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SirTwist

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Everything posted by SirTwist

  1. Not sure what all the issues are here. But here are a few things to do that may help in the long run. Start Skyrim outside of Vortex. Use the Launcher. You can have SKSE installed, but we will get to that in a moment. Once your graphics is set up, hit play. When you get to the main menu, just hang out there for a moment. Make sure Skyrim is working. Exit the game. Then hit the skse_loader.exe. Again, outside of Vortex. Get to the main menu. Open the console, type in getskseversion. Should return the same version numbers as you did when you downloaded the skse from the website. Now, open Vortex. Without any mods, open Skyrim Launcher again. Make sure you get to the main menu. No errors. Once you are at the main menu, exit out. Then do the same for SKSE, and repeat the console and getskseversion. Once it all checks, exit out. Then start with the unofficial patch, and work through your mods. Most people skip a step, or three, when installing games, and mods. By opening the game through the launcher, a couple times, you are making sure that the .ini files are being created. And by opening SKSE, you are setting up those ini files as well. And that is what is needed for all your other mods to work.
  2. Your mod list can be opened independently and evaluated. Use Loot. It can be used in Vortex, and is the tool that I use even with Mod Organizer 2. It's a standalone tool. Should also tell you how to fix some problems with your mods. Wyre Bash also can look at your list, etc. But your best bet with a list of conflicts between several mods is to merge them all into one merged mod. There are a couple ways to do it. The one method is using Mator's Merge Plugin for XEdit. Then there is Mator's Merge Plugins. Just be sure to look for some instruction on how to make a merge mod with Vortex.
  3. I have been modding game since the dark ages. Meaning even before Nexus existed. The memories of Hololabs for KoTOR, the places for Sim 1 mods. The early Oblivion mod pages. Ah, the fun of modding back then without even NMM. I do use some mod packs. Typically weapon packs. Like EVE for Fallout New Vegas. As well as other packs of stuff for Fallout 3 and even 4. I also use some for Skyrim. Because I use Mod Organizer 2, I don't have access to Collections. I can see what are in them from the browser, but a lot of those, are, basically the samething as mod packs. But you make the pack yourself, and use that. Myself, I like a variety of mods. I want things to look good, and still able to play the game. So, I pick and choose my own mods. If they are packs, it's cool. If not, it's also cool. Collections are cool too. The thing about collections, is that they will get updates to things as they roll out. Wabbajack does have it's uses still. And it is a good source for mods that you may not have experienced before. And it is a good place for even veteran modders to go if they want to try something differemt. Just because something, to some people, might be "out of date," doesn't dimish it's usefulness or it's relevency. I wonder if anyone has a collection for getting New Vegas up and running, following a certain youtuber's mod list, and install guide.
  4. Okay, sounds to me like Vortex is not 100% seeing updates, and adjusting things accordingly. It is a fault of Vortex I have run accross myself modding a number of games. I ran into this issue with Knights of the Old Republic, and my best workaround was to not use Vortex, and do it manually as I did way back when. However, redundant mods are typically updates, or additional content mods to an original mod. For example an armor mod that doesn't have bodyslide files for, and someone else made the bodyslide files for the mod. So, Vortex sees this as two distinct mods, and one will become redundant because of the way Vortex sees things. It will do it, also, with updates to mods. Anyway, the work around, well one workaround, is to install the two mods, or more, into one single name. And merge it all together inside that one folder. However, if the making of a "merge" mod in Vortex doesn't work, try making it outside of Vortex, and be sure that you remember the ID of the original mod, and use that as the reference for your new mod. This way, it may make things a bit easier to lessen redundancy errors in Vortex.
