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ErikRedbeard

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Posts posted by ErikRedbeard

  1. I think I raised this as an issue a few weeks ago. Clicking the dependency icon has filtered the table by a column you have hidden. Use the gear icon in the top right of the table and show the "Dependencies" column.

     

     

    That was indeed the issue.

    Apparently if dependencies isn't ticked on the filter that you get upon clicking a collection symbol doesn't work and it'll somehow put the part of collection arrow in front of everything instead.

     

    Ticking off dependencies somehow makes the filter that it tries to apply properly work.

     

    Very strange since it actually filters on collection and not dependencies.

     

    Anyway thanks for the help.

  2. I've suddenly got these arrow icons in front of every single mod and I have no idea what they mean.

     

    My question is if this is normal and what do they mean? I feel like it's not supposed to be like this.

     

     

    I'm pretty sure they appeared when I doubleclicked the icon in front of the first and only collection I've ever installed all my other mods suddenly got an arrow icon.
    No matter the game it has said arrow symbol.

     

    The thing I think I doubleclicked and is also green highlighted all the time

    CttdEOEt.png

     

    The icons everything has now regardless of the game

    Itpw62et.png

     

     

    Bigger picture FO4

    gIyZFZHm.png

     

    Bigger picture Cyberpunk 2077

    10UEC6um.png

  3. In response to post #43704355. #43704855, #43705060, #43705660, #43705780, #43706130, #43706985, #43708130, #43726865, #43728095, #43728415, #43729040, #43730410, #43731650, #43735705, #43755265, #43755795, #43756055, #43756340, #43766510, #43769825, #43822140 are all replies on the same post.


    ThyHarrowing wrote: ***************************************************************
    Just something I'd like to share for new and returning Nexus users regarding SSE and its future, coming from a user just like you:
    ***************************************************************

    We, the community, need to be very patient and respectful as modders navigate this exciting but turbulent time brought on by SSE. There are many hurtles that modders will need to jump, some more than others, to bring their original Skyrim content to SSE, as well as some things many of them need to wait for (e.g. SKSE to be rewritten for SSE, etc). We need to be respectful and appreciative of their efforts and time, not only because of what they do for us, but also because if we are not then some of them, understandably so, may leave the SSE modding scene (as some of them left the original Skyrim scene). If that begins to happen then there is, in my opinion, no chance that SSE will surpass original Skyrim (even despite 64-bit, Dx11, etc).

    Let us not forget the Nexus staff either! The guys who work around the clock, particularly during heavy traffic times like this, who make it all possible. Skyrim wouldn't be what it is without the modders but if it weren't for the incredible people running The Nexus what many of us have come to take for granted would have never been possible in the first place! They have worked just as hard as Skyrim's modders and I feel that they get the short-end of the stick, in terms of appreciation, because the focus is often directly on modding/modders of Skyrim, not so much on the site that hosts them. So we must also be appreciative and respectful of the Nexus staff, especially now more than ever as they are currently experiences higher volumes of site traffic than ever before and have a lot of work cut out for them to manage this situation brought on by SSE.

    Spread that message/sentiment far and wide around the community because it is a very real possibility that SSE could splinter this community more than it will breathe new life into it; the deciding factor is, in my opinion, ultimately how we, the community, treat the modders and Nexus staff that have gone to such lengths to make Skyrim what is today!




    THANK YOU to all modders, you guys and gals are amazing people! AND HUUUUGE thanks to the entire Nexus Mods and Mod Manager team for everything you do. This community and game certainly wouldn't be what it is without you guys too!
    cRunchTM76 wrote: I agree with and mirror your statements :thumbsup:
    Rebel47 wrote: I always love reading your essays (sorry did I say essays, I meant posts ;) )

    I do fully agree with your points though, many of the mods I have grown to love over the years have lost their original author through one way or another, It's nice to see that I'm not the only one who thinks we need to band together as a community and work to heal the rift that has been made by the past misjudgements of others.
    ThyHarrowing wrote: HAHAHA, nice to see you again Rebel! It's been awhile, I've barely touched Skyrim/modding in a couple years besides periodic check-ins lol. Yeah I'm back so look forward to more essays!

