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AndyScull

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  1. Basically I'd like something like this Skyrim mod - https://www.nexusmods.com/skyrim/mods/12468 - it's easy to use, does not require SKSE, allows you to define the list for each enabled container and does not force you to use some ugly boxes. I found very few auto storage mods and all of them are not configurable. tl;dr; The functionality I need is this - 1. Perform some action (in abovementioned mod it's storing the fish in container) with some generic container 2. This container is registered in mod 3. Double-activating container brings up some kind of menu where you can: - edit list for this container - move all items on the list from your inventory to this container Of course, mod should check only base id of items so all modded weapons of same type are stored. Maybe there's a way to check if the item is equipped or favorite and skip this item, this would be even better.
  2. I bumped into this thread while reading about Vortex and judging if it's worth switching to it from MO2 (Mod Organizer 2). It seems I won't be doing that jump since Vortex lacks the best feature of MO2 - in MO2 mod files are separate from game folder, so the game itself stays vanilla clean and you can run it if you want at any time. All mod files are linked virtually on-the-fly when you launch the game from MO2. Also, because of that it has perfect profile system, no glitches whatsoever, you can even have different save files for each profile. With NMM (and probably Vortex as it functions the same), your game folder will have a lot of extra mod files in it, switching profiles simply doesn't work (In NMM at least) and sometimes you'll decide you had enough of that junk and just delete everything and reinstall the game from clean slate... With MO2 it's very easy to test mods, keep two versions of same mod to test upgrade process, basically all changes are made inside MO2, there's no actual file actions. You just disable or enable mods, change their load and overwrite order in program, etc. Then you run the game and MO2 uses new settings to provide this specific mod config to the game. With NMM (=Vortex) every install/uninstall actually modifies your game data folder, so it's longer, more error-prone, and resolving file overwrites requires reinstalling the conflicting mods.
  3. This mod from original Skyrim works in SE - http://www.nexusmods.com/skyrim/mods/10067/? It's not a 'harvest everything close to you' type of auto harvest, rather it randomly chooses one of plants in wide range around you and harvest it. The plant can be already clean so not always there's a result. It is slow, especially at starting alchemy levels, harvesting interval depends on your alchemy skill, decreasing at each 20. Restart autoharvesting with power to update it. AFAIR, minimal interval is 2 or 1 second at 100 alchemy Warning - before going invisible or ordering your companion, stop harvesting. This mod seems to 'activate' plants in order to harvest them, so that immediately breaks invisibility or your follower goes whoknowswhere for each activate plant. you can acquire the power without stealing the book, if you give it to yourself through console: help "auto harvest alpha" player.additem <id of book> 1
  4. Hi, since this post deals with specifics of exact 2.2 version running under Special Edition, I decided to post here instead of SkyUI thread. Does anyone know how to get rid of SkyUI's SKSE nag message? It isn't game-disrupting, just plain annoying, I honestly wish there'd be an ini or in-game option like 'yeah I know I am missing SKSE, now shut up and disappear'
  5. Hi, returning to the same old problem. Anyone delved into CK to find how the system works and if it's possible to "delete" unwanted house wing with carefully-placed console commands? The only thing I found on net is quest variables - "sqv BYOHHousePale" for example, but unfortunately this does not control building itself. When adding new house wind, only one variable changes - numRoomsCompleted_var Needless to say, disabling DLC is out of question since at this age a LOT of mods depends on it and need to be disabled too. Also, after disabling and re-enabling Hearthfire, there are some leftover running scripts which I believe were the reason my game CTDed every 5 minutes after reset // update googling around, I think it's impossible from console, since variables should be somewhere in script and are not modifiable from outside this specific script. Trying Papyrus Data Transfer now, seems like it shows all internal scripts and variables. Hope it can modify them too
  6. I kinda wonder about some kind of a guide too. Using JPEXS, I open and immediately save HUDMenu.swf file. And it crashes the game... size of the file is the same as before but byte contents differ. Maybe we need some kind of encoding?
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