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MackDaMerc

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  1. The Imperial archers training in Castle Dour have turned into stormtroopers - and cant seem to hit their archery targets anymore. A long time ago, there was a mod that fixed that bug. Does anyone remember the name of that mod? Or know of a more recent one that fixes the bug? Thanks!
  2. I removed it from an interior cell. I should have thought of that... Thank you for suggesting this. I will re-attempt the patch in this manner
  3. Thank you for responding. I appreciate you input. I took your advice and ran the QuickAutoClean as you suggested. Some items were removed. But there are still so many FormID numbers. They are not ITMS. They are categorized as LNAM - FormID # xxxxx. They range from #0 to #59450. I searched the web to find out what a LNAM file is, and found nothing useful. Here is an example of LNAM - FormID #69: [REFR:00014446] (places MarjarthFireLight [LIGH:000DA628] in GRUP Cell Temporary Children of LeftHandMineDaighresHouse "Daighre's House" [CELL:000198DE]) I made no edits to that interior cell, as well as the hundreds of others SSEEdit reports. I don't know what happened. I feel like I am in way over my head.
  4. Nope, this post has NOTHING to do with .esl extensions and FormIDs. I've searched the net and can't find a sufficient answer. So, I humbly ask here, hat in hand, for an answer. I've been trying to make a patch between two mods. One of which is ELFX (interiors). All I wanted to do was remove some innocuous floating candle smoke and alter the position of a lightbulb. So, I made both mods a temporary "master" and made my patch. After saving my work, I decided to look at it in SSEEdit. To my amazement, the file was bloated with over a hundred (no exaggeration) of FormIDs from ELFX - of which, I did not touch, nor alter. Does the patch really need to have all those FormIDs for something that I did not touch? If not, is there a way I can delete them in mass (I don't know the key sweep or function in SSEEdit). Thinking of having to remove them one at a time is more work than it is worth. Any guidance would be most appreciated.
  5. Update: I posted this same question on another forum and got an answer... The .esp file name cannot have special characters, such as a dash, or a diagonal... I cannot delete this post, so I decided to post the fix in case anyone else has the same problem in the future...
  6. Hello all, I'm trying to learn to use the CK better and need a little help. I decided to use the mods A Few Trees in Whiterun and Capital Whiterun Expansion. I chose these two mods because of a few sub-optimal tree placements between the two mods, and it seemed like something easy to correct. I used SSEEdit to add the master flag to A Few Trees in Whiterun amd Capital Whiterun Expansion. In the CK, I created a new .esp for the patch. After adjusting the trees, I saved the esp. Then, with SSEEdit, I removed the master flags from A Few Trees in Whiterun amd Capital Whiterun Expansion. I archived the patch, dropped it into my mod manager, installed, and deployed it. I then checked to see if the "masters" were needed by enabling/disabling the esp's. Errors were reported correctly. I enabled all the required esp's, verified the load order, and ran the game. None of the patch changes showed in game. I reloaded the CK with the patch esp as the "active file" and everything loaded correctly with the changes. I saved the esp again - just to be sure. With all required esp's enabled, and in proper load order, I ran the game again. And again, none of the patch changes appeared in game. I don't know what I am missing, nor what to do next. Please advise.
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