    Sent you a PM btw
    luvboox wrote: Well said.
    knctrnl wrote: Thanks for the info, it all makes sense now. Skyrim SE draws a bit of a crowd for sure. on the other hand good stress test for the servers. Good luck and keep up the awesomeness...
    wigpidgeon wrote: Agreed! Skyrim and the modding community wouldn't be what it is today without the Nexus guys!
    thunderlord2200 wrote: fun

    i agree i could not play skyrim base or fallout with out this site and there love for making mods and helping out. i wish i could help out and support or pay monthly but i really dont have the money.. i am unable to work.
    ThyHarrowing wrote: Thankfully from what I have seen the good vibes users are sending to the Nexus staff and modders have outweighed the bad... Let's keep it going!
    alt3rn1ty wrote: "There are many hurtles that modders will need to jump" ..

    .. special obstacles for turtles ??? :P
    AegisOfAuriel wrote: how do we get this to run offline? nmm wont even open :(

    wARzdrun wrote: Thanks for the effort to all of you.
    signaltome wrote: Respect and all thanks to all that can do what they do both here at the Nexus and the modders out there. If we can't be patient and wait (the SE of Skyrim was officially out just a day or so ago remember?) then we do not deserve to be here.

    The Skyrim (original) modding community was not built over night, all the best mods came months and years later. If I read correctly the new CK will come next week and the SKSE will probably not be long after by what I have heard, though give them time.

    I love this site, I love mods and though I sadly have no talent for creating anything relevant, I do not feel I have the right to complain either. Most of the people making things also have a life and do mods out of love in their spare time. Respec them!

    Kudos and could not agree more with the statement above. Have a great day and have fun with your new Skyrim!
    hedgy814 wrote: True dat man, shout out for the Nexus Staff
    fredlaus wrote: Hear, hear!
    ThyHarrowing wrote: @ signaltome

    If I read correctly the new CK will come next week and the SKSE will probably not be long after by what I have heard


    Correct, the new CK will be out next week but we don't really have an accurate idea as to when SKSE will be re-written as far as I'm aware. It won't be too long in the grand scheme of things I'm sure. What will really be a nail biter is what happens with SkyUI/MCM since Schlangster said he won't be doing the legwork for updating it. We were all spoiled for so long with MCM that it would be unbearable to go back to using in-game settings books and dialogue menus for users and mod authors alike so I think that at some point somebody will step up and do the legwork for Schlangster but the quesiton is... when?
    Rebel47 wrote: SKSE will be a while honestly since they'd have to recompile it in x64 and not x86 now, but it should still be here at some point, maybe not this year though, who knows.
    Zageron wrote: Well said. Thank you.
    Wintermane555 wrote: This works very well for me;

    https://github.com/TanninOne/modorganizer/releases/
    ThyHarrowing wrote: @Rebel

    Hmm, I knew it would be pretty involved to rewrite it for x64 but I honestly didn't think we would be looking at that long of a wait. Is that a guess or did you find some info on it?
    Rebel47 wrote: Skyrim Script Extender page has a small notice on the top stating that it will not be a quick and easy process since they have to adapt to many changes and all of them will have to be investigated on a case by case basis, for word by word reference click here

    Also there is this informative post from behippo on Beth net forums click here

    All of this and the other discussions I've had with members of other gaming communities implies that this will be a long drawn out process but time will tell if that ends up being the case.
    ThyHarrowing wrote: Thanks for the info.


    For SKSE look at fallout 4 and the status of it there since the engine is now pretty similar to that.
    I'm expecting a pretty similar SseKSE as F4SE is due to that fact.

