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Solora

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  1. 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.
  2. Oh thank goodness! "Add Shell Extensions for Supported File Types" Worked for me! Thought I'd have to scour the internet for a fix!
  3. Hey, I know it's been over a year but thanks, this saved me several days of headaches!
  4. 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!
  5. 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.
  6. 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
  7. * 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 :)
  8. 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 :)
  9. What error does it give you? You can try making the file path and folder yourself in those locations if you want the default, but you don't have to save them there. You can make a different folder and tell it to save them there. It doesn't matter where, all the files are for is saving where the mods and installation info are stored, it doesn't affect anything else where it unpacks and activates the mods, that is the game path you selected. Hope this helps!
  10. I say try using the search bar on your skyrim folder, and see if it got moved. As far as I know the esp won't move unless you manually move it, or NMM/Mod organizer puts it in the data folder. If you can't find it, I'd reinstall the mod again. I hope you figure it out! :)
  11. I believe you should be fine. I checked his nexus profile and the last time he edited the permissions for moon path was in June in 2012, (you should go look just so you can see it forself) the article he wrote is from August 2015, long after the permissions were last updated, so the article stating everything is open resource should definitely be enough permission. I would put a link or a quote of what he said on your mod page, and explain somewhere that the permissions haven't been updated for several years, and obviously give him all credit for the resources. Also, maybe put on the page asking the moderators to let you know if it's not enough for them, so they don't just pull your mod or ban you if that's not the case. Good luck with your mod :)! If I am wrong nexus moderators, please let me know, I don't want to get anyone in trouble.
  12. It depends on your personal tastes. I'm not sure what setup MxR is running at the moment, he changes it alot to test out mods. If you ask him I'm sure he'll be happy to tell you what he's got if he doesnt have it posted somewhere. Here's a quick run down on visual enhancing mods though. The biggest thing that impacts the visuals is an ENB, which adds a lot of visual effects and can completely change the way the game looks, from a dark and moody atmosphere to a bright and cheery one. They also use the most FPS, so you'll want a decent system if want to use them without slowing your game down much. First, you download the base enb (Google skyrim enb or search the nexus, most enb presets have a link to the main enb site) and then either adjust the enb yourself or download a preset someone else made, like RealVision or Grim and Somber. Then you usually pick a lighting mod that is compatible with the enb preset, for instance, i use RealVision ENB with the ELFX lighting mod set up, so the enb is adjusted to that lighting mod and looks good with it. There are several here on the nexus, type in lighting in the files category and click most downloaded or most endorsed. Next thing is, do you want a weather mod. Many enbs come with their own weather setups, and are not compatible with weathet mods. Others, like this specific version of RealVision (climates of tamriel) is set up to work with the weather mod Climates of Tamriel. Weather mods add different types of weathers with different effects, from a more colorful sunset to beautiful lightning storms during a raging blizzard. After that, if your graphics card can handle it, there's texture and mesh overhauls. I use Skyrim HD, which overhauls most of the games static textures like buildings and such, and Static mesh overhaul, which makes a lot of meshes higher poly, making them look better shapewise, for example making some really bad vanilla 2d chains into beautiful 3d chains. Then there's npc and character overhauls. There's so many that you'll have to look them up for yourself. I recommend CBBE or UNP and better males for body overhauls (warning,contain nudity) and anything by Bijin for female npc overhauls,there's a few that do male npcs as well like men of skyrim. I know that was long, but I hope it helps! Welcome to modding! :)
  13. Oh my god, it worked!! I removed the dismissedfollower faction and put potentialfollower faction at 0 and it worked! Thank you so much!!I've been trying to get this to work for a week now! :D
  14. Thank you, I did not know that about the ranks, I thought it was 0 for false, 1 for true xD I'll try this when I get home, and I'll sure to post any future issues in the other thread too :). I'll let you know tonight if it works
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