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fathairybeast

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  1. It might be one hell of a beastly folder once unpacked though.
  2. In case anyone finds this and needs an answer: I just imported it as a static and it works fine.
  3. Not my experience at all. Perhaps with the major mods, yes, but the more niche items are hard to find ported. Case in point: Christmas mods. There are 3 pages of Christmas mods for oldrim but if you look at the SSE entries it's almost barren - the most Christmas-y one being one that I recently uploaded. I can't speak for the other unported mods but in this case, most of the authors are despondent and/or have reupload / asset-use unfriendly permissions.
  4. I've noticed that, when using NIFSkope, under the Havok Col Filter: 1. Clutter items have layers (STATIC, STATIC, CLUTTER) 2. Static items have layers (STATIC, STATIC, STATIC) But what about items that have layers (STATIC, STATIC, NONCOLLIDABLE)? Should I add them as static, clutter, or neither? I don't want to make a mod that CTDs all the time so I'd like to get this right.
  5. I'm (poorly) attempting to port the mod to SSE. Here is the original mod: https://www.nexusmods.com/skyrim/mods/60774 The game won't recognize the mod, I've determined this by loading the mod and visiting towns where decorations should be visible (and they aren't). My methodology was as follows: 1. Open the oldrim mod in CK and save it (to change form version 43 to form version 44) 2. Unpack the BSA 3. Optimize all meshes with Nif Optimizer 4. Modify the parent folders to match SSE folder directory (the only change was for the scripts folder, where the oldrim mods contained /source within the scripts folder instead of in their own folder) 5. Repackaged all the loose files using archive.exe 6. Create a dummy .esp in creation kit (1 kb in size, literally just 'saved' with nothing loaded other than skyrim.esm), the dummy has the same name as the .bsa and .bsl that were created in step 5. 7. Create a .7z archive with the .bsa, .bsl, and .esp, the new archive has the same name as the original mod archive. 8. install via NMM. Did all that, launched the game and nothing happened. I ran the mod (and its masters) in SSE Edit and no major errors were shown, a couple of conflicts in Tamriel & Windhelm but nothing too serious. Checked Riften, Whiterun, and Solitude and no decorations were present. Any help is appreciated!
  6. I've managed to stabilize things. Not sure what action, specifically, fixed things but I got it back (for the most part). I used the good old fashioned "feel your way through the problem" routine: Opened up NMM, trimmed a lot of the fat (got rid of about 10 mods that I either didn't really want all that badly or that I thought may be causing unnecessary amounts of additional scripts). I then rebuilt my patches (bashed and merged), got rid of the leveled list on the merged patch (standard procedure). I also manually activated the frostfall-hunterborn patch. If you look at my original image-link you'll notice that this patch was not manually activated (it was "included in the merged patch"). Seeing as how it didn't seem to do anything before (frostfall would stop working whenever I looted animal corpses) I figured, "hell, why not manually run it". Then I booted up my broken save game, over-wrote the broken save with the new build, and then loaded. Aside from a skeleton corpse floating past me everything is working as it should - frostfall is freezing me to death and I'm hungry enough to eat a horse.