    So no current SKSE can't just be converted to x64. It's either a remake from scratch or a conversion from F4SE.
  4. In response to post #7531724. #7532470, #7532529, #7532736, #7532790 are all replies on the same post.

    You do know that number 5 would require a new form of tracking.Unique Downloads is not the same as Manual Downloads.Unique downloads means the amount of different 'logged in profiles' or 'unique IP adresses' that have downloaded your mod.It's one of the two.Also a new player that downloads your mod via NMM also increases your Unique Downloads by one.
  5. ...

     

    From what I found it contans an "ATI Mobility Radeon™ HD 4250 Graphics" which is to say a very very very low spec graphicscard and couple that with a pretty low spec cpu and mediocre memory it's a wonder you're only getting a bit of lag.

     

    However the only thing I can say is try just the base skyrim. This means no dawnguard, hearthfire or any other mod.

     

    Other than that you're probably not going to get much more performance out of it.

     

     

    Skyrim was never meant to be played on a laptop.

     

    It being a laptop or desktop is totally beside the point as is has no influence on if the game runs or not.

  6. bump

     

    i cite ignorance of acceptable bump protocol, is it a day or a week or amonth, ijust dont know

     

    the way i figure it, depends how stupid the question is like if i asked a real doozy be glad to wait a week for a dumb answer :D

     

    Mayby a real stupid thing.. but are the textures DXT1, 3 or 5 or mayby even an one of those RGB ones.

    Thing is.. since I converted the textures I use that don't need any alpha channel to DXT1 I haven't seen any of these problems yet.

     

    What body mod are you using as this could also be caused by the mesh itself?

  7. I know you can go into the CK, pull up characters by race and then change their factions (or relationships, as it seems from your description that is the area that is affecting their behavior), but oy! that seems like tedious work. Might be worth it if you are well into the game, as the only other thing I can think of is a fresh start.

     

    Sorry! I imagine excessive charisma is quite the curse! ;-) I wouldn't know as NPCs are constantly asking me if I've had a bath.....

     

    Ah well.. I'll just play ahead like this then. I didn't really mind about the wolves as I knew about them a bit longer. It's actually quite cool to see wolves comming to your rescue.

    The vampires will just have to shout "Please stop attacking me" some time if I need to kill them.

    Mayby becomming a vamp and then curing myself will fix it because of the functions the vampire overhaul gives me.. ah well I'll found out.

     

    Not gonna restart when you've already completed half of the skyrim world.

     

    Alright.. I figured it out a minute ago.

    It appears my character was a member of the WolfFaction and as the WolfFaction had VampireFaction as a Friend it turned all vampires friendly towards me..

    Running the command "player.addtofaction 0003E691 -1" removed me from the faction and thus the wolves and vampires are attacking me again.

     

    Too bad about the wolves though.. kinda liked having them as an ally. Ah well :D

  8. just try to turn them an and of one by one and afther doing that you will find the culpit

     

    Only running with Skyrim.esm active gives the same problem if not a bit worse.. As this time even the skeletons won't attack me. So I guess it's embeded into the savegame.

    Hence the question if there's some command to see the factions your character is in so I can remove the faulty ones.

  9. This is just a guess, but have you installed any marriage or companion mods that make those who would typically not be followers/marriageable available for these purposes? It seems off that a wolf or vampire would be at the acquaintance level.

     

    Unless you are really that good looking ;-)

     

    Well If it's the second thing then I'd guess they all fall for them green ones. ^^

     

    Anyways.. Problem is that I can't see what mod it did as there's the problem that once a faction is added to your char disabling a mod doesn't remove it anymore.

     

    Just for completenes I'll add a currently active addon list to the fipo.

  10. I've got a bit of a wierd thing going on.

    Somehow my game is slowly having normally hostile NPC's and Creatures going friendly towards me.

    So far I've encountered Vampires (my chars not even a vampire) and any type of Wolves that don't attack me and even help me when in combat.

