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RamblingPenguin

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  1. If it helps, I'm using a previous version of Creation Kit for use with CK64Fixes. I've already reinstalled the necessary files and moved it to my own Data directory. CreationKit.exe still brings up the Construction Kit version control dialogue, but opening files like Skyrim.esm runs the .exe as normal, with the base .esms detected, with no CK64Fixes. Launching the .exe as an administrator hasn't worked so far. I did check my file path in CreationKitprefs.ini and it seems to be set up correctly, pointing to the game and files' current data location. Just for you a helping hand. https://www.creationkit.com/index.php?title=Category:Getting_Started#For_Skyrim:_Special_Edition
  2. Launching the .exe as an administrator hasn't worked so far. I did check my file path in CreationKitprefs.ini and it seems to be set up correctly, pointing to the game and files' current data location.
  3. I have the Creation Kit installed in the folder where Skyrim is, outside Program Files. No matter where I launch any Creation Kit file or the executable itself, nothing, not even Skyrim.esm itself, shows up in the Data table where plugins are loaded. My most recent attempt at fixing this has caused the Creation Kit to think that it needs a ConstructionKit network location. Oddly, Creation Kit runs successfully when opened through Mod Organizer 2, just without detected plugins, which puts me back to square one.
  4. Thanks. I found that the modded MGEF would come out as something else if I enchanted an object with it. 50% more health regen becomes 25% magicka regen. So... I'll just have to figure out how how to create my own blessings to use in place of the otherwise inaccessible magic effects.
  5. The command to add active effects to the player character is "player.addspell", right? Whether the MGEF was vanilla or mod-added, I can't seem to attach active effects to my character. All perks, spells, and items work, but never the magic effects. I copy the ID exactly as shown through the Help Command, yet the console hits me with another "Invalid Spell Item" or "Item Not Found" message.
  6. I attempted to reassign the sheath/unsheathe action to the d-pad, but all four buttons seem to be "reserved". If it helps, I'm using GammaLead's Improved Vanilla Xbox Controller Scheme (https://www.nexusmods.com/skyrimspecialedition/mods/5682)
  7. Clarification: the "perks" and "spells" from this mod and all others can still be added, but none of the magic effects, not even the vanilla ones, can be added
  8. So, I used console commands in an attempt to add the class abilities and secondary skills from this mod to my character. First, I use the help command to find the ID, then replace the first three digits of the ID I retrieved from the help command with my mod index (155), then use the player.addspell command to add these spells to my character. "Item not found", no matter what effect from this mod I want to add. This command works for vanilla spells, just not with the magic effects added by this mod. EDIT: I'm an idiot. I can't add magic effects directly to the player character through the console. I would either have to make a mod or enchant something to get the effect I want.
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