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Gorgopis

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  1. Thanks for responses! And thank goodness we don't want to reverse-engineer a release. But we did find forum discussions on reverse-engineering existing mods--which we have done already to a small degree. So we figured if there was a mod on the Nexus that provided an in-game spell to implement (or script) Skyrim SE console commands, then we would have a learning experience to see how that mod accomplished that feat. While we don't want to download a spell-mod to enable in-game for gameplay, we would be willing to download a similar such mod that we could study. Best, G/M73.
  2. Hello, Is it possible to create a Skyrim Spell-Mod that carries out one or more console command(s)? We would like the spell to "time in" and then "time out." Please note that we don't want to download a mod that can do this. But we might reverse-engineer a mod that accomplishes such a goal. We would like to learn how to do it. Thanks-- Gorgopis/Moebius
  3. Hello, This might be a Creation Kit Question, but is it possible to create a Skyrim Spell-Mod that carries out one or more console command(s)? We would like to have the spell "time in" and then "time out," also. Please note that we don't want to download a mod that can do this. We would like to learn how to make such a mod. Thanks in Advance-- G/M
  4. Thanks for all replies! We were thinking to avoid 'logging" into Vortex, but that may be the simplest way to go, and then check the Vortex messages for updated mods.
  5. OK, thinking outside the box. The crash-logger may be the best way to go. On one play-through, when we experienced multiple crashes, it started when we finished a Solstheim quest, and then fast traveled to Windhelm. We probably made a save, at that time, and somehow embedded a faulty script into the save file. The logger showed a constant crash indicating Solstheim quests, (involving "pillars-events" in Solstheim) somehow in our save file, even though we crashed at Windhelm all the time. Saving the game right away, after reloading our Solstheim game-save, then fast-traveling to Windhelm, did NOT fix the issue, and all the following game-saves were corrupted by that same embedded error. ++ That was many playthroughs ago, and we think we solved it by starting a new pristine character and gameplay, after creating a brand new profile for our favorite mod-list on Vortex. Hope this shines some lights in the area?
  6. We noticed some of our downloaded mods have since been updated. Do we download the newest version in order to update them? [This may also be a Vortex (which we use) question.] We do not see an "update" feature at Nexus for the Mod-pages in question. Thanks, for tips.
  7. Here's a guess: there are two scripted events that occur when you approach the front gate of Windhelm: a key NPC (character) leaves the stable-office, and, if you are advanced in the story line, a dragon attacks near the stables, and may be scheduled to fly over the city. So, scheduled scripts can freeze or crash the game if 1) you have mods that affect the NPC or dragons; or 2) have mods that affect quests involving Windhelm (i.e., Stormcloaks' Jagged Crown); or 3) are playing on a lower-end PC, as graphics-intensive mods may cause a hiccup. We're (two of us weighing-in) not concluding anything, but just offering ideas for troubleshooting. GL.
  8. Follow-Up, partly solved, but not completely. We "finally" got Vortex to "see" Fallout 4" SKSE and play from the Vortex dashboard. We don't know how we solved this, but this may have been what we did: 1. We studied the location folder tree where the f4 skse loader.exe was, and entered that pathway using the Vortex SKSE-tool editor (the three dots), and, after it didn't work at first, we quit Vortex, restarted the PC, and when we started Vortex up we could NOW run F04 from the dashboard. We recall setting F04 .ini window-resolution-files first, and next playing from the F04 native .exe desktop icon first before doing the above??? So, to implement F04 SKSE, run the game natively first outside of Vortex, from its new drive? Problem remaining: 2. We still can't get Bodyslide for F04 to run from the Vortex Window. Thanks for anyone continuing to follow this thread!
  9. Vortex stores our (CK) home-built mods in the Skyrim Data folder as .esp's, along with all downloaded mods, and not in any separate folders. Both home-built and downloaded mod-assets are distributed in the native Skyrim SE-Folder-Trees. Similarly, mods with json files distribute those properly into a json file. All downloaded mods contain a "managed by Vortex" sub-folder or "link-director" in all subfolders, while home-built mods do not show any "Vortex subfolder." At least this is the way we understand what we're seeing.
  10. We (two of us at this address) also used saved games from LE in SE with success, and all of our completed quests and levels transferred successfully. We think we recall when we did that years ago, SE "folded in" those high-resolution textures as one of its "already-upgraded" improvements, so those original LE texture packs became obsolete? We manage our mods with Vortex, and we used a version of the Winterhold Reborn mod, once on LE and then the SE-specific one later on SE. We simply downloaded the SE version, if we recall correctly, installed it, started up one of our existing saves, and waited in-game about a minute without doing anything, then made a save, to "tell" SE we're playing with a "new" mod, and it seemed to work. We're on PC. Good luck!