    Vampire caves appeared to be a slaughterhouse of vampires vs skeletons. As the skeletons are aggressive towards me.

     

    Clicking on them and doing getrelationshiprank player give the status of "Acquaintance" .

     

    It's getting pretty annoying where half of the mobs you encounter don't do anything at all.

     

    My question now is:

    Is there a way to see what factions your character is a member of?

    I know you can add factions with "addfac xxxxxx". But I'm wondering if something like "getfactions" exists.

     

    Running with only Skyrim.esm active doesn't motivate the little buggers to attack me and thus they stay friendly.

    It appears to be in my save and thus I'd like to know how to see what factions my char is a member of so I can remove the faulty ones.

     

    Loadorder in case someone notices the mod that added my player to random factions.

     

    Skyrim.esm

    Update.esm

    3rdEraWeaponsMoS.esm

    Populated Cities NPCListMaster.esm

    JSwords.esm

    moonpath.esm

    ApachiiHair.esm

    HighResTexturePack01.esp

    HighResTexturePack02.esp

    CriticalChargeFix.esp

    GhorzaGraBagolInvestmentFix.esp

    HjerimMessFix.esp

    Muiri's Problem.esp

    prisonerfix.esp

    Quick Orc Fixes.esp

    Shadow Striping Fix.esp

    VampireInvisibleItemsFix.esp

    Unofficial Skyrim Patch.esp

    HighResTexturePackFix.esp

    ElementalFuryFix.esp

    Bugfix-NoFollowerTrespassDialog.esp

    enhanceddynamicweathersystem.esp

    BardSoundsMalukah.esp

    SoS - The Dungeons.esp

    SoS - The Wilds.esp

    StaticMeshImprovementMod.esp

    3DNPC.esp

    Cautious Vendors.esp

    Crimson Tide - Blood.esp

    DungeonQuestAwareness.esp

    GiveADogAHome.esp

    JenassaBarkeep&Bard.esp

    KillThemGenerals.esp

    ktxcompleteskyforge.esp

    LFox Blacksmiths Have Metals.esp

    Mining Extended.esp

    Tamriel Compendium.esp

    Auto Unequip Arrows.esp

    DragonWarrior-Effects.esp

    DragonWarrior-Lighting.esp

    Secondary Locations Map Markers.esp

    3rdEraWeaponsMoS.esp

    Alduin's son.esp

    Andragorn's Armoury.esp

    Arcania_armory.esp

    bound weapons redux.esp

    CrainteVomir.esp

    DaggerCraft.esp

    DCR_Blade_Set.esp

    DragonBoneWeaponsComplete.esp

    Dread Knight Weapon Set.esp

    DualSwords.esp

    DwarvenMech.esp

    FioraArmor.esp

    Gizmodian Silver Swords.esp

    HentaiNightmareArmor.esp

    HentaiVoidArmor.esp

    HuntressArmor.esp

    Insanity's Sorrow.esp

    isilNarsil.esp

    JSwordsDistributionBalancePlugin.esp

    KatanaCrafting.esp

    Magicka Sabers.esp

    Malo_Waffen.esp

    Neo's Outlander.esp

    Nicoroshi Creations.esp

    nightshade_armor.esp

    NobleFemaleClothes.esp

    BiPolarBlade.esp

    Dovahkiin Mercenary Armor and Weapons UNP.esp

    Sovngarde Steel Armor and Weapons.esp

    Ripper Sword.esp

    mannyDragonhead.esp

    Karliah2CBBE3ByNausicaa.esp

    Omegared99-Compilation.esp

    Omegared99-WeaponSets.esp

    Omegared99-Compilation-NPC Plugin.esp

    R18Pn - Ritter Armor - Light.esp

    R18Pn - Ritter Armor - Heavy.esp

    R18Pn - Leere Armor.esp

    R18Pn - Diano Armor.esp

    R18Pn - Argent Iron Armor.esp

    R18Pn - Eisen Platte Armor.esp

    Remodeled Armor.esp

    Silverlight Armor.esp

    survivor_armor.esp

    uruk.esp

    warmagearmor.esp

    Warsword.esp

    Smithing Perks Overhaul - Balanced.esp

    Complete Crafting Overhaul.esp

    dnihome.esp

    jkjsenhancedhotpools.esp

