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rms827

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  1. Wow, 126 pages of chasing. That is some real dedication there. Zero sarcasm intended. I just returned to Skyrim after roughly two years away. The whole Bethesda / SKSE64 drama and such had me burned out with playing or working on my Dawnguard mod. Of course, when I come back, I run into this bug. For the first time no less. I'd like to thank all the folks who worked so hard chasing this bug and finding a solution. You all saved me a TON of work and it's greatly appreciated. :)
  2. Without looking at your mod list, everything you listed is what I'd have advised. I assume you also have the Unofficial Patch installed. Hate to say it but I think you're just running into the limits of 32 bit Skyrim with crashes. Special Edition at least can take advantage of your full system resources instead of just the first 2 gigs. Mods just sometimes have odd random conflicts that shouldn't logically be there also. One thing I would suggest... I never use and ENB either. They always seem to cause issues, BUT the ENB Boost file that's required to run ENBs is great for unlocking a bit more resources and helping prevent a few crashes.
  3. Good idea indeed CDCooley. At this point I think I'm going to stick with the MCM for the PC version, but for the Xbox and PS4, I'll need to work up a menu spell or book. Yeah I'm one of those evil people that won't boycott console players. I just can't bring myself to punish them for being caught in the middle of Bethesda's BS though. Besides, free mods for them might just get them questioning why pay for others. They've honestly supported my mods alot better than the community here has also.
  4. Very good point. Right now Dawnguard Sentries is fairly simple, but I have some grandiose plans for it that would probably necessitate sticking with the MCM. That's why I like using the forums as a sounding board sometimes. You guys help me see things I may not have considered. :)
  5. Cool, I definitely appreciate the heads up about SkyUI. It's not critical to me, but it's certainly a big improvement to inventory. For me, it's more important for the MCM options for Dawnguard Sentries. The MCM controls if some Sentries are disabled, and if they're all essential or respawn only. A few other options central to the mod also.
  6. I can see that point also. However, Bethesda is pulling the Break the script extender game with SSE like they are with Fallout 4. That makes MCM using mods useless every time SKSE64 gets broken.
  7. In the case of MY mod, I'm not too worried about loss of functionality. It'd be more a matter of managing the menu pop-ups in a way that was a streamlined as possible to keep things easy for players. That's a good point for some of the more complex mods out there though. Anyhoo, thanks for the input. :) You're kind of confirming my suspicion that most folks don't care so long as the mod works. That may account for the lack of replies thus far also.
  8. 13 views an NOBODY has an opinion, huh? There's a very good chance other modders are going to see this and you readers can influence multiple modders with your opinion.
  9. As we all know, Bethesda keeps breaking SKSE64 (and FOSE) with Creation Club updates. Deliberate or coincidental, I don't know. That's a debate for another thread elsewhere. The point here is that because SKSE keeps getting broken, I'm debating converting my mod over to using either a magic spell that brings up a menu and sub-menus to configure it, or doing the same thing with an activator stone or stones. I only use SKSE so I can have an MCM Menu (via SkyUI) to set essential status for NPCs, and enable / disable certain aspects of the mod. So here are my questions: PLAYERS: Are you more likely to use a mod if it uses MCM, or do you prefer spell based configuration menus? FELLOW MODDERS: What way works better for you, and are there limitations to a spell or activator based menu that MCM does better? Obviously sheer number of options gives MCM an advantage on the surface. A huge mod with numerous options would have to use several submenus or break the options into multiple spells / activators. Spellbooks get crowded as it is at high levels, even without mods that add tons of new spells to cast.
  10. There were a ton for OldRim. No idea how many if any have been converted at this point. Breezehome Fully Upgradable was my favorite in OldRim.
  11. Gotta agree there. I had an Asus, Lenovo, and HP laptop all break on me within a month of buying them. Never left the living room, never dropped. My old MSI from college is still running 7 years later. Guess what my final replacement laptop was? Another MSI. Corsair... Always loved their memory. I have one of their mechanical keyboards. Amazing quality. More responsive than most modern keyboards and built as solid as keyboards used to be in the 80s
  12. Try the magicka sabers mod instead. Same general thing without the silly extra armors. As for the "safe" way to remove mods if there are no specific instructions... I follow the general advice for upgrading a mod: Back up your save, uninstall the mod, start the game back up, and make a "clean save" at that point with the mod not in the game. If you were upgrading the mod you'd install at that point with the clean save. OldRIm also had a Save Game script cleaner that removed references to deleted content from your save file, BUT that doesn't seem to have made it over to SE yet.
  13. Well I tried uploading to Bethesda.net. I'm keeping my PC mods off of Bethesda, but I don't want to punish console users because Bethesda can be an ass. Dawnguard Sentries esp uploaded but not the textures files so I got gray face bugs on both the XBox and PS4 version. NO idea how to fix that either since even google searches turn up jack on uploading console mods.
  14. Because of the Creation Club mess (among other Bethesda stunts lately) I refuse to give a regular Steam Awards nomination to a Bethesda product. BUT, given that same mess, I *did* nominate OldRim in the Write In category for "Best Abuse of Modding Community by a Publisher". Anybody want to join me in taking a shot at Bethesda? :)
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