  7. This probably isn't an easy problem, but I figured I'd ask anyways. I'm around 50-100 hours into my current mod build, everything was running reasonably smoothly until now. I had parked my Gypsy Eyes Caravan just North of Markarth and was keeping it real when the game started to melt. Graphics dropped to very low quality, 1-2 frames per second, could barely move. I closed the game and gave it a bit and then re-loaded Skyrim and everything seemed to be running fine but now most of my mods are non-responsive. The melt-down may be unrelated but I figured I would mention it since it was the only noticeable occurrence shortly before my problems. Here is a list of the mods I'm currently using: http://i.imgur.com/8nsJ2PV.png The MCM is still somewhat functional. The mods that were listed there before are still listed in the menu. When I click on each of them they are "activated", so they should be running (in theory). SKSE responds as active when I use the command "GetSKSEVersion" in the console Also, I use Pinnacle Game Profiler (if that matters, I doubt it does). The MCM has been acting a bit funny. For one, Melt Down Everything now shows an empty menu. Also, if I open any menu in MCM particular to one mod I cannot open any other menus after that unless I completely close out of the Game Options menu and reopen it, that didn't happen before. For clarification: I'm still able to play the game (mostly) - occasionally shouts don't do anything, occasionally when I try to harvest a plant now my character will freeze in place. Other than that the primary issue is that the mods like Frostfall and Realistic Needs aren't doing anything. I can't check my hunger levels, can't check how cold I am, etc. I suspect I am running too many script-heavy mods and I've created a towering inferno of unstable-ness. I'm hoping some guru will come along and have an idea as to how to fix the issue but other than that I'll have to start a clean game. Thanks for any advice!
  8. I've used the Lush grass mod a few times and I never remember much of a modification to grass, just more overall flora if I remember right. I tried this guy out for a bit: http://www.nexusmods.com/skyrim/mods/50875/? "Grass Field". It definitely provides an extensive visual overhaul, especially around whiterun. But you better have a beastly computer to run it because it will tax your machine pretty heavily otherwise.
  9. I got it sorted, very easy fix. I didn't delete any of the files installed by SKSE's auto-installer - I just overwrote them using Gopher's method. Everything is now showing up in the MCM.
  10. Whenever I used SKSE in the past everything went fine. I would install using Gopher's instructional video (create an archive for SKSE and install with NMM). This time I used the auto-installer on SKSE's website. It appears as though none of the mods I'm running are detecting SKSE even though the game itself detects the SKSE (if I check the menu or run 'getskseversion' in the console it appears as active and version 1.7+). Should I just go back to using Gopher's method of installing it with NMM? If so, should I delete the auto-installed version and how would I go about that? Thanks for any responses!
  11. That's very kind, I may have a few questions pertaining to creating mods a little later this month. As for the installation of mods, I got it sorted. You were correct, for some reason right-clicking the mod in Wrye Bash and selection "list master files" doesn't list all of them, although there is a more comprehensive list in the lower corner. I went to the mod sites (it was Hunterborn, blacksmithforge water fix, and harvesting overhaul that were acting up) and checked dependencies - two of them (hunterborn and blacksmithforge) required Dragonborn DLC, which I don't have. Luckily, they have alternative, non-dragonborn dependent files available so I grabbed those. As for the harvesting overhaul, it was a conflict with hunterborn modifications, so I just turned off the harvesting overhaul .esp that modified animal loot. In the end, you're a lifesaver, thanks!
  12. Thanks Gromulos, you're fast! I'll go take a look and see what I can dig up.
  13. Hello, I'm reasonably inexperienced at the whole LOOT, TESVEdit, Wrye Bash process so apologies if this is a stupid question: A few of my mods (some of the better, more comprehensive ones unfortunately) are red. I saw that this implies a missing master file, but when I check "list master files" all of the requisite master files are installed, activated, and running without issue (green). What could be the cause of this? Thanks!
  14. Hypothetical scenario: 1. Player places an object somewhere in the world (outdoors) 2. If predetermined period of time (say, 2 days) has passed, mod spawns animal carcass at same location as aforementioned object. I'm having trouble finding code that will a) get item location and b) spawn carcass at location. I'm new to scripting so my apologies if this is cringe-worthy. I can't seem to find any calls that are related to these two actions. Any ideas? Full Disclosure: Attempting to gather resources for a trapping mod. This is my first shot at a script-based mod so I may have bitten off more than I can chew, but I suspect I'll learn a lot more trying (and failing) at building a mod I'm interested in than choosing an easier but less interesting subject. My final goal is much more complex but I figured I better Keep It Simple and Stupid at first, then build up from there if things are working out.
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