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bloodstone2008

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  1. I am going to explain a few things first then you can tell me what you may want me to test or look at. First I use Mod organize 2 and have a working understanding of Zmerge. I have 3 merge packs created with this tool. The total build list with the Zmerges active but not enabled is 494 (mod organizer 2 has two selection options) the main window selects the mod and enables the entire mod, however there is a window withthe running esl/esp/esm that can be deactivated for your load order while I may have 494 enabled thats only for 2 of the three build sets the third one is a merged file and all the assets were crammed into the folders under it. Clothes(183 mods), merge set 1(164) and merge set 3(28) are those mods. total mods running in the load order are 237 This build is both playable and stable, it also saves without corruption. That being said there are two more merge batches that for some reason do not work properly, or cause issues. Merge set 2 and 4, are not used for this reason.Most of the time they run, but I get save error corruption and have to exit skyrim and reload the save to get it to run. ( I am running skyrime SE) I have been running this build for about three weeks now. If you want a full build list feel free to message me I can get it together, in a readable format.
  2. I understand the limit Zedit is using. If it can load the limit, why try and exceed what is allowable bye the engine. It also makes sence that you would want to pack up your Mods, in a logical fashion to find errors and bugs in mods.
  3. Not sure how feasible this might be, a box that has buttons on it that can do different functions.
  4. I have been trying trying to get the MCM version that Renn released a while back to allow 100 followers, The script code compiles, and seems to work , the menus seems to populate until I hit the limit of 64, then things get weird. Follower still follow but they stop being managed in the lists. The problem I have is that I know there are a few places in the code to add pAliasX and then link them to the code, but if I do that and make any changes to the ESP file , it breaks. I noticed a few things about the esp file, its got a lot of errors, with ts5edit, I don't know if this it intentional or not. At this point I may just have to recode a whole new follower script,Though I would like to know why this one is borking out when I us the creation kit to make any saved changes. If I Can figure out how to get a good version I will try and make an update to the limit can go higher that the 128 array limit. Any suggestions or questions feel free to bug me. http://www.nexusmods.com/skyrim/mods/71022/? and http://www.nexusmods.com/skyrim/mods/15524/? are the original files from nexus.
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