some kind of work around. Here's two I've tried: -I've tried to replace the sun with the eclipse model, but apparently there is no sun mesh? I can find sun.dds but no sun.nif -I hoped originally to retexture the sun, but there does not appear to be any eclipse texture, just the nif. -I also can't find the sun in the creation kit. Any ideas?
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I've been using the Predator Vision - Sense Dead add-on (https://www.nexusmods.com/skyrimspecialedition/mods/23092). What annoys me about that mod is that while friendly undead are marked blue, hostile undead are marked orange, just like all living creatures. I want living to be orange and undead to be blue regardless of hostile or friendly. I thought fixing this would be simple. I could just take the detect hostile undead effect and change the shader to match that of the friendly undead, but when I do that it stops detecting undead entirely. So, I thought I would remove the detect hostile undead magic effect from the predator vision spell and then remove the is friendly condition from the detect friendly undead effect. But then it also stopped detecting undead, Anyone know how I would fix this?
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In need of mod porting help - gypsy eyes caravan
RS13 replied to kanami24's topic in Skyrim's Skyrim LE
Piece of advice--and I mean this nicely even if it comes off as mean--don't write a wall of text. Think about it this way. Why are you even on the forums? Answer: because you want help. That's why I'm here too. Now, when I come here for my own reasons and see something I think I can help with quickly, I'm likely to take a few minutes and write and a response. But if I come and see this massive wall of text... yeah, most people aren't going to read that much to help on the side. Even I--and I'm writing a fair bit in response--mostly skimmed it. Relatedly, you don't need to explain your feelings on skyrim or frustration with lack of ports etc. I get it. Skyrim is INCREDIBLY FRUSTRATING to mod and sometimes you just want to f***ing yell about f***ing incompetent the devs were. But that won't help people help you. Now, for the actual advice. 1. Where is the creation kit? You have to download the Bethesda launcher which can be found at Bethesda.net and then download the CK from that. (No, it doesn't matter that Skyrim is on steam and not the Bethesda launcher.) 1A. I wouldn't worry about repacking the mod assets. It's not strictly necessary and it won't affect stability. You still need the CK for esp conversion, however. 2. It seems like you're having stability problems before you've started porting any mods. Fix those first. Get the stable and THEN work on adding mods. 3. It seems like you're using outdated advice. Skyrim SSE is free of the memory problems that beset Oldrim. You do not need ENBoost and Memory issues are not the typical causes of a crash. Typically, you're looking at something like a scripting problems, a mesh problem, corrupted saves. 4. Relatedly, if you've made any ini changes from Oldrim, it's probably safest to just delete the inis and let the game generate new ones next time you launch. -
You are my f*#@ing hero. That worked perfectly.
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It doesn't give me an error. A box pops up called "Papyrus errors" and includes nothing in it. (You can see what it looks like here: https://ibb.co/Pmqkbyp) That's part of what's so frustrating about this. As for the code I'm trying to compile, it's just what I posted above with DUPLICATE001 added at the end of each instance of the spell name. How could I do that? I'm not super familiar with scripting, I'm just trying to reverse engineer this script into firing the new spell I made.
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I am trying to make a duplicate of dawnbreaker that affects the living rather than the undead. I duplicated the spell attached to Dawnbreaker and switched the conditions from targeting undead to targeting living. Now, Dawnbreaker's spell--DA09DawnbreakerBaneOfUndeadSpell--is fired by the following script Scriptname DA09EncDawnbreakerScript extends ActiveMagicEffect Spell Property DA09DawnbreakerBaneOfUndeadSpell Auto Event OnDying(Actor akKiller) Actor TargetActor = GetTargetActor() ; ; debug.trace(self + "OnDeath() casting DA09DawnbreakerBaneOfUndeadSpell from Target Actor:" + TargetActor) DA09DawnbreakerBaneOfUndeadSpell.Cast(TargetActor, None) EndEvent I thought that all I'd need to do is create a script where DA09DawnbreakerBaneOfUndeadSpell is replaced with DA09DawnbreakerBaneOfUndeadSpellDUPLICATE001, but every time I do that the CK fails to compile and gives me a blank list of errors. I have no idea what the problem is. Can somebody explain it to me?
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I'm trying to make a mod that let's you defile Dawnbreaker so that, among other things, it's explosion affect only applies to living creatures, not undead. I created the weapon and all it's affects simply by duplicating dawnbreaker and it's affects and then making the requisite changes. (So, defiled dawnbreaker has the duplicate of dawnbreaker's enchantment which has the duplicate magic effects.) All that worked swimmingly. Now, I expected this would be as simple as flipping the conditions on the effects and spells from IsUndead ==1 to ==0 and likewise has keyword actortypeundead. And yet, I find that I (a vampire) am still being damaged by the explosion. I have no idea what's going wrong here; can anyone help?
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I'd like a mod that made Harkon's killing a human enemy with Harkon's sword count as feeding. It would be especially great if it increased the feed counter on Better Vampires.
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That's weird. I've never had that problem with it. I really recommend you give it another try. I've found it way less teeth-pully than nexus.
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Use Mod Organizer 2. It's objectively superior for almost every use case.
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OK. I finally figured it out--of course I figured it out on my own after hours of hammering away at it and finally asking for help. Anyway, the problem was not just ELFX Enhancer, it was the combination of ELFX enhancer and Facelight plus. Neither was causing problems on their own, but together they were causing CTDs. I can confirm that with only Facelight (and Sky UI which it requires) and ELFX there is a crash in Candlehearth hall. This problem dissapears if facelight is replaced with https://www.nexusmods.com/skyrimspecialedition/mods/19843?tab=files. So, if anyone is having this problem, there's your fix.