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JasmineMcCoy

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Everything posted by JasmineMcCoy

  1. Can you give more information on what exactly happened and what were you doing at that time? Did MO crash? Are the MO foulders gone from your computer?
  2. Simple taxes? :p I am usually broke so never used it myself but you mgiht wish to give it a try XD
  3. Thank you very much for the reply! I know that if two quests load packages on the same npc, the one with higher priority wins. However I'm wondering if I shouldn't be setting the priority too high to avoid risking to overwrite something important. What about the "Optional"? Another question: I can't find many info on quest commands start() and stop(), would it be an issue giving the start() command to an already running quest and viceversa, sending stop() to a quest already stopped?
  4. A screenshot of the map might be useful.
  5. The right pane is the order in which your esps are loaded. MO though let's you also decide in which order mod's assets are loaded. So, if two mods edit the same armor and one points to mesh "A.nif" while the other points to mesh "B.nif", the plugin load order decides which mesh is loaded ingame ("A.nif" or "B.nif"). However if those two mods point both to mesh "C.nif" but each comes with a different version of mesh "C.nif" (if you weren't using MO you would be prompted to overwrite this mesh when installing the second mod but MO puts them in different foulders), the order in left pane decides which of the two meshes "C.nif" is loaded ingame. P.S. hope this explanation makes sense, I'm still half asleep and I'm known to speak in a weird way when in this condition :tongue:
  6. I don't know if it would break anything, but the mod you mention has "Game.RequestAutoSave()" in two of it's scripts. You could try editing those scripts either by simply deleting those lines or changing them to "Game.RequestSave()" (if that one doesn't give you issues) and see what happens (I don't recommend overwriting the original ones in the mod's bsa archive though).
  7. I have read the description (on creation kit wiki and other tutorials) of various options for Quest Data, Quest Reference Alias tabs and Package Templates, but there are some things still not very clear to me and I hope somebody could help me understand. - What the "Run once" in the Quest Data tab acually does? When is it needed? - And "Warn on alias fill failure"? - Can I choose any value for the quest priority or should I keep it below some level? - In the Reference Alias when do I need to tick "Option", "Reuse in quest" and "Allow Reserved" and when to leave them as is? - What is "Force into alias when filled"? - In a ForceGreet type package, what's the difference between "(forcegreet)" and "(hello)" topics? - Do I need to set a quest owner for the package? - In a ForceGreet type package, should I keep the radius below some value? Thanks.
  8. Load Wrye Bash and go to the Mods tab. Mods have a "box" (sorry, can't remember the right term ><) near them. Green = all masters present and in right order. Orange = all masters present but in a different order. Red = at least one master file is missing, if this mod is checked game will crash at startup.
  9. Do you mean your char is in underwear or npc children too? With only this mod children shouldn't be able to wear adult clothes, you probably need something like Armor and Clothing for Kids.
  10. Poor Tes5Edit, why people don't like you? :'( On topic: if you load Wrye Bash it'll show you which plugins are missing masters, so it seems worth a try.
  11. Random questions: Have you followed all the installation instructions (installation, graphic card settings, ini settings, etc...)? Do you have any other mod/utility installed cept those in the recommended list? Do you have multiple graphic cards? If you (temporary) rename/move/delete the d3d9.dll in your Skyrim foulder, does anything changes?
  12. You can toggle ENB on and off by pressing Shift+F12.
  13. Skse starts the game, not the launcher. To reorder your plugins manually (unless my memory fails me, haven't use launcher in ages) just start the launcher, exit and then start the game using skse (you might consider though using LOOt to sort your plugins and then use MO/NMM/WryeBash to make manual edits to your load order if necessary).
  14. Does the game work properly with enb turned off?
  15. Wrye Bash and MO (and probably something else too) can tell you which .esps have been used for the save (check the "saves" tab, in MO mouse over the save and see if there are any missing esps listed in the decsription, in wrye bash left left click on the save and check the plugins list which is filled on the right, under the screenshot).
  16. Is there a mod like oblivion's luggage for skyrim?
  17. What's the UNP face, sorry? Isn't UNP a body replacer, not a face one? Do you have Apachii hairstyles installed?
  18. I'd like to attach a script and a package to a certain npc under very specific conditions. From what I understood I should be using a quest which fills an alias with the desired reference and start/stop the quest through a script. However the script which I attached to the alias starts running as soon as the game loads even though the quest isn't marked to start at game start. :wallbash: Running the start/stop script seems to work. What am I doing wrong? :wacko: The alias is filled as external reference to another quest. Should I try another filling method? Like ForceToRef function or adding a special perk to the npc through the script and then using matching fill or something else? (I stopped understanding what on earth I was doing long ago). Any help and suggestion would be very much appreciated. Thanks. :ohdear:+ EDIT: solved.
  19. Well, if you have trouble with performance I would recommend starting with some performance improving mods. Also consider switching to MO, as it installs each mod in it's own foulder, thus different mods you install don't actually overwrite each other's files.
  20. I'd say an easy way to do it would be linking the objects you want to enable/disable to a parent and attach a script to the level that enables/disables the parent when it is activated (but I'm talking from memory of long ago so I might be missing something).
  21. I think that is Knightly Armory? Thanks, also someone know where this is from?: http://img16.imageshack.us/img16/4205/tesv2013050515295531.jpg Legend of the Eagles Nest http://www.nexusmods.com/skyrim/mods/34834/?
  22. The ladder is the one at 45 degrees. But what about the fact it's not enabled all the time? If I navmesh the ladder, what will happen when it's disabled? Will the floating navmesh give issues?
  23. And 1 _o/ And 2 \o_ And 3 _o/ And 4 \o_ And 5 \o/ And Shameless Bump! *_o_*
  24. Sorry, maybe I missed it, but do you want the user to be able to do it ingame? Like, for example, have an item inside/outside the house that, when interacted with, will let you decide what to change? Or should the user decide what he/she wants when installing?
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