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Chronepsys

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  1. Hi, I may answer late, sorry for this. It seems some of the mods you installed simply affects objets and were made in english. There are two ways to solve it but there is no magic. First, you may find a translation mod to your language here on the Nexus. Those kind of mod may be found on original mod page. Second, the translation does not exists because nobody did it, so it is up to you to do it or wait for it. Using sfedit to make translation is not very hard but it needs to learn a little about sfedit(xedit) and i easily understand that everybody doesn't feel right about doing so. I hope i do answer you a bit.
  2. This is done. The mod as been released this day, few jour after i posted as the idea has already touched other players ! So i leave a link here. https://www.nexusmods.com/starfield/mods/5303 Big thank you to Linnsanity.
  3. This is amazing that beth does make this real. Being able to leave your pilot ship in the middle of a ship battle is almost unbelievable. Do they tested it ? At least make a paused menu asking to confirm this action or just making another keybind like alt-E
  4. This was, IS and will allways be the space SF dillema. Being reallistic and silent, and possible annoying. Or Being sound cool but unreallistic. However, we can think of other ambiance sound when in void environnement like : breath, step, dress sound, impact on payer, ... No npc reaction to sound in space should be done as well so it place this work to another level than just soundtrack mod.
  5. Survival mod will surely comes up. This shall be ! That said, we can hope to have options to choose which feature you wish enable and which you won't. From eat, drink, sleep, more afflicting wounds, damage over equipement, and so. This is just matter of modding tools.
  6. This idea is a "must work on" i think. Maybe with subtile or not changes. Changes may strike npc, placement, powers, item, quest. Making the next ng's differences linked with what you did in your actual life. This idea is made to be a big modding work for sure.
  7. I think that many outpost building will be created when creation kit will comes and with that, surely a tall enought building to build the armillary.
  8. Hi all, I think of it from my first ng+, by learning that starborns doesn't really die. When a starborn die, he disapear in Stardust. What about being sent to the unity when you die after became a starborn. Losing all but your knowledge. This could be a lore friendly and balanced way to play in semi hard-core mode. According your ship and armor would not grow in the process. What do you think about this guys ?
  9. Ok, thank you for your help, all of you. I make some try without elfx and will say if it end good on no.
  10. 4GB ? Where do you get this info ? I do not see it in the log (poor me :unsure:) I tryied to apply patches mainly around "open cities" as this mod is known for CTD. I had been able to play well two days and then, ctd came back when i get a door to outside. I continue my search and will test with some Jk's or Ryn's mod turned off.. Thanks for your help.
  11. Thank you for your hints. I am really unable to see this in the log o0 So i will look for incompatibilities and mod which should do or affect same part of skyrim. Thank you again.
  12. Hi all, I recent issue and i am unable to locate which mod would cause this. After few minutes of playing, i get a ctd. If someone can read my crash log better than i can, i would really appreciate. Thank you. Registers Stack Modules SKSE Plugins Plugins
  13. Hi all, I have play with my first install for years and i am reseting that all to a fresh new install. I would like if you can give me some advices. Maybe about a performance oriented ENB to minimize fps loss ? And texture pack, grass, trees, flora, weather, soud, water, ... ? JK's and ryn's series ? Body and skin (smp or cpbc) ? Armor with hdt smp ? ... I just know that i will use open city because i will play winged flying characters. Please let me know your hints. Thanks.
  14. Hi Ishara, Thank you for your detailed answer. I follow each step one by one. I am sure of : - the pex are now all in data \scripts - the psc are now all in the date\scripts\source As i use MO2, i made a mod folder and set in the scripts that contains pex files and the source folder (with psc into). I can see the scripts like "ActiveMagicEffect" in data when looking with MO2 So at this point, i do not see what should not let ck to compile. Although, when trying to, i get that : It let me think that ck still do not find the scripts and sources right ? I had uninstall and reinstall from steam the ck plus its fixes and downgrade it in order to run it properly. I really don't understand what i do wrong, if at least it comes from me... Do you see something there ?
  15. Hi back there. I had trying to follow the scripts and source hint but i must had made some mistakes. Now, ck doesn't know the basic sources. i tryied to re-install skse and ck, but i must do something wrong each time. I look for multiple tuto but however, i find myself enable to fix that issue. Could you please say me one more time how i must set up the scripts and their source in order to have skse and ck to work and see the properly please ? I know this is no more the first subject of that thread, but i really feel that a few explanation.
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