GentleLite Posted October 4, 2023 Share Posted October 4, 2023 I'm using a mod called conditional expressions and I really like it. Problem is, these notifications that say "expression reset" keeps appearing at the top left every couple seconds. This mod does come with an mcm with two notification settings which I disabled but the issue persists.This mod also has no sort of ini or anything I can edit. I think the mod creator is aware but its taking too long so I would like to take things into my own hands.I opened up the mod in creation kit. The problem is, I have no idea what to do now lol Is there a way to find this and disable it in creation kit? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 4, 2023 Share Posted October 4, 2023 (edited) Sounds like a notification statement is being triggered on a script somewhere. If the mod in question has PSC files, open them up in any plain text editor and search for the specific phrase being displayed. Should you find it, you can comment out the relevant code with a semi-colon. The PSC would then need to be saved and re-compiled such that the game would have access to the modified PEX file. The Creation Kit can be used to compile if you do not already have a third-party utility set up for compiling purposes. If the mod only has PEX files, you can use Champollion to decompile into a readable and reusable format. EDIT: There may be other script source files needed in order to compile the one that needs to be changed. It can be a daunting rabbit hole to follow. Best bet is to then ensure that you have the game's PSC files, SKSE PSC files, the mod's PSC files and PSC files from any mod required by the mod in being adjusted all in the singular folder location used by the Creation Kit for compiling purposes. Edited October 4, 2023 by IsharaMeradin Link to comment Share on other sites More sharing options...
GentleLite Posted October 4, 2023 Author Share Posted October 4, 2023 Sounds like a notification statement is being triggered on a script somewhere. If the mod in question has PSC files, open them up in any plain text editor and search for the specific phrase being displayed. Should you find it, you can comment out the relevant code with a semi-colon. The PSC would then need to be saved and re-compiled such that the game would have access to the modified PEX file. The Creation Kit can be used to compile if you do not already have a third-party utility set up for compiling purposes. If the mod only has PEX files, you can use Champollion to decompile into a readable and reusable format. EDIT: There may be other script source files needed in order to compile the one that needs to be changed. It can be a daunting rabbit hole to follow. Best bet is to then ensure that you have the game's PSC files, SKSE PSC files, the mod's PSC files and PSC files from any mod required by the mod in being adjusted all in the singular folder location used by the Creation Kit for compiling purposes.Oh boy, sounds complicated but I decided to take a step forward. Champollion wouldn't run, ran into a few headaches, but found Champollion Graphical User Interface which I merged and installed net 7.0 so it seems to be working now. I decided to download Note++ since it seems to make things easier. For now, I used the search function on each pex/psc file and found no results. I also searched the patch file that came with the mod, no luck. So.... what you're saying is, I should move the mod and all mod requirements into a single folder then open it in creation kit? I may need to do some baby steps since I"m new to all this. I see in creation kit I can make mods active and open them (I tend to always get errors but it does open). So would it be ok to make them all active or do I really need to move the folders in one location? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 4, 2023 Share Posted October 4, 2023 Do not move the mod and its requirements! You only need to ensure that the PSC files associated with those mods are available for the Creation Kit to access when compiling. What is the mod in question? No point in going down any rabbit holes without confirming the correct course of action. Link to comment Share on other sites More sharing options...
GentleLite Posted October 6, 2023 Author Share Posted October 6, 2023 Do not move the mod and its requirements! You only need to ensure that the PSC files associated with those mods are available for the Creation Kit to access when compiling. What is the mod in question? No point in going down any rabbit holes without confirming the correct course of action.The mod is called conditional expressions. One of my favorite expression's mods imo. I appreciate your help on this. Conditional Expressions Extended at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) Along with its requirement and its requirements requirement to the 2nd power lol Link to comment Share on other sites More sharing options...
anjenthedog Posted October 6, 2023 Share Posted October 6, 2023 In the "Maintenance" submenu of conditional expressions MCM, there's a setting for verbose notifications. Have you tried unchecking it? (don't forget to fire the Update/Restart action after doing so) I have it unchecked and see no such behavior in my game. I'd post a snapshot of the menu but Nexus has decided that's off limits. (all of ~30K) Link to comment Share on other sites More sharing options...
GentleLite Posted October 6, 2023 Author Share Posted October 6, 2023 In the "Maintenance" submenu of conditional expressions MCM, there's a setting for verbose notifications. Have you tried unchecking it? (don't forget to fire the Update/Restart action after doing so) I have it unchecked and see no such behavior in my game. I'd post a snapshot of the menu but Nexus has decided that's off limits. (all of ~30K)I hope so, otherwise I would feel silly. Just in case however, double checked and indeed I have it unchecked. I hit restart, saved and closed/reopen skyrim but the issue still happens.... But since you reported there is nothing wrong with the mod, I can troubleshoot elsewhere so thanks a ton for that. I checked my load order, I may have screwed up here. I swapped places with the requirement mods. However now the MCM won't even load. I'll try a new game since I haven't gotten far. Also thanks to you I see there is a patch for mfg face tracking which I just got. Link to comment Share on other sites More sharing options...
anjenthedog Posted October 6, 2023 Share Posted October 6, 2023 Well I said there's nothing wrong with *my game regarding that mod. Not that there's "nothing wrong with the mod", or nothing wrong with it for yours... And FTR, I'm running Skyrim 1.5.97, so if you're on AE (Skyrim 1.6x+) your experience *might be different, and you might have to dig in to the scripts like IsharaMeradin was suggesting. best of luck Link to comment Share on other sites More sharing options...
GentleLite Posted October 6, 2023 Author Share Posted October 6, 2023 Well I said there's nothing wrong with *my game regarding that mod. Not that there's "nothing wrong with the mod", or nothing wrong with it for yours... And FTR, I'm running Skyrim 1.5.97, so if you're on AE (Skyrim 1.6x+) your experience *might be different, and you might have to dig in to the scripts like IsharaMeradin was suggesting. best of luckAlso on 1.5.97 as well. Thanks for the help Link to comment Share on other sites More sharing options...
anjenthedog Posted October 6, 2023 Share Posted October 6, 2023 I wonder if another mod's debug/notifications/etc settings might be interfering. I'd recommend that you check all your MCMs for similar entries and turn them off too, at least temporarily, to see if that settles things down. Link to comment Share on other sites More sharing options...
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