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About Kborg64
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Discord ID
#5607
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Country
United States
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Fallout & Elder Scrolls
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Fallout: New Vegas
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SSE Working on a mod, hit a minor-ish roadblock.
Kborg64 replied to VladimirLastraud's topic in Skyrim's Creation Kit and Modders
I honestly don't think there is a way to entirely remove saving from the game. Perhaps there is a way to remove the saving button in-game, but I'm not too sure on that. Fallout 4 disallowed you from saving in survival, but I don't think Skyrim can do that in any way. You might just have to willingly not use the save feature, and that's it. Idk for sure, sorry for the lack of legitimate help, but those are my directions I guess. :\- 2 replies
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- skyrim
- special edition
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(and 2 more)
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Yep, I did. I went through the posts on the mod page and found this out. Works fine, thanks.
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I know that it has something to do with NetScriptFramework, but what exactly idk.
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So yeah, I haven't been playing Skyrim for almost 3 months. Came back and tried updating everything, including skse64 and some other things. I'm sure this is my fault, but here is the error I get.
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I already know that this isn't recommended, as it can cause crashes. However, is it ever safe to delete vanilla items, like trees, flora, etc., if you are making a town overhaul. My side project is a complete town overhaul, and I was just wondering if it is safe to delete things if my mod is a complete overhaul (should be used with few to none other town/city mods), or adds new buildings, other items, etc. where vanilla objects may be. I assume the best way to move/"delete" vanilla objects would be to just disable and keep them in their original location/move them under the landscape.
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SSE How do you add .xwm files into Skyrim SE?
Kborg64 posted a topic in Skyrim's Creation Kit and Modders
I know how to use .xwm files and how to convert to said format, but, using the creation kit, how do I add them to music tracks? Only .wav files can be added, yet other mods use .xwm. So what steps must I take to get them implemented correctly? Or am I no longer able to add these types of files into the game? I'd be fine if we weren't able to, but .xwm greatly reduces the file size of music, reducing my mod's total file size. -
I get it when I open up the world map when I first load a save. How do I fix this?
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SSE NifSkope Texture File Pathing Issues
Kborg64 replied to Kborg64's topic in Skyrim's Creation Kit and Modders
Was able to figure it out. My NifSkope settings got screwed up, so it wouldn't search for textures in my Skyrim data folder correctly, which resulted in the pinkish textures. It also works fine without the '\' at the beginning, and I have heard that you shouldn't have anything before 'texture\', though I don't know if this is entirely correct. -
SSE NifSkope Texture File Pathing Issues
Kborg64 posted a topic in Skyrim's Creation Kit and Modders
I'm trying to get textures to work correctly with meshes while shortening the file path. Original path: c:\program files (x86)\steam\steamapps\common\skyrim special edition\data\textures\starsayerisles\weapons\witcher 3 weapons\bloedaedd.dds Shortened path: textures\starsayerisles\weapons\witcher 3 weapons\bloedaedd.dds However using the shortened path changes my textures back to the default untextured pink. What am I doing wrong? Or is that somewhat normal? Hoping to get a quick response. -
I really want to use the mod, but it's so old and without any updates that I fear that it's not worth the risk of crashes. LOOT states that it has its own cleaning guide, and I just don't think it is worth all of the trouble. Idk, just wanting some help on deciding whether to use it or not. EDIT: With LOOT, I mean that it says that Tes5Edit can't even fix Undeath.
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SSE How to add new object window tabs?
Kborg64 replied to Kborg64's topic in Skyrim's Creation Kit and Modders
I've seen it done, but I suppose it's far beyond my skill. I'll just have to keep a notepad file on hand for IDs and such. -
Just wondering how to add more tabs to the object window. Like how there are separate tabs for farm architecture, docks, Whiterun, etc. As well as sub-categories like farmhouse interiors, rubble, walkways, etc. Hope to get a quick response, cheers.
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So, I'm making a new world space and I'm trying to add the grass textures that come with the landscape grass (the auto generated grass models), in the landscape editor, and in some of my world space's cells I'm not able to apply the grass textures that include the landscape grass. How can I fix this?
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Eh, I enjoy Fallout 4, but it's just not as good as the other Bethesda games. Plus, I've already bought on PS4 and Xbox One previously, and have soaked about 400+ or so hours into it. It was my first Fallout game, but after playing New Vegas it just wasn't as fun, and I played New Vegas without mods on Xbox One and currently have over 150 hours on one character. Fallout 4 is (or maybe was) on sale, so I may get it, but for me mods can't fix it enough.