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Shifted to Vortex and Bodyslide runs ok with it - but couldn't stand Vortex - hate it with a passion - stuff filed in hidden folders, awful to edit mods as it tries to do things automatically and generally stuffs them up. So after months of frustration (but operating Bodyslide) have returned, reinstalled MO2, reloaded everything, and Bodyslide is back to only running in the background if started via MO2 - yes, installed exactly as recommended (it's not rocket science)- runs outside of MO2, but of course doesn't access the data, runs in the backgound if started via MO2. Frustrating as all of the instructions tell you how to install, but not how to troubleshoot - other than reinstalling in a particular manner - which is what led to the issue in the first place.
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Yes, I know that - but I need to load them in "vanilla" form in SSEEdit, and on another screen I open file explorer - and simultaneously adjust the plugin as I remove the related material from the mod. A clear example is in NPC replacers - I might want 20 from one and 25 from another. I open eg the Bijin plugin in SSEEdit and remove the NPCs I don't want, and one by one remove the facegen nifs and dds from the mod using file explorer. Then I do the same for the other replacer mod. I get really suspicious when I select one replacer over the other, then without doing anything else, Vortex asks me if I want to accept the updated version of the earlier loading one - there haven't been any changes, so what am I accepting?
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You are describing the problem, not a reasonable situation - there should be an option to deploy with the conflicting added mod at the end of the load order to allow the user to use SSEEdit to address the issues. So no, I shouldn't resolve the conflicts first as I have found that Vortex has mucked up severely already doing this on previous occasions - it is very clumsy. Automatic does not equal best. It might be for novice users, but really mucks around those who want to edit those conflicting mods to remove the conflicts, not just hide them. Example - loaded a clothing mod - discover that several follower mods have some of the clothes in those mods - old versions - I don't want to overwrite those, I want to remove them and then use the more modern versions on those followers. So I want the clothing mod to load before those followers - but in the meantime I don't want the follower mods to overwrite the clothing mod - just let me run SSEEdit ignoring the warning! I want to be able to MANUALLY set the order, do my editing then run LOOT.
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Added a replacer mod "B" to my mod list that overwrites another NPC replacer "A" - fully intending to edit it to replace other NPCs. Have done this dozens of times while using MO2. Did so, the four other npcs now use the meshes and textures perfectly. Trouble is, when I first found one of the initial npcs she had the classic dark face of a mesh/texture mismatch. Went to replacer "A" to trace the nifs and dds paths - to find that Vortex has copied the NIF from "B" into mod "A" ie it has overwritten the data in mod "A" . This is a disaster as I have already done this process on about 6 - 7 other replacers. What dropkick thought this was a good idea? If it is intended to ensure that there are no accidental overwrites in future - it is like causing a train wreck to prevent a car crash.
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As it says - Vortex will not allow SSEEdit to open while there are unresolved conflicts - but it is those (intentional) conflicts I am planning to use SSEEdit to fix! How do I tell Vortex to shut up and allow me to run SSEEdit? To save you asking - I load up follower or replacer mods and edit them to replace NPC's that I can't find or don't like existing replacers for. Only takes about 15 minutes and I can do it for 5 - 6 NPC replacers using SSEEdit, File explorer and nifskope.
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Problem with radiant quests and dungeon mods -- solution ?
Tetrol88 replied to csbx's topic in Skyrim's Skyrim SE
Age old problem - the radiant quest system does not concern itself with levels. I play with my experience drastically reduced using mods (around 2-5% of standard experience) and this has been a constant issue. -
Is there a console command to remove an NPC's level cap?
Tetrol88 replied to Dimensionlord1's topic in Skyrim's Skyrim SE
Easy to do using SSEEdit - I use it on heaps of vanilla and modded npcs - some encounter mods spawn groups of enemies that go on rampages and wipe out guard posts etc - so I just modify the levels of any NPCs that I want in a created patch. If you make a mistake, edit (or delete) the patch -
Hi all - returning to Skyrim and rebuilding my mod list. Using MO2, all going fine until I try to run Bodyslide. Note I have used it successfully for around 5 years previously - but it is behaving differently now and I can't solve it. 1) set up accoring to all guides - install, use "add as executable" in MO2 etc. Set correct paths for output etc. 2) Click icon to run - MO2 processes this, brings up the "MO is locked while the application is running. Bodyslide x64.exe" - but nothing else happens. No Bodyslide, no icon on toolbar - but on task manager Bodyslide is running. Bodyslide x64.exe runs (but cannot see any data) if manually run outside of MO2 3) Deleted and re-installed Bodyslide (several times), done restarts of the PC between these - all to no avail 4) googling various sites, discussions of running MO2 as admin (no change), setting the security on Bodyslide x64.exe to full control for all users (no change), ensuring that Bodyslide x64.exe was not itself running as administrator (no change) has not solved my issue Can anyone please point me in the right direction?
