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About hati39

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It is not possible to activate a DLC to a running savegame. If your savegame is 1 yr or older and a new DLC is out, you MUST buy it, otherwise you have to start a new game or use an older savegame file. In my case I started a game with only The Passage and the cosmetic DLCs enabled. I was overwhelmed with my first try and all DLCs enabled a year ago, it was far too complex, even that I played Anno for more than 20 yrs. But now I would like to add the other DLCs (I own all) without starting a new game. It must be a political decision, not a technical. Ubisoft wants us to buy new DLCs, because you CAN decide to buy it and add it to your running game. But if you don't click "Yes, buy it", it is no longer possible to add it later. If it is possible to add it after buying a DLC, there must be a solution to do this later. I don't find any searching the web (only thousands of gamers having the same problem), so perhaps s/o has the ability to code one. He would be everybodys hero :pirate:
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Since I seem not to be the only one with this problem: do I install skse64 as a seperate tool like LOOT beside the games directory or do I install it inside the games directory (as described in the skse readme). And I remember some problems during my MO times, so: What do I do with the scripts of any mod that uses skse? Will I have to move them to skse/scripts or does Vortex handle them like any other mod file? edit: the usage of FNIS reveals some questions in the same direction ;) edit #2: ok, since I want to start testing and nobody has an answer for me, I've installed skse64 as I did with MO, so I installed the main files to the games dir and the data folder as a mod. I leave fnis uninstalled for now.
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In response to post #56942136. #56962836 is also a reply to the same post. Hard decision. Same as @Reidlos waiting for skse and Vortex before setting up everything new after my beautiful Skyrim died forever. Now in ESO while waiting ;) However, would like to start again asap. But: I will have to start from the beginning after Vortex' launch to keep up to date in future. If only we could have an idea of a release date. In a few months? Another year? Perhaps longer?
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In response to post #44375665. Sorry for the lae response, I had an car accident. Everything is fine but there were other things to clear. First of all: yes, MO must run in background. Not even that: you have to start everything from within MO, even Skyrim itself. You could run Skyrim vanilla, but then all your bug fixes and patches will have no effect, Skyrim will not find them. And all your ini changes are gone, too. So instead of launching Skyrim you'll start MO. There you'll find a drop down menu and a Start button. The program you'd run at last will be selected, so in most every day cases Skyrim will be selected (or SKSE, if installed) and you simply click start. MO will fade to grey and lock to prevent changes while playing and start Skyrim, that's it. Just a sidenote: I strongly recommend to use SKSE. It's needed for a lot of script based extensions that really became standard, like SkyUI, which gives you a much better user interface experience like sorted lists for your items and defined keys for armor/weapon sets, e.g. to change from light armor with bow and prefered arrows to heavy armor two handed, all done by simply press one single key instead of enter the menu during a fight and scroll through and endless list to change 10 parts of armor plus your weapons. Be sure to understand the concept of MO and SKSE and refer to the fantastic documentation from the S.T.E.P. guys. Google "install SKSE using MO" or something like that will lead your way. Back to topic Find your patches on Nexus and install them by clicking the NMM install button of the mod. MO will open and handle the install. Your patches will be listet in the left pane. If these patches contain any esp modules they will be listed in the right pane under Plugins. Now first sort your left pane by drag & drop. Beside the description of the mods a good idea in your case (only patches and bug fixes) might be the release date of the latest update of the mods: first the oldest patch, last the latest. Then, on the right pane, click the Sort button (shown if Plugins is selected). And that's the point! Now MO will launch it's integrated LOOT, which is outdated. Simply install LOOTs latest version. In MO, click the gear button on the top. A dialog will appear. As a name type LOOT. Click the first ... button and browse to your LOOT installation, click loot.exe. Leave the working dirctory blank. As a starting parameter enter --single-process. Click the mark for Use Application's Icon for shortcuts. At last click add oder change (not sure about the english MO, I use the german translation, but it's the left of the two buttons). That's it. Now you can select LOOT in the drop down menu instead of clicking the sort botton. After done that wait for a while. MO needs some time to check everything after running LOOT. Have an eye to the warning sign on the top right. If it remains greyed out for 20 seconds or so, use the drop down and thje start button to start the game. If it becomes colored with some yellow number on it, click on it and follow the instructions. If there is a beta warning, ignore it. The beta sorting will have a better solution then every first time user, so you will be fine to click Yes, sort for me. Give it a try. If you encounter problems, use PM. This will email me a notice that you need help. I will not browse this thread every day ;)
