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Everything posted by 3012
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I do use SSE Engine Fixes, yes, but I don't actively rename save files. Maybe SSSO messes with that but I don't think so, because then I should at least have the .skse files after a named save done from the console. Also I've checked the profiles save folder whilst saving (without closing the game) and a .skse file did not appear. Okay then. Thank you very much for your support. I may ask the MO2 support but unless someone else here has a bright idea, I guess I just have to deal with it.
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- extended hotkey system
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Yep. I've checked some other profiles. Some of them have .skse files, this profile does not. I have no idea why though. I've checked with profile specific saves turned off and there the .skse files are saved just fine in the global saves folder. This is rather weird. Any idea what could be going wrong?
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I've got a reply from the mods author: I think this confirms an issue with MO2, doesn't it? I am using profile specific saves in MO2 and I can't find any .skse files in the profiles save file location. Any idea how I could get around that?
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Unfortunately, there is nothing in the overwrite folder. I've checked that as well, forgot to mention it.
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Thank you for your reply. - I don't use a controller, none is connected and on reloading a save the hotkeys are remembered as long as the game does not restart.
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Hello. Latest character is a wizard with lots of spells so I felt the need to have more hotkeys available, thus I installed Extended Hotkey System, as I thought it offers exactly what I need. Trouble is that it does not remember my hotkey assignments, whenever I start the game, the assignments are lost and need to be set up anew. It doesn't seem to be a problem with the mod itself as no one seems to have complained about it in the mods posts. My guess is that it has something to do with MO2 but I don't know for sure. Without the mod, Hotkeys are remembered just fine, no problems whatsoever it only happens with this mod installed. Here is my load order: I've tried running MO2 and SKSE with elevated permissions but that didn't help as well. I'm using profile specific saves in MO2. Any help would be much appreciated. The game runs stable enough but still, setting up the hotkeys whenever I want to play becomes a little annoying.
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Thanks. Do you know if there is a Form 44 version available?
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Hello. I'm experiencing CTDs when killing bandits. Not always but for certain bandits it's 100% reproduceable. I haven't figured out why these are causing the CTDs and other not. It also only happens when I kill them, if a follower does it's fine. I don't know what to do next. I tried setting the killmove chance in VioLens to 0% to see if this yould be the cause of it but it isn't. I also don't know if other enemies are affected as well, so far it only happened to bandits. Active Mod Files: Note that the IcePenguinWorldMap.esp is Form 44. Any help is much appreciated. Edit: I have some more information now: It seems to happen only with the silvered dagger (added by Summermyst; Load Order 50) with a self made paralysis poison on it with its last charge (due to the Ordinator perk that gives additional poison charges in the alchemy tree). Edit2: I tested some more, apparently I also have CTDs on changing cells (entering or leaving cities, buildings, etc.) but that seems to be random and isn't easily reproduceable,
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Any idea from which mod this armor is? https://youtu.be/ni9UPZ5Sk2g?t=243 (4:03)
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Hello. I tried to get the Skyrim Memory Patch to work with my setup but I can't get it to work. I am using the latest (beta) version of SKSE (1.7.2) ModOrganizer and Memory Blocks Log to check the used memory. I installed everything as it is explained there: http://wiki.step-project.com/Skyrim_Script_Extender#Recommendations But it does not work. I tested it several times by spawning NPCs and Skyrim always freezes as soon as block 1 reaches 256MB, as MemoryBlocksLog shows me. What can I do? I am using a post-process injector and hialgo boost. Does that conflict with the memory patch? Are there other conflicts?
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Thanks for these suggestions Avastgard. Personally these mods are way more than I want and need. The Author of Simple Taxes however replied to my request and said that he is already planning to implement payment for followers in his mod. He did not said how this would work hoever.
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Alright, I contacted Matthiaswagg. Thanks for mentioning his mod. It looks pretty nice and I'll give it a shot. Everything which takes money out of the players hands is very welcome.
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Like Dohkaviin mentioned: if we're talking about sharing loot and stuff, we're talking about version 2.0 while we don't even got an alpha. I like the ideas though, but for now money should be sufficient enough. And think about it: if you care about your own live you're very likeley to give your followers all the powerful equipment they need. You keep what you need and Belethor get's the rest. So it's okay to focus on the monies for now. Thanks for the support though. I would really like to see this mod done and the more people second the idea the more likely it is, that a modder would try to do it, I think. So I'm looking forward to that.
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Hello. What do you think of this idea?: Everytime you recruit someone as a follower which is neither paid in advance nor a minion or a housecarl, the game keeps track of your current gold and the gold you earn (looting, trading and questing) while this follower is under your service. Once you decide to part ways or whenever you rent a room (or whatever else events) you'll have to share every single septim you made throughout your journey. Your Follower gets a specific percentage of what you all earned together. That's just fair, isn't it? I always find it odd, that followers seem to do everything for love. They have to eat and make a living after all. Or they would if they were real... you know what I mean. Here is my plan: You should get the opportunity to adjust all the values in a mod config menu but I think this would work: Beginning of the Game: Everyone get's equal amounts. Once the player becomes Dragonborn (by the greybeards) he gets an additional share depending on the players level. His share is calculated before the loot is shared further: -lvl 15: 5% of the share -lvl 20: 8% -lvl 30: 10% -lvl 40: 12% -lvl 50: 15% - ... -lvl 82: 30% Example: 1 Player (lvl 15 and Dragonborn) and 1 Follower earned 1000 Gold: Dragonborn gets 50G +50% of 950G, Follower gets 50% of 950G. I got this idea from Sid Meier's pirates where the player needs to share everything he owns with his crew once in a while. I think skyrim could very much benefit from this since the economy is ridiculous. Fixed my quarrel about the waggon wheel? Here you have a pile of gold! Got the necklace from my sister? I'm a beggar but here is a pile of gold for you! And so on. You always end up having tons of money and no whay to get rid of it. This would probably fix that for quite some time in the game. What do you think?
