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polearbair

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  1. Okay, well thanks for ruling that out for me. I'm still having some SkyUI problems that apparently are being caused by something else. It's only ever a temporary problem but I sometimes encounter some interface lag. Frame rate is fine but opening chests or menus gets laggy and sometimes the MCM menu just won't load at all. I've been ignoring the Sofia thing for years but I've been spending this past month or so trying to get all the kinks out of my load order before starting my next play through so I figured I should try and fix what LOOT is complaining about first and see if that clears it up but if that's not the cause than I'm back to scratching my head. Oh well, it's gotta be something else then.
  2. From LOOT "SkyUI_SE.esp v5.2 Another mod seems to be overwriting one of this mod's essential files. Please ensure you're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available. BSAs known to include files from an older version of this mod: ConfigureCommentaryRate.bsa, SofiaFollower.bas and Thunderchild - Epic Shout Package.bas" I'm running Skyrim SE 1.5.97 and using Vortex as my mod manager. Of those three BSAs the only one I have installed is SofiaFollower. I've set a rule in LOOT to Load SkyUI after Sofia but beyond that I have no idea how to "ensure you're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available."
  3. From LOOT "SkyUI_SE.esp v5.2 Another mod seems to be overwriting one of this mod's essential files. Please ensure you're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available. BSAs known to include files from an older version of this mod: ConfigureCommentaryRate.bsa, SofiaFollower.bas and Thunderchild - Epic Shout Package.bas" Of those three BSAs the only one I have installed is SofiaFollower. I've set a rule in LOOT to Load SkyUI after Sofia but beyond that I have no idea how to "ensure you're using this mod's version of scripts/ski_playerloadgamealias.pex or a compatible version if available."
  4. I would live ridable versions of the sabrecats and snowy sabrecats and even Vale sabrecat. I'm surprised there aren't already a few mods like this. There used to be one but it doesn't seem to exist anymore.
  5. This is the most awesome tattoo I've ever seen and it would seem so fitting on a female Dragonborn I thought it would be cool if someone could make that into some kind of equipable tattoo that players could apply to what ever female character their playing at the time. Maybe craftable at the tanning rack with a roll of paper and an ink well as the required mats of even if we just have to do a player.additem in the console would be fine with me. https://drive.google.com/file/d/1hXycm5RsvbIMJ3B65PuXM3duY_7X4ugL/view?usp=sharing
  6. Maybe. I gave up on that play through and started a new one and I noticed any quest that involved an npc having to walk a scripted path to progress the quest was getting stuck with npcs not budging and being stuck in a "Busy" state. Sometimes doing a one hour wait would fix things but sometimes not but then I realized that some time ago I had messed around with the timescale and had it set to 1 which is real time and I think that might have been causing the problems. I set it back to 20 (the default) and everything seems fine now and in fact I just now finished the Helgen Reborn quest mod with no glitches at all so that might have been the problem.
  7. I've been playing with Helgen Reborn installed for years and never had a problem with it until now. In my recent play through it all goes south on the Bitter Wounds quest. None of the scripted events that progress the quest get triggered. The jail cell doors both in the Orphans Tear cave and in the thalmor prison are missing there activators and trying to use console commands to force the quest to progress doesn't work because there are a lot of scripted events that really have to happen. Even if I brute force complete the quest with console commands Helgen never gets finished being rebuilt. Something is blocking all those scripted events from triggering and nobody seems to have a clue what. All my search results for bitter wounds are full of people suggesting the console comands to progress but that doesn't solve the problem. If anyone has any clue what other mod might be blocking Helgen Reborn's scripted events please share.