  5. Couple of things, in your plugins, make sure uf04p is as high as you can make it, don't rely on loot, or MO2's sort function for this. You can put Place Everywhere where ever you like, since it doesn't have an .esp, .esl, or .esm. You may, though, want to place it with your settlement stuff. I would rearrange things a bit, so your settlement stuff is at least all in one place, on the left hand pane, and keep all your MCM stuff together with your HUD stuff, etc. It seems to me that you may have something out of place, and thus stuff is piled at the entrance to your settlement. I would check Loot and the sort function in MO2, and see what's what. You may want to add in a mod like Scrap Everything. Or use either Tidy Settlers or Higher Settlement Budget. Or all three. One bit of warning using Spring Cleaning. Make a save before you start doing things with your settlement. You can clean things you might want to clean. Also try settlement keywords expanded and Workshop Framework. Both of those might help.
  6. Okay, I see a problem here. Or a potential problem. You have steam, and Fallout 4, installed in program files, right? You need to move all of that out of Program Files. Windows, mod managers, etc., don't like people mucking about there. I personally have steam installed on a external hard drive, and all my games on other hard drives than my main. Second, install f4se manually. To do so, you download the archive from f4se.silverlock.org. Then use 7 zip to look at it, and extract it into Fallout 4's main directory. Never use a mod manager to install script extenders. Bad Things happen. After you extract everyhing from the f4se archive, run f4se outside of your mod manager. If you get to the main menu, you are good to go. To double check it's working, when at the main menu, if you are using an American English qwerty keyboard, hit the tilde, and type in getf4seversion. It should have the latest version listed. Then exit the game, and start your mod manager. Then go from there. Youy should be good to go. If you have errors, then look into your mod manager.
  7. Here is how I would do it, I would make a hard save. Then create a new profile, copy over your saves, then try it. Name that profile test. Then go through Fort Hagen, kill Kellogg, then see if the Prydwen shows up. If it does, then you should be good to go. If not, then back track through the main story line. Start in Sanctuary Hills, look for the kid, then Concord, etc. This is probably the safest way to do this, to be sure. If it doesn't net you what you want, then you have to go through the story line. I just wish there was a mod that would allow for this to happen.
  8. Okay, sounds like this isn't necessarily a game or a mod problem. It is a computer settings problem. Check your power settings. Unless you are on a laptop, and not plugged in, you should have never sleep, and never turn off the screen. That can mess things up. Go into the advanced power settings, and set to high performance. Check the hard drive, as well, and set that to never sleep. These settings can mess somethings up. Also, don't leave your game runnig for a long time. Save, quit, and you should be alright.
  9. You need to do two things, either update, through Steam, Skyrim, or find, and download, the version of Papyrus before AE came out. Vortex will attempt to update Papyrus for you, but don't allow it to do so.
  10. I use Mod Organizer 2, and in MO2, the in-built loot doesn't say anything about Skyui. It is the actual Loot that does. I think that it could just be the two different versions of Loot.
  11. I am trying to figure out how to force Skyui, MCM, and Loot to see XPMSE, Skyrim Immersive Creatures Special Edition, Chesko's Wearable Lanterns, HothTrooper's Armor, Simply Knock, and a couple others. Loot says "A Mod Configuration Menu is required for this mod to be fully functional. An MCM can be added by installing SkyUI SE." Now, I have run the game, and I see all of these in MCM. And in fact, I see stuff in both menus for XPMSE. I see things in all my MCM, in game. So, I wonder, is it just Loot being Loot, and needing to be updated, again, or something?
  12. I am waiting for some of the mods that depend on SKSE to update, like SkyUI, and a couple others.
  13. Try the discord server for MO2, as well as their github. Here is the github location. The discord server, you can probably find easily enough. https://github.com/ModOrganizer2/modorganizer/releases/tag/v2.4.2
  14. Before AE was released, Gopher released a video on how to back up your game and how to set up steam to prevent from automatically updating to AE. I am, still, waiting for a stable SKSE to come out before updating myself.
  15. I run a modded SSE myself with nearly 400 plugins, including DLC's. I have some areas where the game slows down, etc. However, I also don't run any ENB's, and I watch what lighting mods I use. And I'm running this on an AMD FX8350 4.0 GHz, and a Nvidia GTX 980. A lot of my plugins, however, are patches. But I have a few CTD's, and slow downs, but it is typically how much I am stressing my system by loading from zone to zone.
