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crmcdonaljr

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About crmcdonaljr

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    Skyrim SE

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  1. I do agree there will be a lot of mods. Although, Skyrim (SE/AE) has a ton of mods made during its 12 yr history. Not just on Nexus; I have to use multiple sites for my mod load. All those empty planets will attract modders like bees to honey. I'll probably be pretty selective because it is space and I want it similar to space; difficult to inhabit. The game comes with 10% of the 1,000 planets inhabited, which is dense compared to what the Hubble and James Webb telescopes have seen. Most of the telescope discovered exoplanets are hellscapes. It's a miracle we're even here on this livable planet; nothing within 1,000 light years has been discovered (yet). "How the Universe Works" is a favorite show of mine which I highly recommend to get in the mood to play Starfield.
  2. The Forge was added to the Creation Kit 2 in 2019. From the forge site "The Forge Cross-Platform Rendering Framework PC Windows, Linux, Ray Tracing, macOS / iOS, Android, XBOX, PS4, PS5, Switch, Quest 2". The Forge's Vulkan run-time will probably drive the graphics. Bye, Bye HAVOK. The Forge uses the scripting language LUA, so some are thinking it might replace Papyrus. Looks like The Forge Ozz Animation system will drive the animations. Ozz. animations Check out this YouTube video https://www.youtube.com/watch?v=3M8zfHHcOlw. For the graphics they used Maya, which is expensive and more complex than Blender which gives me troubles when using it. It's like I have to relearn it every time I touch it since I only use it occasionally. I'd like to see if they can apply animations to existing bodies in the CK2 without having to do it in Maya/Blender/3ds MAX. But this is a big ask and unlikely. For modders that don't have a lot of money, they're going to have to figure out how to export and import Blender files for animations. It'd be nice if there was an animation import feature in CK2.
  3. I'm unable to open a mod in SSEEdit. The module checkbox is grayed out and a line runs through the name. When I click on the mod SSEEdit displays an error missing master. I'm attempting to convert a mod from Skyrim to SSE. When I open the "+" in SSEEdit, it shows the old esm master file as missing with a line through it. However the current master file is an esp, which is loaded. Well, this is why I'm trying to load it in SSEEdit; I want to change the master. I've tried changing and renaming the new master esp to an esm, but this doesn't work. I've tried opening it in the creation Kit but the CK just shuts down when opening the mod I'm trying to convert. FYI I've optimized the NIFs with SSE NIF Optimizer. To date I have converted 6 mods from Oldrim to SSE and they work perfectly. I've Googled this till I blue in the face. Can anyone point me in the correct direction?
  4. I don't understand how this script snippet is working. I have a mod that is checking for factions using the following: IsInFaction("Immersive Wenches.esp"|0x0001716E) Looking under SSEEdit the faction is 0801716E for "Wenches Faction". I'm not seeing how a "bitwise or" would ever return true for the Wenches Faction. Does the 0 work like a mask that ignores the 8?
  5. I'm trying to figure out something similar, by changing an armor to work on a different male body. I came across this tutorial, but the posts address your issue with importing a nif to Blender. https://www.nexusmods.com/skyrimspecialedition/mods/8703?tab=posts Hope it helps, looks involved.
  6. If you are using Mod Organizer 2 the path needs to be set to the overwrite folder to build the output files. Use the "Settings" button then in the "Game Data Path" text box enter < drive and pathnames \Mod Organizer 2\overwrite\>. After this you can build any outfit and or body with physics you want. However, no textures will display; you'll only get a gray body and outfits wire frame. To see the textures set the "Game Data Path" to < drive and pathnames\Steam\steamapps\common\Skyrim Special Edition\data\>. You can not build your game output files from here however.
  7. Thanks, already using MO2. I have a bunch of mods to update, a few to delete, and about 23 new ones to install.
  8. Checking what others do. My thoughts were possible corruption with files, especially Skyrim. How would that even happen by just playing a game? If it will make you happy, then just have Steam Re-verify your files, if it doesn't download any, then all your files are fine. Although it sounds like you're just going to unnecessarily uninstall and reinstall anyways, and just want justification for it. I'm still playing Fallout New Vegas that I installed back in 2013 without uninstalling/reinstalling. Corruptions happen because they are computer files on hard disks. Hard disks loose bits and bytes occasionally. Can't reverify the files because I use "Skyrim Realistic Overhaul" textures. Reverifying would overwrite them and I'm not sure how Steam handles unknown DLL's in the root directory of Skyrim SE. "just want justification for it" you don't know that, supposition on your part. You're last sentence is convincing though and I would rather delete, update, and install new mods.