  8. Okay, here's my situation... I'm running Skyrim SE version 1.9.57 I've got Legacy of the Dragonborn 5.6.5 installed And Dev Aveza 1.9.73 I just recently deleted all of my old save which to my surprise turned out to be 11,281 saves taking up over 13 gig of space.lol I realized that once I got my load order stable I was never going to load any of those old save anyway so I just got rid of them. I started a new game as is often suggested by mod authors and rushed my way through the early stages of the LotD just to get access to the Dev Aveza for testing and as soon as I had the ship I first used it's fast travel ability to move it from Solitude to a city that doesn't have it's own world space, in this case I chose Falkreath and then when I hit the E key while looking at the right half of the ships wheel, to my delight, the manual flying of the ship actually worked. I was such a happy camper at this point because getting the manual flight to work with LotD installed is something I've always had a great deal of difficulty with. At this point since it was still very early in the game It seemed like a good time to try to get another mod that I like to work, the Proteus mod. I had an older version of the mod installed but hadn't yet updated to the current 3.3.0 because I've been using iAFT and the newer version only supports NFF. So, I removed iAFT and all of it's related patches and installed NFF 2.8.3b and Proteus 3.3.0 and again deleted my old saves, you know, the ones where the manual flight was working. lol And again started a new game and again rushed through the early stages of the LotD quests just to get the Dev Aveza and now suddenly it doesn't work anymore. I did the same steps as previously mentioned, fast traveled it do Falkreath first only this time when I click on the right side of the ships wheel to activate the manual flight mode I see the message in the top left about preparing for flight and here the ding, ding, ding of the ships bell as you'd expect then the camera pulls back as it does in the "attached to ship" mode and then I see the "Dev Aveza Ready" message but don't here the ding, ding, ding. I waited for about 20 to 30 seconds roughly and still didn't here the ships bell so I just decided to try the shift key to ascend but nothing happened. I tried the other flight controls, turning strafing, moving forward, etc... but nothing worked. The ship won't budge. Seeing as how it just worked just fine in the previous attempt I get the feeling that there's something really minor and stupid stopping it from flying that I'm just overlooking but I can't figure out what that might be. Anybody got any Ideas about what I might be missing?
  9. @anjenthedog, That sounds worth a try. I've got Jaxon's Positioner but never heard of that Farm Everywhere mod.
  10. Yeah but as I said in my original post not all of my followers can be governed by by one of those frame works because some of them have their own built in custom framework.
  11. Yeah, Riverwood Keep is my Favorite Player home but also worth noting is Blackthorn Manor from The Blackthorn Buildable Town mod. That ones also got a lot of mannequins.
  12. The Imperial racial ability Voice of the Emperor only affects targets level 99 and below. There is obvious potential for abuse it would I'm about to suggest but I only ever used that ability as a utility to stop my followers from fighting each other which works like a charm as long as all my followers are 99 or below but I also use Ordinator and Skyrim Skill Uncapper so I can keep leveling with out having to make skills "legendary" and I like for my followers to level with me but after they pass 99 Voice of the Emperor becomes useless and I can't stop the fights that break out anymore. The best I can do is make sure they're all essential so at least they can't kill each other. Yes, I know Follower frameworks like iAFT and EFF have features designed to prevent such fights from breaking out but not all my followers are governed by one of those. Some followers like Inigo and others come with their own custom follower framework which means there is still a need for a calming utility to stop the fights that break out and removing that pesky level 99 cap from Voice of the Emperor just seems like the simplest solution.
  13. Every couple of years I look to see if anybody has made a mod like this. I'm sure the idea has to have struck many mod authors just by the shear number of mods revolving around Hearthfire plantables and the number of player homes boasting about how many planters they have the way car manufacturers do with cup holders but all I've ever found is one failed attempt at a port from an oldrim mod... https://www.nexusmods.com/skyrimspecialedition/mods/31193 that requires another mod that I don't have or want... https://www.nexusmods.com/skyrimspecialedition/mods/667 So I'm kind of assuming this must be a really difficult thing to mod for some reason or surely someone would have done it by now. But if anyone reading this thinks they can do it there's a niche just waiting to be filled because currently there's nothing else out there that works.
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