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If anyone is still having trouble with it saying it is not valid, make sure that dyndolod is NOT INSTALLED in the steam/skyrim game folder, install it somewhere else like on your desktop! Dyndolod is not supposed to be ran from the game folder. Otherwise it will give you the same error.
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Interface bug, everything a little bit off-screen.
Solora replied to predcaliber's topic in Oblivion's Classic Discussion
Hey, I know it's been over a year but thanks, this saved me several days of headaches! -
Nevermind, I figured it out. If anyone else is having trouble getting dyndolod or texgen to work with SSE, you need to make a shortcut for each .exe, then right click on the shortcut, click properties, then in the "Target" window, at the end of the words already there put a space then -sse then it should work. So for example Target: C:\Users\Solora\Desktop\DynDOLOD\DynDOLODx64.exe -sse Hope it helps someone!
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Anyone ever had DynDOLOD or TexGen say FATAL"Could not open registry key: \SOFTWARE\Bethesda Softworks\Skyrim\ I tried running SSE launcher from steam like it suggests, but that didn't fix it. I think it's looking for the original skyrim ini but I'm not sure how to get it to look for SSE instead. I might be completely doing it wrong, I've never used it for special edition before. Tried googling it but that didn't help.
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LE Help making simple custom courier?
Solora replied to Solora's topic in Skyrim's Creation Kit and Modders
Thank you! I kinda figured it'd be something like that with force greets, but I didn't know what packages or conditions to put or anything. I'll try this when I get home -
* I've put this post in the Skyrim Creation Kit and Modders forum as well, but I'm putting it here too since it seems this forum seems a lot more active* Hello, I'm trying to make a simple custom courier for my follower mod that uses her own custom voice. The only tutorials I've found either use the vanilla courier system, copy the vanilla courier system, or go all out and make their own custom framework with options for changing couriers and courier containers. These are way more then what I need, I'm only going to use my courier for 2 quests, both to deliver letters to the player. Can anyone help me out, I just want her to have her own unmarked quests, 1 for both letters she delivers at certain points in my followers quest line. I want her to simply teleport to the player after the quests start, forcegreet the player and give them her letters, then return to her cell. I don't want scripts to check a separate container for items, or add a bunch of markers in town for her to teleport to, it'd be nice if she'd only teleport to the player while not in dungeons or combat though. I already have an empty cell for her with an X marker, and her first quest in the CK made (not finished). I have the first stage conditioned to start after the quest Dragon Rising is completed. What's the next step? Would I make the npc, x marker, and player aliases to the quest and then add script fragments to the quest stage? Would I use a regular script in the script tab to do it? Does she need packages, or can she be told to run up to and forcegreet the player with a script? I've looked at all the scripting tutorials but frankly this is still new and makes my head spin a bit. If anyone can help me with this I'd be very thankful :)
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Hello, I'm trying to make a simple custom courier for my follower mod that uses her own custom voice. The only tutorials I've found either use the vanilla courier system, copy the vanilla courier system, or go all out and make their own custom framework with options for changing couriers and courier containers. These are way more then what I need, I'm only going to use my courier for 2 quests, both to deliver letters to the player. Can anyone help me out, I just want her to have her own unmarked quests, 1 for both letters she delivers at certain points in my followers quest line. I want her to simply teleport to the player after the quests start, forcegreet the player and give them her letters, then return to her cell. I don't want scripts to check a separate container for items, or add a bunch of markers in town for her to teleport to, it'd be nice if she'd only teleport to the player while not in dungeons or combat though. I already have an empty cell for her with an X marker, and her first quest in the CK made (not finished). I have the first stage conditioned to start after the quest Dragon Rising is completed. What's the next step? Would I make the npc, x marker, and player aliases to the quest and then add script fragments to the quest stage? Would I use a regular script in the script tab to do it? Does she need packages, or can she be told to run up to and forcegreet the player with a script? I've looked at all the scripting tutorials but frankly this is still new and makes my head spin a bit. If anyone can help me with this I'd be very thankful :)
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nmm says mods are installed but not showing up in the game
Solora replied to anthony022's topic in Fallout 4's Discussion
Did you make sure that when you edited your falloutcustom.ini, you didn't accidentally add an extra [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= to it, you edited the original? I had the same issue, but then i realized I had added a duplicate archive section to that ini and it messed it up, after I deleted the extra lines and edited the original, all my mods work now. Hope you can get it fixed :) -
followed all the directions and cannot get mods to work.
Solora replied to mrenfrew's topic in Fallout 4's Discussion
Did you make sure that when you edited your falloutcustom.ini, you didn't accidentally add an extra [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= to it, you edited the original? I had the same issue, but then i realized I had added a duplicate archive section to that ini and it messed it up, after I deleted the extra lines and edited the original, all my mods work now. Hope you can get it fixed :) -
Did you make sure that when you edited your falloutcustom.ini, you didn't accidentally add an extra [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= to it, you edited the original? I had the same issue, but then i realized I had added a duplicate archive section to that ini and it messed it up, after I deleted the extra lines and edited the original, all my mods work now. Hope you can get it fixed :)
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Hello, i know many people have been having this issue, I've found a fix for me, i know it probably won't help most people, but im sure theres at least one person whose made the same mistake i did. I had just installed mods on fallout 4 yesterday, and I had the same issues as well, couldn't get the mods to show up in game, they were activated in NMM, the esps showed up in the ingame manager, but nothing new showed up in the game. I spent 6 hours scouring the Internet, had adjusted all the ini's, and I was about to pull my hair out and disable and reinstall everything. Then, I decided to double check my ini's one last time, and bam. In the falloutcustom.ini, the guides I had read said to add [Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal= to it, I had used the texts c+f to check if I had an archive section in there earlier, turns out it was wrong, I had added an EXTRA archive section by accident. As soon as I deleted the extra lines, and adjusted the original Archive lines as per above, all my mods work like a charm now, zero issues with +50 mods at the moment. I hope this helps someone out :)
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Thank you! I've been searching google and couldn't find anything related to what I was looking for. This will help a lot!
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Hi there guys, I'm probably missing something basic but I'm still new to making quests. Basically, I'm trying to get it so that my follower will agree to follow you if you perform a shout for her, any shout, not a specific one. I tried to pick apart the main quest when you first absorb a dragon soul in the watch tower and you have an optional "use your new shout power", to try to mirror it and use it to advance my quest, but I can't for the life of me figure out even where it says it in the main quest's tab. Any tips? Thanks!
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Hi there guys, I'm probably missing something basic but I'm still new to making quests. Basically, I'm trying to get it so that my follower will agree to follow you if you perform a shout for her, any shout, not a specific one. I tried to pick apart the main quest when you first absorb a dragon soul in the watch tower and you have an optional "use your new shout power", to try to mirror it and use it to advance my quest, but I can't for the life of me figure out even where it says it in the main quest's tab. Any tips? Thanks!