  9. Checking what others do. My thoughts were possible corruption with files, especially Skyrim.
  10. I've been playing a heavily Modded Skyrim SE for a bit now with 243 Mods. I'm nearing the end and will be starting a new playthrough when through. Only a few minor bugs and save file bloat. Seriously need to learn how to deal with the bloat. I've made notes on my install for every mod and patches needed. Should I delete everything and start from the ground up (Skyrim SE doesn't appear corrupted)? Or should I delete mods I don't want, add new mods I'm interested in, and update everything that needs it (this options would be faster)?
  11. Depends on their money model. They still distribute free compilers to entice programmers to their platform. They made computing cheap starting in the early eighties and it made them wealthy. If they see the same thing is possible with the Creation Kits; it'll be rinse and repeat. Hopefully, with their discipline bugs will become less frequent and Elder Scolls VI will be finished with a Creation Kit. However if they are using it to strictly bolster X-Box then future releases of Elder Scrolls could suffer lack of mods. Write polite e-mails to both Besthesda and MS. Say how much you like the modded games and it's why you buy them. Enough people write and they will listen; Money, Money, Money. Wish I could give every modder $5 or $10, but I don't have $1,257+ for a game. But I am very grateful to all of them. You rock modders!
  12. Ah, shucks. Well, I don't have the mod organizer files (or anything related to the mods) under the program files folder. So that's a step done. Alas, the "redownloading and reinstalling" part I mentioned was the manual check/uncheck of each plugin. I spent the better part of the day doing that process. Thanks for the help, though. I'll start with your guidelines once I get the motivation to do so. I'm just so tired of modding being really unstable, you know? Take a look at the TUCO mod guide. It was REALLY helpful for me in getting my mod load right. I deviated though, I used LOOT and loaded other mods to better populate Skyrim SE. I also browsed other Guides for mod compatibilities. So far my game has been stable with 243 Mods. I'm still learning! Pay special attention to your PC's capabilities and the world space graphics. My most problematic mods are people replacers like Bijin, Pandorable, and men of winter; I got dark face until I finally loaded them at the very bottom of my load order (below the Bash Patch). I'm terrible at creating patches. TUCO Guide: https://www.nexusmods.com/skyrimspecialedition/mods/10694
  13. "I got the impression that he was faced with more than a simple overwrite reinstallation; he mentions a new pc and a corrupt boot drive specifically. " You're right if he has to install a new hard drive or he get's a new PC. I had to reinstall Windows because of corruption. At the time I was unsure if the hard drive was going out; it wasn't because the new install fixed everything. That was 2 years ago. Not trying to snipe your advice, that's why I referenced it if he wanted to do more than my post. From his post, I can't tell what the fundamental problem is. Corruption, hardware, desire for new computer, or a combination? For me a new installation fixed the corruption. I'm cheap and like to keep my computer for as long as I can. A new Windows installation is pretty much plug and play.
  14. I was referring to the single download only as an improvement to the Bijin Skin Special and that I recommend. This is a texture file only. The guide is where you can get it. I used multiple guides when building my current playthrough trying to get a handle on compatible mods and load order and several were deprecated. Always refer to the Mod and description for currency.
  15. I'm guessing that a DLL is failing to load. DLL could be out of sync version with SKSE or corrupted somehow. Might even need a special DLL loader. SKSE could be corrupted. Or you loaded everything under the Windows program files folder and Windows Security is stopping you when a certain plugin is activated. In this case, you need to reinstall game and everything else in another folder. I think the thread you identified is fundamentally correct and you need to methodically test each DLL load. If it's a missing master (ie: ESP) then you would get to the launch screen before the crash, which could be immediate. From the SKSE64 download site: "Having crashes on startup after a game patch? Remove the files from Data/SKSE/Plugins and try again. Mods using plugins probably need to be updated." Set up a test profile in MO2 and start unchecking DLLs (plugins) and associated MODs (Mods that require the plugin) one at a time then launching. If this identifies the DLL mod, check the version with required version of SKSE. If that checks out then remove the DLL, download the DLL again, reinstall, and test. If this doesn't identify the DLL, then you have to approach the problem by unchecking all mods, reinstalling SKSE64, and loading one at a time to see if there are several DLLs at fault.
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