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In response to post #43785770. No. However, LOOT is integrated in MO. And because your data folder is virtual when using MO you have to integrate every tool into MO, eg if MO is not running, your creation kit will not find any file to load (exept the main esm files skyrim.esm and the DLCs). LOOT just checks the dependencies of your plugins and has a look to a masterlist with some metadata of each plugin. But first: LOOT is not perfect. The more mods you use the more sortings are possible, but LOOT has to choose only one, which is not always the correct one or the one that meets your suggestions. That's mainly because the masterlist cannot be complete, it needs community support to be filled. It is good for all the well known standard mods like smim, but the more plugins you have and the more exclusive they are the more LOOT needs your help. The second thing is: LOOT only handles plugins. There are thousands of mods that don't use plugins, eg texture replacement mods. These mods add hundereds of loose files to your data directory (in fact all these loose files already exist in the main esm files but will be overwritten with these loose files). So if you install Skyrim HD you'll find a thousand or so new files in your data folder. If you install Perfect Whiterun after that, it will overwrite a lot of files you just installed with Skyrim HD. Now assume, you like your new perfect Whiterun overall, but what you don't like is, that a lot of items you find all over Skyrim now are no longer consistent, eg the barrels, fences, roofs, whatever have another look in Whiterun but in all other sites in Skyrim. You need to change the install order to change that. As long as you have only these two mods there are several solutions of your problem, like simply uninstall both and reinstall in the correct order. But if you have 100 mods that replace textures, it's close to impossible to do that. In MO you simply click&drag the Perfect Whiterun mod ahead of Skyrim HD. Problem solved. But that's not all. Let's assume, you want to have consistent barrels all over Skyrim but why shouldn't the roofs be exclusive? In that case you could keep your install order, right click the Perfect Whiterun mod and have a look to Conflicts tab of the information dialoge windows of the mod. As the name implies you find two lists, one list of files provided by the mod and the names of the mods that will be overwritten, a second list of files that will be overwritten by other mods plus the name of these mods. You now can select single files and hide them to Skyrim, in our case the texture for the barrels. The result is a Perfect Whiterun with the barrels of Skyrim HD. Problem solved. I used texture replacement mods as an easy to understand example. I'm even not sure whether the two mods replace any barrels (because most people use SMIM for this kind of stuff anyway). And of course the game is still playable with any barrel texture. But there are much more mods then only texture replacer. Some expand Skyrim, change the gameplay, quests or the UI, often they use, add or replace scripts to do that. You can easily imagine that something fatal can happen if eg two mods confict in such a more essential module than a texture.
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In response to post #43600675. #43602615 is also a reply to the same post. Oh yes, I know, I'm far from asking for a release date. And under normal circumstances I wouldn't ask. But in less than 2 hours my dl is ready and I'm pretty sure that there will be mods I'm desperalety missing. So if they say, "we can use parts of the code and are sure to have an alpha ready in a few weeks", I would wait for a while. But if they say, "we are only 2 coders and really create from scratch using new tools we are not familiar with, we may could present a pre-alpha late 2017", I would start the good old manual way, with all it's extra work and disk space and waiting time for copying 20gig to external hds before overwriting half of the games data etc ;) However, perhaps after 2 weeks they might had one or the other meeting and could at least give a hint if we are talking about 2 weeks or 2 years.
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Unfortunately I never got an answer to my posting on 19 Oct 2016, and there seem to be more people interested to: Any idea or perhaps a timeline from the devs about what period we are talking about? Days? Weeks? Months? Years? Just because the day comes closer when I have to decide whether I start modding manually or wait for a tool.
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Great decision! However, what makes me a little nervous is: will there be a more or less functional product in just a week? A lot of authors wil be fast in porting their mods (if at all necessary). And sure most users are even faster trying out SSE. But no matter how good or even fantastic Bethesda will have done the job: everybody with a heavy modded game will miss "his" character, his tools, his immersion, whatever. For MO users it will be hard to move back to old style modding. A lot of new hard drives will be sold to manage all the backups ;) Any idea or perhaps a timeline from the devs about what period we are talking about? Days? Weeks? Months? Years?
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solved
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http://www.modwat.ch/u/hati39
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I still have no explanation nor a solution. I started a new game (using LAL). The Racemenu opens and works. Dialogues work. QuickLoot menu works. As soon as I press ESC, Tab or open eg. the inventory with i the game ctd.
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Hi everybody, suddenly I have some problem I cannot find a reason for. No matter if I use ESC, TAB or i for inventory the game crashes. I'm using MO. Relevant mods installed: SKSE, SkyUI (13 mods with MCM adds), FISS (for ScriptDragon), Better Dialogue Controls, Better MessageBox Controls, RaceMenu with patch (all Apachii Hair, KS Hairdos, some Tattoo mods), QuickLoot. All in all 240 mods (208 plugins) active. Skyrim runs very stable for months with this. What did I do? Tried a new ENB (SkySoul, I'm using ENB Manager, it needs the ELFX main module so I had to activate some ELFX patches for other mods) and had some stability issues. Played around with some settings when I noticed a new upload on Nexus: spINI. After using it the bullsh*t started: awful optics, mouse y-axis locked, CTDs during game play. I also added some other new mods (Brawl, Sean's Attractive Women UNP, Tanya follwer, Authentic Windhelm). For whatever reason MO asked me to change the load order of some mods (as far as I remember 4 mods that stand in no relation to the new added mods). I agreed but unfortunately I didn't have an actual backup and don't remember the changes made. What did I try? I restored the INIs changed by spINI (yes, in the MO profile folder, of course). I disabled the new installed mods, ELFX and patches and restored my old ENB. However, MO does NOT asked me to change the loading order when starting LOOT back to the former load order. The QuickLoot menu and dialogues work, all other menus CTD. WTF??? EDIT: What makes me nervous: shouldn't there be an "update xx menus" notice after a while when using "setstage ski_configmanagerinstance 1"? I don't receive one, even after 10min waiting for it.