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Does the SkyRe combat module include timed blocking shenanigans? Not the perk trees obviously, but its other effects? After messing around with it in-game for a while I'm pretty sure it's working, but I'd like to know for sure and the documentation doesn't mention that facet one way or the other.
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# ? Oct 16, 2014 20:19 |
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# ? Jun 1, 2024 02:55 |
So I got my game working again, but I've run into a weird issue with rieklings. Whenever I loot one's armor my game crashes. It's not that big of an issue since I could just ignore it but I'm not sure why exactly this is happening, is this a known bug or have I stumbled onto another weird thing? EDIT the second: Problem is definitely coming from Immersive Creatures, going to have to see if I Can fix this. And then the nexus mod manager stopped working. It flat out won't start up now. Nuebot fucked around with this message at 10:01 on Oct 17, 2014 |
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# ? Oct 17, 2014 09:20 |
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Do you have anything that changes the loot tables? If you do, see if there are any updates or recent patches/fixes the author has posted. That's helped me a couple times with CTDs once I narrowed it down to the culprit mod.
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# ? Oct 17, 2014 09:28 |
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GunnerJ posted:So uh. What's everyone think of this? Dude couldn't even tell you the color of the sky without being an insufferable oval office about it. This should be... insufferably cunty.
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# ? Oct 17, 2014 18:47 |
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Could somebody explain to me how to use Reproccer with Mod Organiser? Running Reproccer on its own just results in it not being able to recognise the mods that are loaded by Mod Organiser. I've tried to run it from within Mod Organiser, by finding reproccer.jar in the data tab, but trying to run this does not appear to result in anything actually happening. Also, how do I get Wrye Bash to generate a bashed patch? For that matter, do I even need to do that with Mod Organiser? I keep hearing about needing bashed patches but I have no idea what that really even is. Apologies if this is all covered earlier in the thread, but I found nothing in the past 10 or so pages and I'm not scouring all 208 pages.
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# ? Oct 17, 2014 23:47 |
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Think this video might explain all that, except the function of a bashed patch: https://www.youtube.com/watch?v=28__bjAKo4M eta: He used LOOT and TES5Edit as examples, but the instructions for those apply to Wrye Bash too.
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# ? Oct 17, 2014 23:56 |
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OK, I've tried going through that video, but I still have the same problem: running ReProccer as an executable through Mod Organiser does not cause ReProccer to run; nothing happens. I can run ReProccer from outside MO fine, so I guess the program itself is fine, but inside MO it'll just pop up with a window saying "MO is locked while the executable is running". Then the window disappears after a few seconds, there's a brief loading bar at the bottom of the screen, and nothing else happens.
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# ? Oct 18, 2014 00:14 |
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Robhol posted:OK, I've tried going through that video, but I still have the same problem: running ReProccer as an executable through Mod Organiser does not cause ReProccer to run; nothing happens. I can run ReProccer from outside MO fine, so I guess the program itself is fine, but inside MO it'll just pop up with a window saying "MO is locked while the executable is running". Then the window disappears after a few seconds, there's a brief loading bar at the bottom of the screen, and nothing else happens. Is the ReProccer in the right folder? Should be \steamapps\common\Skyrim\data\SkyProc Patchers\T3nd0_ReProccer Also: quote:32-bit Java is required to run SkyProc Patchers.
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# ? Oct 18, 2014 04:44 |
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Robhol posted:OK, I've tried going through that video, but I still have the same problem: running ReProccer as an executable through Mod Organiser does not cause ReProccer to run; nothing happens. I can run ReProccer from outside MO fine, so I guess the program itself is fine, but inside MO it'll just pop up with a window saying "MO is locked while the executable is running". Then the window disappears after a few seconds, there's a brief loading bar at the bottom of the screen, and nothing else happens. That sounds like it's finding the shortcut and then crashing for some reason. Are there any error logs in the directory you've pointed MO at?
