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Everything posted by Grimolfr
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SSE Calculating Enchantment Effect Magnitudes
Grimolfr replied to Grimolfr's topic in Skyrim's Creation Kit and Modders
Disappointing to hear, but thanks for the sanity check. -
I've always preferred the CBBE body. But, I've had zero success getting bodyslide to work, and use a number of armor/clothing mods that don't come with bodyslide support. Since UNP has more options in existing mods without me being forced to figure out my bodyslide issues, I'm using UNP in SSE.
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I read an article recently saying Bethesda has flat out said they don't intend to release a new Elder Scrolls game any time soon because they don't want to cannibalize ES Online or Skyrim.
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Are you sure that's not coming from a miniskirt mod? I had that problem, specifically with female blacksmith clothes. I removed Tiwa44 Minidresses and the problem went away. Edit: Tiwa44 minidresses would be a mesh/texture only mod. No ESPs.
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Questions about HDT-SMP by hydrogensayshdt
Grimolfr replied to soereide93's topic in Skyrim's Skyrim LE
I had HDT running in SSE at one point, then all of a sudden SSE would CTD on startup (wouldn't even get to the CONTINUE screen). Once I took out HDT that quit happening, so I'm also waiting until it's released "officially" now. -
Removing crafting recipes added by another mod
Grimolfr replied to TheBlog's topic in Skyrim's Skyrim LE
Use SSEEdit, copy the recipes as override into a new filel (your patch file) and set the record flag in the record header to "Deleted." This method and Ishara's will both create a patch file that is mergeable with Wrye Bash, as well. So they won't effect the ESP count. -
I'm attempting to create a custom object effect enchantment that is a combination of resist magic, fortify magicka (detrimental) and fortify magicka rate (detrimental). The idea being that the stronger the resistance effect, the more your magicka is reduced and the more your magicka recovery rate is slowed. The problem is, the resist magic and fortify magicka rate (detrimental) effects aren't being calculated, they're using the magnitude entered in the object effect. The fortify magicka (detrimental) is being calculated, though. Ultimately, this means that I can just enchant with a petty soul gem to minimize the detrimental effect, and still get the same resistance effect. What do I do to the magic effects to get them ALL to be calculated based on skill/buffs/gem as intended? In case it matters, I'm looking to do similar enchantments with resist fire/frost/shock and haven't been able to get them to calculate, either.
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Complete Archery Overhaul SE by Rotten Andy...now gone...?
Grimolfr replied to swambast's topic in Skyrim's Skyrim LE
There are rumors that his accounts were hacked, all of his stuff was removed from the Steam Workshop, also, but has since been reuploaded. You can look him up on the Workshop and get CAO and some of his other work there. -
3D Work and Switching mods to Skyrim SE...
Grimolfr replied to drewsbrew's topic in Skyrim's Skyrim LE
No, the new versions of Blender don't work with the older version of the NIF plugin. There is a new version of the plugin under development that works with Blender 2.70+, but it's last release was in June of 2016, and that was considered a Pre-Alpha. There have been updates in the codebase since then, but no more releases. Some people have been able to make it all work: https://www.darkcreations.org/forums/topic/10525-blender-27-nif-exporter-tutorial/ https://beyondskyrim.org/exporting-blender-2-7-skyrim/ It's a pain, but the recommended solution for working with Blender is to install both 2.49 and 2.79 (latest). Use 2.49 with the NIF plugins only for imprting/exporting NIFs to a semi-generic file format (OBJ, or a 3DS Max format, I think) and do your actual modeling work in 2.79. -
Saved games won't load unless uGridsToLoad=9?
Grimolfr replied to swambast's topic in Skyrim's Skyrim SE
Yeah, Zanderat's way is better/easier and more likely to actually work. -
The short answer is that it depends on the mod. Some Oldrim mods work just fine in SSE. Some won't, but can be fairly easily converted. Some won't work without extensive manual rework. And some won't work simply because they're depending on other mods that won't work.
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Saved games won't load unless uGridsToLoad=9?
Grimolfr replied to swambast's topic in Skyrim's Skyrim SE
ugridstoload tells the game engine how many "grids" of content to load as you move around the world. Especially in the open world (mountains, plains, etc.) With it set to 9, you're loading a 9x9 grid of content (NPCs, animals, objects, etc). This causes your game engine to have to process more content for visuals, and it causes you to have to run more scripts​. A lot of scripts in the world trigger whenever the grid is loaded. The default/recommended setting is 5. Increasing it causes things to load while they're farther away from you, which can sometimes cause you to miss scripted events because you're too far away to notice the effects. The only really viable reason I've ever found for increasing above 5 is KW Telescope mod. I found that with ugrids set to 5, the telescope would let me look farther across the plains/mountains than actors and objects were being loaded. At one time I ran a ugrids of 11 for this reason alone. (ugrids has to be an odd #, BTW. Your system is loading a 9x9 grid, with your character in the center grid. So 4 grid squares in each cardinal direction in addition to the one you're in. The problem with your save games is that they contain references to scripts and objects that are beyond the range of the 5x5 grid you're now attempting to load, meaning they're trying to access objects that haven't been loaded. Try going to a small interior cell (Breezehome or an Inn, for instance), create a clean save (save, exit, restart, reload, WAIT 24 GAME HOURS, move around, save again, exit). Then change your ugrids setting and try to reload that save. That might, hopefully clear out the references that are beyond your grid range. -
Seeking for the ideal follower...
Grimolfr replied to MoonheartStarspirit's topic in Skyrim's Skyrim LE
Any issues running Selene-Kate in SSE? -
Seeking for the ideal follower...
Grimolfr replied to MoonheartStarspirit's topic in Skyrim's Skyrim LE
Have you looked at the SkyDream sets? There are at least 3 sets of 5 each. Each individual follower is standalone, and some of them are custom voiced. -
Someone from Russia tried to hack my Steam account several weeks ago. Interestingly, it was right after I set up Mod Organizer 2 for SSE and had entered my Steam credentials. Within a day someone tried to log into my Steam account and had my password​. I have two-factor authentication set up so I was notified and immediately changed the password, no real harm done. But they got my password from somewhere. The password was not one I use anywhere else, and not generic.
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The crime reporting part of H.A.S.T.E. Modified a lot of factions (animals, bandits, barbas, draugr, skeletons, forsworn, giants, mammoths, horkers, skeevers, player horses, etc) to enable all of the "ignore crime" flags. It also set Smithing as the relevant skill for Tanning Rack and Smelter, so they give experience. Turned off a whole bunch of settings related to auto-aim and NPC dodging. That's all I can remember. I merged those settings into my personal tweaks plugin. When I went back to endorse the mod I found the same thing you guys are discussing.
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Seeking for the ideal follower...
Grimolfr replied to MoonheartStarspirit's topic in Skyrim's Skyrim LE
Try Vilja or Sofia -
if the console help command isn't what you need, or you want to find the various id's for an actual instance of something in-world, try this: https://www.nexusmods.com/skyrimspecialedition/mods/12919