  16. I am willing to bet that either Neisa has a custom race, or a body in the bodyslide files with the mod. That said, there are ways to work with a custom race here on the forums. The body file would be better, and easier, to handle. It would be under CalienteTools, Bodyslide, etc. Just don't delete the file once you locate it. Rather, move it outside of the mod, and see if you can adjust things after you are done.
  17. What mod manager are you using? Are you running the latest, experimental, version of SKSE for AE? Also, are you getting errors in Loot, as you run it from your mod manager? That would be important to note, as well. A small piece of advice when asking for help, and this helps keep things a bit more tidy, is to put your mod list in a spoiler. The command is [ spoiler] [ /spoiler], without the spaces in there. Makes things a little easier. Not a criticism, just a but of advice.
  18. There are two people working on SKSE. Not just one. Otherwise, their website would state as much. And the version for AE is a preliminary build. It is not stable. Here is the important detail directly from the website: "The link below is a preliminary build of SKSE64 with support for Skyrim SE 1.6.318, aka the Anniversary Edition. The plugin manager has been updated with a new versioning system to handle post-AE plugins. If you are a plugin developer, please read PluginAPI.h for the breaking change regarding how plugins report their versions and compatibility with different runtimes. If you have an existing mod setup on pre-AE that you would like to keep working, this is not a sign that you should upgrade and start using this version of SKSE. However, if you have already upgraded to AE and are feeling adventurous, then try this out." The above means that you should NOT update SKSE to latest version yet. SkyUI relies on SKSE, so do several other mods I use. Papyrus will not work properly without the latest, experimental, version of SKSE. So you have to roll it back. I found that out the hard way. There are a myriad number of mods that need SKSE and they aren't being updated as of yet.
  19. I am not asking if anyone has Amazon curves mod still. I am wanting to know how to recreate, or modify a body to recreate, this mod for my own use. This way, I can make it, and use it on my own, instead of asking if anyone has it, and can upload it. Any guides would really help, as well. The simplest thing would be to have the mod, but if not, the second best is remaking the mod. Any help would be appreciated.
  20. While there are new mods being put out, and some being updated, some of the key mods are not being updated, yet. That is because Silverlock team has, yet, to put out SKSE for SE, and an actual working AE version. The one that's there now is a "beta" version, if you will. I would imagine that the team is working on getting SKSE up to date with the different "versions" and will come up with something fairly soon. The big mods that use SKSE haven't updated, yet. So, my advice, is until the Silverlock team is done, don't update SSE, and keep playing SSE as is.
  21. I doubt that you can make SSE work with mods, at the moment, because SKSE hasn't updated yet. So, the best bet is to try to roll back an update, play Skyrim legacy, or even Oblivion. I followed Gopher's advice, and backed things up as well as not choosing to update. I knew it was going to take a while to update SKSE, so I am sticking with what I know, and going to await for the team to update SKSE, then update the game, and all the mods.
  22. The easiest course is to not update things, for the moment, until the skse team updates skse. I'm waiting on them to update the SSE version myself before I update the game in steam.
  23. One piece of advice I do my best to give to everyone is to manually install SKSE, or any script extender. This way you don't have problems with any script extender.
  24. You need to do a couple extra steps. First, go to your game folder, find the .exe's. Right click on them, click on the compatibility tab, and check Run as Admin. Then, do the same for MO2. Run MO2, and you should be good to go. This wasn't a mod problem. Check inside MO2, and make sure your profile is saving locally, not where the game normally saves them. Profiles drop down box, <Manage> and check your current profile.
  25. Mods should be on the same drive as your game. However, downloads don't have to be. And you can thin those down by deleting the previous versions of your mods. But mods should be on your game drive. And Profiles. All else, can be on other drives.
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