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# ? Oct 18, 2014 04:47 |
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FadedReality posted:Is the ReProccer in the right folder? Should be \steamapps\common\Skyrim\data\SkyProc Patchers\T3nd0_ReProccer It's in the right folder, yeah, and I've tried several other locations too just in case. The Java directory, however, is actually Java/jre1.8.0_25/bin, and trying to change that to jre7 is impossible as it just reverts back when you try to save it in the "modify executables" window. Though, I am pretty sure it was pointing at jre7 before I updated Java and it didn't work then so I'm not sure that's the problem. Buried alive posted:That sounds like it's finding the shortcut and then crashing for some reason. Are there any error logs in the directory you've pointed MO at? There are some error logs from when I tried running it from outside of MO, but when I try to run from inside MO it isn't generating any logs.
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# ? Oct 18, 2014 09:01 |
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Someone in a thread on Nexus suggested checking your default programs to make sure .jar files aren't being opened with 7zip or something weird. From another thread where a guy was having the same problem: quote:MALWAREBYTES ANTIEXPLOIT! That was stopping them from running for some random reason and not telling me, I had actually forgotten I had that running so I didn't check to see if it was doing anything. It has no log files relating to it, but disabling it allows skyproc patchers to work for some reason. Thanks for reminding me to check for that. Make sure it's not being flagged by your AV VV FadedReality fucked around with this message at 10:42 on Oct 18, 2014 |
# ? Oct 18, 2014 09:12 |
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OK, I've got it fixed now. I had tried turning off the AV before, but it turns out that only disabling both the anti-virus and firewall simultaneously is enough to get it to work. Thanks for the suggestions everyone.
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# ? Oct 18, 2014 09:30 |
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Anyone seen this mod? http://forums.bethsoft.com/topic/1508450-wip-character-behaviors-enhanced/ Character Behaviors Enhanced. Check out some of the videos, it basically allows for underwater combat and mid air combat. Still WIP but pretty impressive. For ever 1000 Titmods, there is a decent gem like this. Still WIP tho.
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# ? Oct 18, 2014 14:47 |
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Scyantific, any chance of an update of the OP with current best recommendations / version links, etc? The OP was last updated in Feb, which is page 100 of this thread (108 pages ago). There is just too much material to catch up on if not following thread every day. I miss Skyrim.
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# ? Oct 18, 2014 16:33 |
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pmchem posted:Scyantific, any chance of an update of the OP with current best recommendations / version links, etc? The OP was last updated in Feb, which is page 100 of this thread (108 pages ago). There is just too much material to catch up on if not following thread every day. I miss Skyrim. I think a good resource would be the Nexus file of the month lists. I tried finding a "best mods of 2014" list to link you and most of them are people listing mods that have been out but continue to be better than anything new.
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# ? Oct 18, 2014 19:27 |
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Yeah I honestly haven't kept up with Skyrim modding since I burned out on the game in March. I'll try to make an effort to get the OP up to date throughout this week.
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# ? Oct 18, 2014 19:29 |
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Quick question. Is it possible to make it so that a given skill does not contribute towards your levelling up? For, say I want enchantment or smithing at 100 - I don't really want that to cause me to level up when my combat skills lag behind. Any way to do that in skytweak or the uncapper? E: Figured it out The Iron Rose fucked around with this message at 20:28 on Oct 18, 2014 |
# ? Oct 18, 2014 20:22 |
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The Iron Rose posted:Quick question. Is it possible to make it so that a given skill does not contribute towards your levelling up? For, say I want enchantment or smithing at 100 - I don't really want that to cause me to level up when my combat skills lag behind. Any way to do that in skytweak or the uncapper? Yeah although be careful since its easy to mess up whatever semblance of balance you have with it. code:
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# ? Oct 18, 2014 20:33 |
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In MO install order doesn't matter correct? I've noticed a few mods on Nexus mention under the install instructions to install mod A before B and allow it to overwrite files. Since MO doesn't place files in the data folder the only way to overwrite files is based on the load order which LOOT handles? On that note, I was looking at Dual Sheath Redux and FNIS today and with both of those you have to run a .jar or .exe after install but since MO doesn't place the files in the data folder I couldn't.