    moonpath_questdata.esp

    Quest_AndTheRealmsOfDaedra.esp

    Quest_NoMercy.esp

    Vamp_Quest_01.esp

    WinterholdDestruction.esp

    whiterunMarket.esp

    female mannequins in homes.esp

    female mannequins.esp

    AddChoices01.esp

    AmazingFollowerTweaks.esp

    AT - Faster Arrows Improved +75%.esp

    AT - Progressive Damage (BS and CCO).esp

    Proper Aiming.esp

    BurntCorpse.esp

    DescaledUniques.esp

    FSS-Slight pause between lines.esp

    Helmets - Khajiit Ears Hair.esp

    ImprovedFood.esp

    wieghtlesscrafting.esp

    Lenhador.esp

    No Helmets Required.esp

    Matching_Armor_Set_Fixed_-_No_Helmets_Required.esp

    DualFlurrytoFlurry.esp

    OpenFaceHelmets.esp

    WATER.esp

    WATER - Get Wet.esp

    Tougher Traps.esp

    UnlimitedBookshelves.esp

    UnreadBooksGlow.esp

    walk.esp

    Populated Cities.esp

    dD - Realistic Ragdoll Force - Realistic.esp

    Nicer-Looking Khajiit.esp

    VampireOverhaul.esp

    VampireEffectProject.esp

    FemaleWerewolf.esp

    WerewolfSecondHowlToggle.esp

    nighteyetoggle.esp

    spelltomeconjureetherealhorse.esp

    soul siphon unbound.esp

    less wards cost.esp

    ToggleSpells - MagicEffects.esp

    ToggleSpells - Spells.esp

    Spousetocustomhome.esp

    vinis_transmute.esp

    DragonRealShout.esp

    The Dance of Death.esp

    N_43 Hair Pack.esp

    Gabby Companion.esp

    dunDarklightIllia.esp

    Shady.esp

    marriagemod - alpha v3.esp

    sanctuarycleanup.esp

    Quest_TheBiggerTheyAre.esp

    ChickenNestFix.esp

    StaggerFix.esp

    Deflect Arrows Fix - Realistic.esp

    Facelight.esp

    longerdays_v1.esp

    FemaleOrc Extended - Patched.esp

    Bashed Patch, 0.esp

     

     

  11. I'm trying to get a script I've got to only run the commands when the caster and/or target is the player but can't seem to get my head around how.

     

    I've tried several ways already (they're fairly similar) but I'm asking in the hopes someone with an idea comes up and gives me the answer to fix it.

    Currently tried these variations (seperated with spaces):

           if     (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 0.0)
    Actor Property togglespellplayer Auto
    //Then coupling the property to the PlayerRef (00000014) actor referance.
    
           if     (GetCasterActor() == Game.GetPlayer() && togglespellglobal.getValue() == 0.0)
    
           if     (GetTargetActor() == Game.Getplayer() && togglespellglobal.getValue() == 0.0)
    
           if     (GetCasterActor() == "Player" && togglespellglobal.getValue() == 0.0)
    

     

    This is the full script:

    Scriptname togglespell extends activemagiceffect  
    
    Event OnEffectStart(Actor akTarget, Actor akCaster)
           if     (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 0.0)
                   togglespellglobal.setValue(1.0)
                   Game.GetPlayer().AddSpell(togglespellnegative) 
           elseif (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 1.0)
                   togglespellglobal.setValue(2.0)
                   self.dispel()
                   Game.GetPlayer().RemoveSpell(togglespellnegative) 
           endif
           if     (GetCasterActor() == togglespellplayer && Game.GetPlayer().GetActorValue("magicka") <= 25)
                   togglespellglobal.setValue(2.0)
                   self.dispel()
                   Game.GetPlayer().RemoveSpell(togglespellnegative) 
           endif
    EndEvent
    
