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cheffchantier

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  1. Hm, i am a little in the dark atm . What manifest file? Edit: Sorry found the appmanifest_489830.acf and set it to read only. thanks for the advice
  2. Nice. Yeah, i was scared that as soon as i execute the skse shortcut, it would automatically update some critical sykrim files and all my work would be for nothing. thx man for the good news
  3. Yeah i blocked steam from updating my Game . So you are saying if my game did not update and i did not do anything else, i can still start my game normally like 3 months before and it should work? or do i need a new non-ae skse version? Everything is the same as 3 months before i left. Thanks for the reply
  4. Yeah, I pretty much have the same problem. I have a Mod-list of around 547 mods and when i left skyrim-modding in September i was in the middle of doing my own patches and modifying not working mods ( i was several working hours away from finally playing the game with my working mod list). I neatly documented every detail/info the mods had in xls tables, to get a overview of what works with what , what problems, etc. I invested months in doing so and now this s***.... I know everything that has no scripts like textures will probably work fine, but my list has so many scripted quest mods and other scripted lesser known mods, that it would take forever to revisit every site for every mod an reread the whole thing again, no thanks. On top of that i saw the SKSE64 Plugin Status Master list Website, but i do not have a lot of them maybe, 20 +- from the mods listed there. So that is not really a help either. Now i wanted to know how the experienced modders with huge mod lists got theirs working?? Did you rework your whole mod list? Remove a lot of mods? Thanks for the answers. P.S. What i still don't really understand, are you able to keep your skyrim on the version i used back in the day with the skse shortcut. I have read that a lot of these did not work anymore (even after updating the skse to a new non ae version)??? I honestly did not have the guts to yert test my skse shortcut in fear of destroying more then necessary.
  5. Hey, sorry for the late reply and thx for your answers. I will keep an eye out for the add-on. thx. I personally can live with the errors, i just wanted to know if it was common issue or something on my end. Hm, i just have avira (which i will be deleting soon since i don´t like it at all) suite running and spybot search and destroy. I will have to check if i have some limitations configured for URL´s or anything else. For the rest i have several ad blocker´s and no script for Firefox, but i doubt these will be problems. Or how exactly does getting information on mods work on vortex. Does it go directly to the servers for the information or does it try to get it from the pages?? But to be honest i do not think that it is any security software problem since the other information from ca 450 mods i get just fine. Maybe smt with the info the author delivers you guys? But since i don´t know how vortex exactly works i can´t pinpoint it. I will try disabling both on startup and see if it works(if it does not i will try to uninstall and see if that helps). I will get back here if it was the solution and works.
  6. Hey, I had some questions regarding the integrated update system in vortex. I have a nearly finished mod list of 550 plugins and i wanted to see one last time if there are updates available(before beginning conflict resolution and patching the mods errors). There are several mods that always return a request timeout(i attached the error messages). I know that several mods with the " not available error " can be ignored since they are no longer on nexus. But the other Mods are still on there. What´s more confusing is before i tried the update function vortex mentioned that several mods needed updates for example: The scrambled bugs enchantment cost fix, i always get the icon that the mod has an update for that file, but that is not true. i have the latest version of it and still get the message. There are several other mods with this problem as well; for example SSE Engine Fixes (skse64 plugin) - Engine Fixes - Memory Patch for SSE 1.5.97 i still get the message to update yet i have the latest version installed. My question about the update procedure is: do i need to forward some ports in my firewall for this to work or any Tcp/Ip changes? Most of the time the update function works but not for the ones in my attached file. Does it have something to do with the information provided by the mod author on the nexus page of the mod being outdated or anything like that?( i read somewhere that vortex gets some of its information from the nexus pages of the mods?) The other question is; how do i stop vortex from showing me mods that apparently need an update but really don´t? Thx for your help
  7. Hey, THX for your reply. No, not all. There are errors I know that should be ignored, like Inigo, crf, .... All the tint layer errors will either be removed or replaced by smt else. But there are other errors that limit the mod's original intended functionality. In Heljarchen Farm(also read some reports in the forum) there are missing references for several activators on the repair workbench. The script for the workbench control is missing all its form IDs. Now I am not sure if it is just in-game messages since I can't find it in CK or if it influences if the farm can be built at all. Same with LC_citadel, I had to assign the right property value in CK for the main quest to work correctly, so that I could finish it. These errors i want to be fixed. Else I could just remove the mod entirely since its main function may not work.