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Ok - I've got 7,500+ hours in the game, and have worked through a lot of things in that time - but this has got me stumped. My PC is way over necessary specs. Playing with no issues until 48 hours ago W10, 1.5.97 (downgraded) via SKSE, MO2 and lots of mods. Decided to add xVASynth voices to my character so loaded that up, created the voice files. Took the best part of a day. Installed the required mods etc - clicked on the SKSE Skyrim icon, and it started - for about 30 seconds, then just stopped. Not far enough along to create crash logs etc. Checked for any driver changes, updates that had sneaked past without telling me - no - NVidia had updated several days before but I had been playing after that. Checked my antivirus and malware, firewalls etc had the required files as exclusions - ok Removed everything installed since my last play session, including reverting any mods that had been updated to as they were before. Used resaver and checked my mod list was precisely the same (although that was probably going to be more important for failing to load a save more than not running the exe at all) - no change Early stops like that - possible SKSE related so removed everything but SKSE itself - same thing. Removed SKSE as well so now was bare bones 1.5.97 obviously couldn't run that using SKSE, but trying the Skyrim executable - up popped the actual window to start the game, clicked play - and same thing happened. Thought it might be corrupt game files, and as I can't "verify" 1.5.97 decided to "update" (I wanted to deactivate a few crappy CC mods I had installed, which you can't do unless your game is "current" so it wasn't a total loss) No - won't run bare bones 1.6.whatever it is - exactly the same Any ideas anyone?
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So - quit out of game, all was going fine. Restarted game, start menu, ENB loaded, normal. Loading screen normal brightness. In game indoors close to pitch dark - in game menus normal. Brightness slider in normal position, and works, but even at maximum is still a lot darker than usual. ENB working, and environment light settings are as they should be, Zoned outside - everything is sort of "misty". Loading screen was normal. Tried different saves (ones I had previously used) - all dark (inside) or misty (outdoors). Exited and did the following, trying loading a save each change made 1) Total PC restart 2) Reinstalling all light associated mods, including weather mods 3) Reinstalling ENB all with no effect Tried console "SG 1.5" to increase gamma - worked indoors, but outdoors was now bright and misty. Returned it to 1. Any ideas please? Edit - Noticed it is still dark indoors with ENB off as well (and still a white out outdoors) Tried different ENBs and no change. Well - "fixed" - Nice of NVidia to update without informing me it was doing it. It doesn't even save your settings, so activated aliasing etc which stop your ENB from working. Oddly kept a Skyrim preset, but installed everything to default in it. In the meantime I stupidly managed to overwrite my preferred ENB settings.....
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Can someone tell me were to look please - I noticed that at some stage in the past that the big forts like Fort Greymoor, Dunstad etc were no longer being taken over by guards but the bandits etc were repopulating. (I think it is vanilla behaviour unless that too was mod added) I now find that ANY mod with takeover mechanics - like Skyrim Realistic Conquering, Lawbringer, Thandom of Treva's Watch etc - is doing the same - except those are getting BOTH the new guards and the bandits - meaning every one of them is having a battle when you visit. The bandits in question are vanilla spawns, or those added by the takeover mods themselves. I have checked to make sure they are not placements made by other population affecting mods. So it seems that the "Major Forts" such as Greymoor and Dunstad are not getting any trigger to change. Modded locations like Lawbringer are getting the new spawns, but also the old So I suspect there is something core being overwritten - but I don't know what. I have been through all the records in SRC and Lawbringer - nothing overwriting that shouldn't be.
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I had this, and Googling "false save game bug" will bring up a number of answers - to do with the default settings not having enough file handles - especially if you have lots of mods First - make sure you have this installed http://www.nexusmods.com/skyrimspecialedition/mods/17230 - SSE Engine Fixes - it increases the handles form 512 to 2048 More info https://www.reddit.com/r/skyrimmods/comments/8muxmd/sse_engine_fixes_now_with_fix_for_false_save/dzqq0bb/
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Windhelm Specific Issue - no spontaneous NPC dialogues
Tetrol88 replied to Tetrol88's topic in Skyrim's Skyrim SE
Victory - of a sort. Really frustrated with not being able to get to the bottom of this, having looked in SSEEdit for conflicts, checked script lists in mods, found every linked reference to Quest RefID 3502E DialogueWindhelm and checked to see if those were in any mods other than USSEP etc - nada I decided it was time for radical action - and simply disabling blocks of mods (starting with those that would be more likely to do something like this) and starting new games, then COC Windhelmstables and enter town. Decided I might as well get rid of a number of mods that I could do without first (Spring Cleaning). Might as well test after removing those - and - all back to normal. I don't know which of these may have been the culprit - so there are innocents here - but if you are suffering this problem and have any of these installed... Bellari Island AKA's Better World of Weapons Civil War Aftermath Return to the Thalmor Embassy - those being the more likely but also Solitude Skyway, Goliath Grouper (adds fish lol), Finding Velehk Sain and a follower mod - Fiona, Dragonborn follower. I could go and install them back one by one - but sorry, not motivated enough... -
Whatever happened to other quest mods?
Tetrol88 replied to BlackOut122's topic in Skyrim's Skyrim SE
Nexus mods "New This Week" Tab = 823 mods - that's 823 new mods this week alone!