  11. We recently added a gift, an external SSD, set it up as drive F, and on it installed Fallout 4 which was on sale at STEAM. Next, F04 played fine straight from the executable. ++ But when we next went to integrate F04 with our Vortex, and downloaded, while logged into Vortex, the Nexus 2022 F04 Script Extender, and a couple of other mods, Vortex couldn't seem to find the F04SE.exe. So far we have no success starting the game from the F04SE.exe tool on Vortex, which we did try to edit for the correct SSD pathway, but which Vortex can't seem to find, though we can see the fo4se.exe right there in the folder on that F drive. We're pretty sure our folder pathways are not right, as far as Vortex is concerned. We're sure this is very simple, but we are (also) having lots of brain fog. Thanks for any advice. We would like to also install MCM and bodyslide and set them up as Vortex F04 tools when the time comes.
  12. We have 15 Vortex profiles with their own player-characters and save games. Our first one is named "Skyrim Default" and has only the base game, update, and DLC installed. We have not played this profile, we simply use it as a base, to clone, so we can test mods one by one, if we need to. Thus it has no player-characters created; and it has no games saved. Whenever we want to try a new mod, we clone this default profile, name it according to the new mod, install the new mod, and then enable the new mod in the profile with Vortex, and start a play-through to see how the new Mod works, solo, without influence from any other mods. If we like the new mod, we will next clone our latest profile 15 add the newest mod to our mini-massive-mod-enabled Vortex Skyrim SE profile as no. 16 and transfer our character and save games to the new profile. You are not "supposed" to add new mods when doing a play-through, but we have not really had an issue doing it this way. What we do is load our existing save, after adding the new mod, and wait about a minute without doing any game-play and then save. We can also go into Race Menu, tweak our character, and make a new Save no. 1 while preserving our overall Skyrim-game progress. ++ Our second Skyrim SE Vortex profile is named "Default Two," with the same settings as "Default." On this one, we played Skyrim SE all the way through with NO Mods at all, and it has its own character and saved games. Our current profile 15 has our forty favorite mods installed, and we in it use eight different characters, (Tweaked same-character with Race-Menu) depending on the saves in the Skyrim-Menu Load Window. Our other favorite profile no. 14 has a different set of mods enabled, so we (two of us play on the same PC) go back and forth between profiles and get a different environmental look, and different quests, linked with Quest-Mods. We are currently playing Skyrim on both Profiles 14 and 15, and each Vortex Profile runs only the Mods enabled on that profile. Any mods not enabled will not show up in game in either profile. And thus, disabled mods do not appear in our games or in our saves for that profile. Some experienced Vortex users run between 200 and 300 mods on one Vortex profile and go back and forth between profiles in gameplay to enjoy different Mods as we do above. We have not found that many mods to add and use and for which to manage possible conflicts for with Vortex--yet. Hope our overview helps??
  13. This is a very interesting thread for modders, but some of us don't use MO2. How might these techniques work for those of us who use Vortex? Would @greyday01's advice work similarly?
  14. We do not know the answer, but we can suggest some tests to help figure out what happened. If you used quick save at all, please note that using quick save or relying on autosave often corrupts Skyrim Save content, because not all of the game/NPC data and information can get stored in the save during that quick of a save. So the save may have lost Serana's texture data. Most experienced players turn off autosave and never quick-save. (Though Speedrunners use quick-save, because they are not in game more than an hour, and they are exploiting flaws in the quick-save mechanics.) Test 1: Can you load an earlier save where the textures were not black? What are the dates on the normal saves, and then on the save when the textures turned black? You could try replaying the game from that earlier save? Test 2: Did you install a new mod at any date between those saves? Some mods change character texture files. Test 3: Did you in-game travel to a new cell or start a new quest between the times of the good saves and the flawed saves? Test 4: Sometimes NPC or quest mods can change NPC textures and a conflict between them will cause this kind of issue. Test 5: You can also explore these forums to learn how to re-validate your Skyrim files at STEAM. Skyrim is historically unstable, and this used to be a go-to method to reload all the vanilla and expected links in game to textures that could have been broken. Good Luck!
  15. We do as @anjenthedog, and Steam has not tried to update our Skyrim SE at all. We also recently purchased a couple of titles really on-sale at Steam, downloaded them, and our Skyrim SE was untouched. (10 bucks for two historic highly ranked games!) We worried about unauthorized Steam updating of our existing games, but, Whew! Hope this helps or reinforces??
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