  8. Hi, I have been trying to repair errors shown in sseedit, to get mods and their faulty functions back in working order. So i don´t intend on just deleting the errors or setting things to none/NULL - Null Reference [00000000]. I wanted to ask people who repaired mods/experienced modders, if they have a process of understanding a mod and how to reverse engineer it? I have been trying for some time now, but i am turning in circles and have some problems of understanding how certain things work. Mostly quest related or aliases. I read the page about them and understand how they work , but somehow i can´t make heads or tails about some errors and i wonder if it is because simply things are missing from these mods and need to be re-added/created or things just broke and need to be referenced again with the right variable/value/alias…It´s very tedious going through the lists trying to find the right forms/aliases . How do you know what value is the right one? Or if it is a dialogue, activator, book ,...? I know common sense but that does not always work. For example in a little mod called fortune´s tradehouse you get the 2 following errors: How exactly do you know what to fill in to get it working?Trial and error or can you look up references and to where they all lead in CK? I found they are referenced in the quest aliases for the main quest as unique npcs and in their sheets nothing is defined. And their properties are set in the script for the main quest(also the variables are setup in that script). My common sense tells me that the mod got the wrong formid assigned or i can delete the script as it was forgotten? I assume it is also possible that some of these forms are old remains that are not really needed since they are not referenced in that specific quest.( i know aliases can be referenced game wide but could they be referenced by another quest while in this quest)? So how do you know what to replace and what to delete or if they are unnecessary? Thx for the help.
  9. Sorry did not mean bash but smashed, with manuel ssedits afterwards.
  10. Hm ok thx for the info. I wanted to avoid wrye bash since i use another method of creating the bashed patch. I had rather used a harcoded method like editing the masterlist for skyrim in vortex; but seems it can´t be avoided to use wrye. thx
  11. Hey Guys, I had a question about Vortex and Bash Tags. Is there any possibility to add custom bash tags to Vortex? I see LOOT has the possibility but i only use loot inside vortex to do the initial load order then change it up to my needs. So how would i go about this if i wanted to add a custom bash tag for a new mod? do i need to edit the masterlist.yaml to add new Tags to a custom mod section?(in vortex or do i add it in LOOT and Vortex overtake the changes?) I did not know where else to put this and did not want to create a new thread. thx in advance
  12. How can you fake an opinion, I said/wrote myself??? a quote is something, somebody once said/wrote/defined and gets used forward from another source for I don´t know what purposes. i just used the quote function because i was to lazy to write it all again and for easy finding if needed. I stated my opinion nothing else. Or am i writing and essay where you grade me or do i violate any copyright? I hope freedom of speech/thinking is still a thing ;) I feel as if I am writing to a wall. Why don´t you understand that I am not using groups for every plugin/mod out there. I just use the groups to sort the few plugins not sorted by auto loot, so the problem of cyclic rule redundancy is somewhat minimized......if not at all eliminated. as isharameradin stated apparently loot does not have that many problems anymore ordering plugins, then a year before when I used it to make my old mod list. but I will never completely trust LOOT ordering my load order. I really don´t know how to explain it otherwise, sorry for my bad English, but I tried now 3 times. I thank you for your invite, I will remember it and wish you all the best :wink:
  13. You are aware that is just my personal opinion, no fact, or are you so hellbent to press your own opinion on other people who clearly showed you they have a different opinion??? As stated several times I did it with my Method before with 457 Plugins and aside from the Ivarstead CTD, everything worked fine. I just wanted to know if the order I used before is remotely ok to install mods and work their conflicts. I really thank you that you took the time to answer me, but from the beginning, this conversation was totally beside the Information I came here for (it's as if I came to ask for help, for how high I need to deploy my ladder to get the best apples from my tree. then you come and say forget the ladder you need a forklift else you just run into problems and nothing will work and you will just complain to me and yadda, yadda, yadda.) --> If I would be a beginner and did not know anything about modding I would feel really grateful, but atm this just feels like you trying to impose your opinion on me. Which I don´t like at all. Just let me mod my game, believe me, it is not the first time I have done so. I believe I have stated all there is from my side of view. I will now get back to modding my Game, if anyone else(or even YOU) can give me some feedback on my question I had, I appreciate it, if not this thread can happily be closed. Thanks, ISharameradin for your helpful Information
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