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# ? Oct 19, 2014 04:10 |
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Klowns posted:In MO install order doesn't matter correct? I've noticed a few mods on Nexus mention under the install instructions to install mod A before B and allow it to overwrite files. Since MO doesn't place files in the data folder the only way to overwrite files is based on the load order which LOOT handles?
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# ? Oct 19, 2014 06:32 |
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Klowns posted:In MO install order doesn't matter correct? I've noticed a few mods on Nexus mention under the install instructions to install mod A before B and allow it to overwrite files. Since MO doesn't place files in the data folder the only way to overwrite files is based on the load order which LOOT handles? e:f,b Anyhow, as for .jar and .exe files, see that button with the gears on it? Click it, and create an entry for the file in question. You can look at the preexisting entries for help with what each field needs. Once you've done that, use the dropdown menu next to the Run button to select your file and run it. MO will populate its virtual file system and direct your file towards it. Also, a question for the thread: if I wanted to do my own balancing of some of the weapon and armor mods I've been downloading, how would I go about that? Some of their values don't make a whole lot of sense, and I'd love to give myself reasons to branch out and enjoy all the nifty stuff I've downloaded.
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# ? Oct 19, 2014 06:40 |
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Kraven Moorhed posted:e:f,b MO also lets you find a file in the Data tab on the right side and right click and either open/run once or add as executable which will fill in the details for you. I'd suggest using Tes5Edit to adjust values. Copy as override the weapons/armors into a new file and change the values in that. That way if the mod updates your changes won't be erased when the esp is replaced. It also lets you change multiple mods in a single esp so you don't have to dig through each of your mods to see if you've changed it.
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# ? Oct 19, 2014 07:19 |
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I haven't really attempted updating through Mod Organizer, so I don't know if this is normal. I open a mod in MO that's listed as having an update, but it always gives me an error code. The link to the mod page will work fine otherwise, I just can't update through MO. I've enabled it in my Firewall, so it isn't that.
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# ? Oct 19, 2014 19:59 |
Does your Mod Organizer spoof the correct NMM version number? Check the Workarounds tab in the options, mine is set at 0.52.2 and it worked fine just last week.
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# ? Oct 19, 2014 20:01 |
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Is there a way to add a stand-alone .esp patch file through mod manager so it sees it? Specifically the Shut up Mirmulnir one. if not, how should I go about installing it?
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# ? Oct 19, 2014 23:39 |
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This loving jank-rear end game. I made a new MO profile that loads less than I normally do (it's still like 250 mods) and on a fresh tesv.exe start, it CTDs every time I load my latest save file, but I can load an earlier one, and then load the latest from in game every time. I don't understand anything.
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# ? Oct 19, 2014 23:52 |
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Ron Paul Atreides posted:Is there a way to add a stand-alone .esp patch file through mod manager so it sees it? Specifically the Shut up Mirmulnir one. if not, how should I go about installing it? If so, download the plugin. Then go to your MO mod directory (default: \ModOrganizer\mods), create a new folder in here, give it an appropriate name and dump the plugin you downloaded in that folder. You're done. Start MO (or restart if you had it running): The new folder you made will show up under the installed mods list.
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# ? Oct 19, 2014 23:56 |
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Could also zip it up and click the manual install button.
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# ? Oct 20, 2014 00:11 |
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After playing a good amount of Shadow of Mordor, I really want someone to make a revenge system mod for Skyrim where certain NPCs will hunt you and track you down after you've killed them. After seeing what "Follower Goes on a Trip" can do, it seems feasible to do the same thing but with enemies. \/\/\/Jaxonz Positioner? sticklefifer fucked around with this message at 08:05 on Oct 20, 2014 |
# ? Oct 20, 2014 07:54 |
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Someone remind me what the mod that made decorating and positioning loads better was? That is to say, the one where it makes moving objects not in your inventory easier, for decorating houses and the like.
