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StorytellerArc's Achievements
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I'm having several issues attempting to get T3nd0's Perkus Maximus Skyproc to work properly, and testing it in an attempt to discover the issue is proving fruitless and stupidly time consuming... especially as it seems to be multiple issues at once,,, I'm going to start with something that all of the Skyproc's seem to have an issue with. Specifcally, they can't tell when I have 'Unoffical Skyrim Patch' installed, as every mod that requires it for a master (the other unoffical patches and the USKP PerMa patch) doesn't pick it up... I don't know how much of an issue it is, but all the same I would love for it to be resolved. Secondly, whenever I have the 'JSwords.esm' plugin activated, the Patcher always comes up with "There was an error exporting the custom patch (Null)". Having access to Jaysus' Swords and having it working properly isn't entirely necessary for the game, but I would be very grateful if someone could help me fix the issue.
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Alright fine so it didn't pick up the right path to use SKSE... still would of prefered if you didn't just link two information pages like I'm some sort of idiot.
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So, I have a bit of an issue with Mod Organizer... specifically, running SKSE through it... I installed SKSE as Gopher shows on his 4th episode on Mod Organizer, yet every time I try to run SKSE, I get the messeage ' failed to spawn "ModOrganizer": failed to start porcess (Access is denied. [5]) '. The fact its Access denied says to me that its a proper with permission, but I'm running it as administrator, so that can't be the issue... I admit, I kinda suck at mods in general, so any advice in fixing this issue (where its only one of two big issuses that's stopping me from playing the game) would be much appreciated
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- mod organizer
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Yeah, I do know about Lorecraft, but its hard to manage and not for everyone. Plus, I'm unsure how well it handles modded weapons & armour, which is the big problem here. I'm okay with the blacksmith menu normally, but once you start adding weapons & armour mods, it quickly grows and becomes cluttered. Hence the suggestion of a Sky U.I/Racemenu like redo for the blacksmithing menu.
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I'll admit right away, I don't have no experiance in creating mods at all, so I don't know if it this is even remotely possible. So, I like mods. I like having new armours and weapons, and there are many, fabolous weapons and armours that can be found throughout the nexus. But there is one rather significant problem. 255 mod limit. Meaning that the amout of weapon and armour mods I can have is limited... I can do that, because I can make sure the weapon & armour mods fit the weapons & armour my character is going to use, but even then. They take up significant space. So I thought. 'Why can't their be a way to take all these mods, and combine them into one, unified mod?' I mean, we have tools that do significant amount of work at the click of the button, with the ASIS distrubiting modded materials to the enemies, including spells and potions, and the Reproccer, which takes all these new weapons and armour, and make them match the changes of Skyre. And yeah, I know they are vastly different scenarios, with different work having to be done for all of them... but still. Why can't their be a tool, that you can run, and combine all the weapon and armour mods in your load order into one, single mod and free up space for even more mods to be used? I'll wait for feedback to tell me if this is even possible.
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I'll say right away that through I enjoy adding mods to my games. My modding skills is next to none, so I have aboslutely no idea if what I'm asking is possible. But with the Sky U.I. MCM, Race Menu, and so on... I think it might be possible, as its already been shown the menu manipulation is possible. So, the Blacksmiting menu. It does the job well, dividing what you can smith into the different materials. Which in the vanillia game, is all you really need. However, when you start adding in mods with many weapons and armours... the menu's start to get rather... big. Meaning it can take a lot of scrolling to find and smith what you want to smith. The solution I've throught of? Well, how about catogrising the materials some more? The catogries could range from something simply like weapon & armour, to something a bit more complex, like 1hd swords, 2hd swords, 1/2hd axes 1/2hd blunt, bows, crossbows, light armour chestpiece/helment/gaunlets/greaves/boots/shields & heavy armour armour chestpiece/helment/gaunlets/greaves/boots/shield. Which is quite a lot of categories... Or perhaps do the armours by armour set? So all of the steel nordic are found under a 'steel nordic' tab, while say... the Vanguard armour or hedgeknight armour are under another tab? Basicly, the purpose of the idea is to cut down on how much scrolling one must do in the Blacksmith Menu, make it more clean & efficant, make it easier to navigate and search for praticular items. That's what the Sky U.I does for the main menu right? So won't it be possible to do something similar for the blacksmithing menu?
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A quick question about limitations...
StorytellerArc replied to StorytellerArc's topic in Skyrim's Skyrim LE
I thought it was something like that... -
Apart from Wrye Bash merging mods together (which it can't do many off) is there any other way to get around the 255 plugin/mod limit? Somehow I get the feeling that the answer is simply 'no' or very complicated.
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There is a lot of mods out there that simply give you stuff, allows you to craft stuff, or simply puts stuff in the game for you to find and get for free. Mods like the Immersive Armours. Castle Grey, Silver Dragon Armour, Diamond Weapons, Draedic Lord Armour, Power of the Gods and Master of Time and Space to name but a few. Some people like that. Others I am sure, don't. I am one of the latter, and I wish to change that. However, I am no modder, hence why I am posting here. My idea is rather simple, get the permission of the mod's author to either modify or make a patch (or something) for their mods, then make a quest or several in order to earn the right to own such impressive homes, to find such powerful weapons, armours and spells or to be able to craft such exotic weapons or armour. Because of the scale of this idea, I honestly doubt it will get taken up on. If it does however, I am willing to help. Though I am unable to help with the mods themselves, I believe I might be able to help with the story behind the quests.
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I've just started a new game after getting quite a few mods so I don't know which one could be causing the problem After I move into the keep, have the first fight in the keep and move though the door the NPC that is with me... well stops moving. Just stands in place at the top of the stairs. Then later one when I moved to the torture chamber the tortures and the Stormcloaks were just standing still and not attacking one another. They only did so when I attacked one to get them aggressive. Has anyone encountered any problems like this before and have an idea as to what mod could be causing the problem? If requested I will post up a list of mods I'm using (All 81 of them) so you can help me better.
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1. What is wrong with posting in yellow? Its my signature. 2. That sounds more like a quest request then putting together a group of people that will work on multiple quest mods.
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I can contribute. The story behind a quest is very important... The modding isn't everything when it comes to a quest... and I guess I could learn the basics in order to help...
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Mans up to the backbone? I can do that. though I guess most people will probably want the driving force behind it to be a modder...
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... The main problem is that I simply fail at modding... I can think of ideas for mods and I will be great at writing ideas for quests... but doing them myself? ... No going to be happening...
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I'm not repacking the Mod Request forum. There, any type of mod can be asked to do then anyone can take it up and make it. Sometimes not even acknowledging where the idea originally came from. The Quest Factory isn't just about Requests as I've already said. Yes there will be requests accepted, but they will also do quests which they themselves have come up with. Plus because it is a group/team working on a mod. It should be easier to complete, either taking less time then it would take a single person. Or allowing people to go into more detail within a similar timeframe. As well as easing up on the pressure for such mods.