    Event OnEffectFinish(Actor akTarget, Actor akCaster)
           if (GetCasterActor() == togglespellplayer && togglespellglobal.getValue() == 2.0)
                   togglespellglobal.setValue(0.0)
                   Game.GetPlayer().RemoveSpell(togglespellnegative) 
           endif
           if (GetCasterActor() == togglespellplayer && Game.getPlayer().hasMagicEffect(togglespelleffect)!=1)
                   togglespellglobal.setValue(0.0)
                   Game.GetPlayer().RemoveSpell(togglespellnegative) 
           endif
    EndEvent
    
    MagicEffect Property togglespelleffect  Auto
    GlobalVariable Property togglespellglobal  Auto
    Spell Property togglespellnegative  Auto
    Actor Property togglespellplayer Auto
    

  12. I've been working on a little addon that makes some spells a toggle.

    I've managed to make spells toggleable but the problem arises when the Mage Armor perk gets involved as it uses different magic effects.

     

    My question is how do I enable the Mage Armor perks to apply and remove when an armor spell is toggled?

     

    It seems it always applies when the spell is cast and I've managed to create a script that checks the togglemagearmorglobal if it's a specific number and else dispell the effect (script down below for those that are interested).

     

    Status so far:

    Candlelight - Working

    WaterBreathing - Working

    Flame Cloak - Working

    Frost Cloak - Working

    Lightning Cloak - Working

    Muffle - Working

    Invisibility - Working

    Mage Armors - Working

    Mage Armor Perk - Not Working

     

    What I did:

    Create global in Miscellaneous/Global

    Add script togglespell to magiceffect

    Add properties

     

    example:

    togglespellglobal - GlobalVariable - togglemagearmorglobal

    togglespelleffect - MagicEffect - ArmorFFSelf0

     

    Other Info:

    The Mage Armors spells (Oakflesh and such) all use togglemagearmorglobal as their togglespellglobal

     

    Scripts:

    togglespell - added to the magiceffects of Oak-, Stone-, Iron- and Ebonyflesh.

    import GlobalVariable
    
    Event OnEffectStart(Actor akTarget, Actor akCaster)
           if      (togglespellglobal.getValue() == 0.0)
                   togglespellglobal.setValue(1.0)
           elseif (togglespellglobal.getValue() == 1.0)
                   togglespellglobal.setValue(2.0)
                   self.dispel()
           endif
    EndEvent
    
    Event OnEffectFinish(Actor akTarget, Actor akCaster)
           if (togglespellglobal.getValue() == 2.0)
                   togglespellglobal.setValue(0.0)
           endif
           if (Game.getPlayer().hasMagicEffect(togglespelleffect)!=1)
                   togglespellglobal.setValue(0.0)
           endif
    EndEvent
    
    MagicEffect Property togglespelleffect  Auto
    GlobalVariable Property togglespellglobal  Auto
    

     

    togglespellperk - added to the magiceffects of the Mage Armor Perk.

    import GlobalVariable 
    
    Event OnEffectStart(Actor akTarget, Actor akCaster) 
           if      (togglespellglobal.getValue() != 1.0) 
                   self.dispel() 
           endif 
    EndEvent 
    
    GlobalVariable Property togglespellglobal  Auto  
    

  13. Tbh.. There's more wierd stuff with the female orcs than just that.

     

    I've noticed that when you get encumbered you can't move at all with the fem orc while with other characters is only disables run and forces you to walk.

     

    With that alone I'd say they forgot to set animations instead of dilliberatly setting them to male ones.

     

    *Something else entirely is that it appears the female orcs have one noise they make when swinging weapons while for example a female dark elf has about 4.

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