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Hello. Is there a mod that makes doctors heal your limbs even if you are at full health? It always bugged me that doctors refuse to restore and heal your limbs when you're at full health but I could not find a mod for that. This is especially annoying in hardcore mode. Now that I use several mods I am crippled pretty often but want to be at full health all the time because everything does a lot more damage. Thanks in advance.
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Load Order: I know the very basics of FNVEdit, but I never really used it. I use the console pretty often. Mostly to "cheat" modded items or whatever. I usually do not mess around with quests except there is a way to fix a problem described on the fallout wikia. Just noticed: some named NCR NPCs are hostile for no reason and there was a NCR military police guy after me. (NCR fame: "Good natured rascal" now that I shot the military police, it was better before. The named NPCs I'll calm using the console for now.) I don't even got a warning, and I also do not talk to Yes Man or work for the Legion. I have no idea what this is for.
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Thank you for your answer. So is there anything I could try now? Is there a way to reset the NPCs so that I could do the quest again or something? Anything?
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Hello. It seems, that there is something messed up with my quests. I have done Oh My Papa after I was told to do so by Moore, but I refused to kill Papa Khan. But For The Republic, Part 2 does not update as it should. It stucks in the stage where I am told to visit the Khans. I tried to set For The Republic to stage 30 (getstage delivers 20) but it does not accept any other stages than 100 (finishes the quest, Eureka starts) and 200 (quest failed). If I try to reset the quest, it is just removed from the quest log. Then I messed around with Oh My Papa, but it doesn't matter if I finish the quest a thousand times using the console, For The Republic, Part 2 will not update. If I reset Oh My Papa, I cannot finish the quest because of missing dialogue lines. Unfortunately I was not paying any attention and made a lot of other quests after dealing with the Khans, and all the old saves CASM did are now gone. I have a "hard" save right before completion of Oh My Papa, but even there it seems to be broken, For The Republic does not update after giving the book to Papa Khan. Any ideas?
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Sadly I have no ultimate solution for you, but it maybe is too late anyway. However I found out what was causing the troubles for me. It was the Mod "Darwins Nightmare": http://skyrim.nexusmods.com/mods/8029/? Or to be more precisely: the .esp called "darwins_primitive times.esp". I had never intended to use it and forgot to uncheck it. (This means the problem might not occure after using the included batch.) I uninstalled it properly and the problem was gone. I figured it out doing this (and this could help anyone with similar problems but don't using Darwins Nightmare): I typed in the console: help "well rested" 4 I got a list of the effects. I intended to create a batch in order to remove the well rested effect whenever neccessary as a workaround. But I found several variants of the effect wich were clearly from a mod since they began with 48 instead of 00 as it would be for vanilla effects. So I looked up the mod with the index-# 48 and found the mod causing the problem. I hope this will help anyone with this issue in the future.
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Just in case anyone with the same problem finds this thread: I've solved the problem and none of the above mods seems to be responsible. I've used STEP to set up Skyrim and made the texture optimizations. I don't know what exactly was wrong there but after replacing the "optimized" Dawnguard.bsa with the original .bsa the CTDs were gone.
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Hi. First my load order: I have had some CTDs during the normal gameplay, but nothing serious, they occured only once in a while. Now I started with Dawnguard and experienced a lot of CTDs wich are all persistend. I had CTDs while walking up the path to Fort Dawnguard. I bypassed this using coc to travel directly into the fort. After accepting the first quest I could walk the path down without problems. The next CTD was in Dimhollow Crypt. The cave room where you have to open the gate using the lever left to it and with a spider and a master vampire behind, fighting against each other. The CTD always occured in an instant after using the lever. Again I bypassed it using coc. The last CTD by now is after solving the puzzle in Dimhollow crypt when Seranas coffin is supposed to appear. An instant before it appears, right after the puzzle is solved the CTD occures. Obviously now coc will not help me out again. I'm totally frustrated because I was playing this charakter some time now and the save relies on a lot of mods wich can't just be deactivated to find out wich one is causing the issues. Has anyone an idea what mod may causes the issues or knows how I could possibly figure it out?
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LE HUD to show OakFlesh/Ebony flesh remaining time.
3012 replied to neiljwd's topic in Skyrim's Mod Ideas
I'd like to bump this. Active buffs/debuffs on HUD + Health/Stamina/Magicka in numbers displayed on the respective bar + damage numbers on hit and I have everything I need for the HUD. Don't know why everyone seems so obsessed with this immersion thing that usability is completely forgotten... However, would be great if anyone could make a mod wich at least shows active buffs/debuffs on screen with the remaining time. -
Exactly the same place as in my case... Guess I also leave Skyrim behind and try it some other time.
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Not so in my case, Deadly Spell Impacts seems not to be responsible, I still have CTDs. But thank you for your report. I actually think SKSE was causing my freezes on loading screen, since I installed the beta patch 1.6 and using the SKSE for this version the freezes are gone, but I still have these CTDs.
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showracemenu CTD when changing from male to female - mods question
3012 replied to narphous's topic in Skyrim's Skyrim LE
Thank you for this list. Sadly we have no mods in common so I'm not able to help you, I'm sorry. Try to activate your other mods one by one if you really need them.