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Grimolfr

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Everything posted by Grimolfr

  1. https://www.nexusmods.com/skyrimspecialedition/mods/12919
  2. I tried 2.0.7 earlier and the game crashed on startup. I didn't have time to troubleshoot, though, so I just reverted SkyrimSE and SKSE to the previous version.
  3. https://forums.nexusmods.com/index.php?/topic/6531921-another-one-skyrim-update-that-is/?p=58938176
  4. Looking at your concept art, I think I'd start with the Riekling meshes and textures from the Dragonborn DLC and tweak them to create your scamp. Starting with a complete working model instead of starting from scratch should alleviate some of your issues.
  5. http://skse.silverlock.org/
  6. I tried. I was able to load the ESP into the CK, but when I saved and it started exporting faces, it got 241 of them exported, then crashed.
  7. Here's what I followed for RaceMenu: https://www.reddit.com/r/skyrimmods/comments/7m39nz/racemenu_for_se/
  8. https://www.reddit.com/r/skyrimmods/comments/7m39nz/racemenu_for_se/
  9. I'm pretty sure that's a feature of SkyUI. (I thought maybe iHUD, but it doesn't look like you're using that). There should be an option to turn it off in the MCM.
  10. Bah! My Steam updated today and now all of my stuff is broken, too. (No SKSE64, so many of my mods are broken) -- Edit -- So far it seems as though re-deploying the SKSE64 EXE & DLLs was enough to fix it.
  11. Do you have any cosmetic mods without plugins that might not be listed? While I can't think of a specific item that matches those locations, the crash in specific places sounds like it's most likely a bad mesh. Sometimes a bad mesh will cause a CTD as soon as you get within range and the engine tries to load the mesh to render it.
  12. If you're using Wrye Bash, when you start it up, it will give you a warning dialog listing any plugins where it "detected old version plugin." Those are Form 43. Otherwise, use SSEEdit and open up a plugin. In the File Header section of the plugin it will tell you the form version.
  13. Your packages already have the LE versions of the meshes. Why don't you just run them through SSE NIF Optimizer? I'm guessing your CK is puking because there are over 5000 NPCs in these plugins.
  14. Can't publish it anywhere without Nini's permission, and if I recall correctly, she (??) has expressly forbidden uploads of those armors to other sites. Apparently Nini was banned from Nexus for (allegedly) stealing someone's meshes and retexturing them. I'm assuming that the Nexus is on the "Not no but Hell No" list. Your best bet is to download a couple of tools, download the LE version, and convert it yourself: https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition
  15. This is only a guess, but do you have any Oldrim -> SSE conversion mods with animations? It might be an animation that wasn't converted, or wasn't converted properly.
  16. SKSE64, SkyUI and MCM are all released in some form for SSE (alpha, beta, etc.) Most likely, the versions of the plugins you're looking at were released before MCM functionality was released for SSE, so they did the in-game configuration menus so that they could get their mods released while waiting for MCM support. Some/most will release updates (eventually) with MCM configuration instead of in-game configuration. Some already have.
  17. https://www.nexusmods.com/skyrimspecialedition/mods/14694
  18. When you say "it doesn't load the meshes," which mesh in which BSA isn't loading?
  19. If all of the original mods were for SE, then you shouldn't have to open the merged mod in CK. When you select SSE as the game when starting Merge Plugins, it creates new ESPs in the proper format for SSE. If​ you merge a mod from Oldrim​, you might have to open the new mod in the CK and save it. Occasionally Merged Plugins (or rather, the SSEEdit API) will copy a value to the new ESP and not change it's type from 32-bit integer to 64-bit integer. If this happens, Wrye Bash will tell you about it when you try to build a patch, and fixing it is as simple as opening in CK and saving. (No need to even make a manual change to force CK to overwrite.) Also, if you're merging Oldrim mods, don't forget to convert the meshes with Nif Optimizer and generate facegens from CK.
  20. Right now I think a lot of people are just scared of the "Alpha" moniker.
  21. I'm stubborn. I kept fooling with this. I figured out ... something. Not sure what, exactly, but I have a direction. It's somehow related to cost calculations, I think. I was trying to create 3 different combo enchantments: fire, frost, and shock each combined with a soul trap. I noticed that with a fixed soul trap duration, the shock would scale up, but not the fire or frost. I went digging through the magic effects, and the base cost for shock was 14, and fire and frost were both low, like 1.5 and 0.9 low. I created one-offs of all three magic effects and set the base costs to 7, 8, and 9, and now they all scale, even with soul trap on the same weapon. I think if the calculated # of charges falls outside some "reasonable" range then it falls back to your hard-coded magnitude/duration values, and uses the base cost for the enchantment cost. This keeps you from creating a weapon with 2 charges or one with 64,000 charges (or whatever the more reasonable range is.) Effect ordering and flags didn't seem to affect the outcome at all, except for the obvious result of turning off the "Power determines magnitude" flag. Now that I've got my enchantments working in an acceptable fashion, I may come back and look at the math later to figure out more specific limitations. For now I'm posting this for posterity and so people (including me) can find it in the future.
  22. Is there a modders' resource somewhere that simply contains a list of vanilla leveled item/npc lists and how each list is used? I'm working on an item mod, and it's very tedious trying to dig through the never-ending list of lists trying to figure out which ones I should or shouldn't modify. Also nice to quickly see which ones use sublists (even when they're not named sublist) vs. having items entered directly in the list. TIA
  23. I personally find that feature of the CK useless most of the time. I tweak a lot of small mods (learning how things work, mainly), and it's a royal pain scrolling through a list of 3000+ form ids trying to find the 3 with an asterisk.
  24. As an aside... If you use SSEEdit, there's a script that you can use to replace text in EditorId or FullName. You could run that script to replace DUPLICATE with something that you find less intrusive (or just replace it with a blank string, effectively removing it. But that would leave you potentially with two different forms in two different plugins with the same editor id.) There's another script floating around that will let you prefix select form editor id's with a prefix of your choice. You could prefix your mod EditorIds, and remove DUPLICATE, and still have unique ids. It's posted as an Oldrim mod, but I've been using these scripts in SSEEdit and they still work fine. https://www.nexusmods.com/skyrim/mods/49373
  25. I created a C:\Games folder, under which I have my Steam installation folder and another folder named SkyrimSE. Under the SkyrimSE folder I have a Downloads folder (for downloading non-mods like SSEEdit, NifTools, BSAOpt, DDSOpt, etc.), a Mod Organizer 2 folder where MO2 is installed, and a Tools folder that contains the working installations of the various modding tools I use. When I download mods from nexusmods, they either go in C:\Games\SkyrimSE\Downloads (for tool installers) or C:\Games\SkyrimSE\Mod Organizer 2\downloads (for mods that will be installed through MO2.)
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