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Everything posted by rms827
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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. :)
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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.
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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.
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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. :)
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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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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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Coming back to Skyrim (Couldn't think of a title) sse vs classic
rms827 replied to Exoeros's topic in Skyrim's Skyrim LE
SKSE64 works fine despite being "in Alpha". More SKSE dependent mods are being converted every day also: Alternate Start: Live Another Life SE Immersive Citizens SE Frostfall SE Hunterborn SE Sky UI 5.2 SE Reality is, Skyrim SE is already the 5th highest modded game on the Nexus. There's plenty out there for it, including the files the previous poster mentioned as essential. Don't settle for an unstable mess that can't handle heavy mod lists or make use of your full system architecture. There are tutorials out there on how to convert ANY OldRim mod to SE for your personal use also. SKSE dependent ones are a little tricky, but it can all be done. The ONLY real drawbacks are that you have to use NMM becasue Mod Organizer doesn't work with SE (at least without some major tinkering by my understanding). The latest versions of NMM have everything MO had anyway. Also that a couple of times, Bethesda has temporarily broken the game with updates to their damned creation club zaibatsu. -
I'm amazed every time I hear that the Nords can't maintain their independence if the Stormcloaks win the war. You were right that the Redguards kept fighting. It was bloody also BUT the Dominion did finally give up on Hammerfell. If the Redguards can hold their own against the Dominion so can the Nords.
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Right now I'm using NMM also and waiting for Vortex. Back in OldRim days (a whole year ago, LOL), I used MO exclusively. My understanding (right or wrong) is that MO2 is pretty unstable, and for whatever reasons, MO doesn't work with SE. At least not without some major jury rigging. As much as I'm a fon of MO with OldRIm, the newer versions of NMM have virtual installs also to avoid overwriting core game files, and multiple profiles also.
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[LE] Did Bethesda Bust the CK Again?
rms827 replied to rms827's topic in Skyrim's Creation Kit and Modders
I did a google search. It APPEARS that this is one of the ways that the OldRim CK crashes when it's .ini file has been updated, and the added lines to make multiple master loads possible have been removed. I checked the files, and sure enough the changes were undone. -
I tried to do some updating on my mods last night & this morning. I could never get the CK to load up properly though. It kept giving me the following error and then crashing: Assert File...\TES Shared\misc\BGSlocalizedstring.cpp Line 2871 Localization: Error Opening or Reading String File ââI tried everything right down to wiping OldRim out and doing a clean install of it and the CK, a couple of times. NO luck at all. I don't recall ever seeing this error before either. The usual ones where we hit OK to all so they're ignored but that's it. Anybody dealt with this before or know how to fix it?
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I'll keep it short and simple: 1) Am I correct that all it takes to make an Xbox version of a mod is to check the Xbox box on the Bethesda Archiver Tool when making a BSA? 2) Is there any way (without hacking the console) that Xbox users can get mods without going to Bethesda.net? ie DL from a third party site like the Nexus and install via a thumb drive or something. Second question is because I want to make my mods available to console users but I *really* don't want to feed Bethesda's site and bad behavior towards us.
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Thanks. I have Sentries near those points in the current edition. :) Still good to know / have confirmation that I'm reading the spawn points correctly in the CK though. I'm mainly interested in the exterior areas like stables at this point. I'm planning a HUGE overhaul and upgrade, and I'd like to be able to cover areas that I've previously missed. No details though, I've got too many copycats out there already.
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LE Vampire sun realistic sun damage mod pls?
rms827 replied to Vampiee's topic in Skyrim's Mod Ideas
I'd start by defining what you consider "realistic" sun damage, then modders will have a better idea what you want. :) Sun damage vampires take varies wildly from one movie, book, TV show, etc... to another. Some have a vampire up in smoke the moment they see a ray of sunlight. Others can survive several painful minutes in sunlight. Just my own two cents worth here if somebody makes this mod; I'd also like to see something in it like Frostfall has where the amount of coverage (clothes) the player has is taken into account as well. -
First, I'm announcing that my Dawnguard Sentries Plus mod has finally come to Special Edition: https://www.nexusmods.com/skyrimspecialedition/mods/13547/? That done, I'm also looking for a bit of specific feedback: For one, I'd like to know what areas outside of cities are other players consistently having issues with vampire attacks. I personally had constant attacks outside of Riften and Solitude, so those cities have exterior patrols. I've been made aware that others have experienced issues around the stables at Whiterun however. (never had an attack there in my game). I want my mod to provide the best coverage possible without making the dawnguard look like an invading army. Also, I'm open to suggestions for future improvements to the mod. I want to add working "shifts" to the dawnguard for starters, so it's not the same guys standing around 24/7 without sleep. I've thought about working out a way so that if the vampire faction wins the Dawnguard missions that the Dawnguard is replaced by vampires or something along those lines also. Going full blast there seems morelike why the other vampires turned on Harkon, but perhaps some sort of a more subtle presence....
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Shoot my CK Please! After taking far longer than it should to refresh my memory on modding skills, I've begin converting my mods. Scottish Basket Hilt Broadswords SE is already up here at the Nexus. Apparently people are having issues downloading it though. Feedback elsewhere seems to indicate that the "BSA was outside the boundaries". I try to repack it with the Bethesda Archive Tool and when I test the mod afterwards, the inventory pics are missing Dawnguard Sentries Plus... After beating my head against a wall for almost two weeks I *SEEM* to have a working updated and properly archived mod. I still have to transfer it from my desktop to my laptop to second PC quality test it. Dawnguard Sentries Classic. The basic no MCM, etc... version. After fighting for a few days, I've got it to work as loose files. I convert it to a BSA though, and I get the gray face bug no matter how many times I export facegen data. How busted is the Bethesda Archiver? It IS a Bethesda product after all... Is there an alternative BSA packer? Something else I'm overlooking?