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# ? Oct 20, 2014 08:04 |
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sticklefifer posted:After playing a good amount of Shadow of Mordor, I really want someone to make a revenge system mod for Skyrim where certain NPCs will hunt you and track you down after you've killed them. After seeing what "Follower Goes on a Trip" can do, it seems feasible to do the same thing but with enemies. The Iron Rose posted:Someone remind me what the mod that made decorating and positioning loads better was? That is to say, the one where it makes moving objects not in your inventory easier, for decorating houses and the like. SkyTweak has some positioning stuff and can also lock items in place (animation type keyframed I think) so you can't bump them when you try and put the next thing dowm. Or make a stairway out of floating silverware.
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# ? Oct 20, 2014 10:45 |
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Pretty sure they're talking about Jaxonz Positioner. Jaxonz has a bunch of really useful, elegant utility mods that I've been meaning to do a write up on for a while because they're weirdly underrated, but I'm lazy. Basically I recommend everyone check out the rest of his mods too. My favourites are Lights Please for making Candlelight and Magelight actually useful, Renamer for renaming anything (including characters and creatures, like your horse!), and Crafting Helper for quickly grabbing all your materials with a hotkey and returning them just as easily when you're done crafting. Those last two work really well together, you can set up and lable food and material storage in your crafting area, organize all your stuff and then grab everything whenever you need it. I like it a lot more than the autosort/cloud storage mods I've tried. For some reason I get kick out of my storage making sense. So I actually use the labelled containers in my mod house for like, "Fruits and Vegetables" and "Baking supplies", and this saves me a lot of tedium grabbing all the stuff I need to make an apple dumpling or whatever. DOVAHKIIN. fentan fucked around with this message at 11:44 on Oct 20, 2014 |
# ? Oct 20, 2014 11:38 |
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fentan posted:Crafting Helper for quickly grabbing all your materials with a hotkey and returning them just as easily when you're done crafting. Those last two work really well together, you can set up and lable food and material storage in your crafting area, organize all your stuff and then grab everything whenever you need it. That sounds really useful, I keep all my food and crafting stuff in Haven Bag and I've more then once left without putting something like a stack of hearts back and the next item I pick up has me overweight looking through my inventory for the reason.
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# ? Oct 20, 2014 13:47 |
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fentan posted:Renamer for renaming anything (including characters and creatures, like your horse!) Hell yes, I've been looking for something that would allow me to attach names to filled black soul gems (like in Morrowind). I may or may not have a habit of collecting every victim from the Dark Brotherhood questline
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# ? Oct 20, 2014 15:10 |
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So i guess I'll start modding this game past just the unofficial patches This is gonna be a terrible rabbit hole isn't it
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# ? Oct 20, 2014 20:45 |
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ZenVulgarity posted:So i guess I'll start modding this game past just the unofficial patches just wait until you get to titty mods
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# ? Oct 20, 2014 20:50 |
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ZenVulgarity posted:So i guess I'll start modding this game past just the unofficial patches "Actually play Skyrim" is at the bottom of a long to-do list that I literally actually have just for this game
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# ? Oct 20, 2014 20:54 |
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Gyshall posted:just wait until you get to titty mods I've seen realistic horse vaginas and apparently an erection spell Thank you Roar's stream
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# ? Oct 20, 2014 20:55 |
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GunnerJ posted:"Actually play Skyrim" is at the bottom of a long to-do list that I literally actually have just for this game Pfft, its on your todo list. Modding is the game.
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# ? Oct 20, 2014 20:56 |
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# ? Jun 1, 2024 02:55 |
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fentan posted:Pretty sure they're talking about Jaxonz Positioner. This looks all very cool, but the positioner is overwriting some of the renamer's scripts. Any way I can use them both together with MO? E: Also, don't suppose there's a mod that lets you add light sources or chests or things eh? The vanilla houses are really dark. I noticed that one of Jaxonz's mods let you add chests and stuff to your house which I thought was really cool, but it seems like it's incomplete.
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# ? Oct 20, 2014 21:06 |