|
Smol posted:What the hell do you use those programs for? I've always just used Mod Organizer or Fallout Mod Manager with Bethesda games. Haven't had the need to use any additional tools. TES5Edit, Wrye Bash and Mator Smash can all try to use some kind of logic to merge these entries together. Threep fucked around with this message at 11:46 on May 1, 2016 |
# ? May 1, 2016 11:42 |
|
|
# ? Jun 4, 2024 22:38 |
|
Smol posted:What the hell do you use those programs for? I've always just used Mod Organizer or Fallout Mod Manager with Bethesda games. Haven't had the need to use any additional tools. If you've been modding these games and think you never had to handle compatibility issues, then - unless you limited yourself to just a handful of mods that had no overlap - I can guarantee you that some poo poo was broken in your game. It could be something as harmless as a sword not showing up because the mod that added it to the leveled lists had its edits overwritten by another mod, but still. Raygereio fucked around with this message at 11:50 on May 1, 2016 |
# ? May 1, 2016 11:47 |
|
IAmTheRad posted:Holy hell how has this not been released until now?
|
# ? May 1, 2016 12:17 |
|
IAmTheRad posted:My guide was more or less the exact same as Mator did for his tutorial video. What does the "build from plugins" setting do? IAmTheRad posted:Technically speaking, you can go all insane and grab the auto bash tagging script for TES5Edit and go through each mod manually to add tags to them so that Mator Smash gets them done in a one-click "solution". In theory, this sounds like something Mator Smash could do as like a "start it up and then go make lunch" pre-processing step.
|
# ? May 1, 2016 14:20 |
|
Smol posted:What the hell do you use those programs for? I've always just used Mod Organizer or Fallout Mod Manager with Bethesda games. Haven't had the need to use any additional tools. I was actually going to see if I could link to a guide on this but others have answered it and surprisingly I can't actually find a simple guide on what a "non-conflicting override" is. The only good one is in a xEdit guide.
|
# ? May 1, 2016 14:23 |
|
GunnerJ posted:What does the "build from plugins" setting do? I have absolutely no idea. I basically just followed the video tutorial and wrote down what it said to do. I do have an addendum to the smash guide. If a mod already has a bashed setting, use that instead of your custom tag. When making your smashed patch, make sure every mod you want included is selected. This includes Skyrim.esm. Even if you have a mod that would be merged in a bashed patch, enable it. As long as it's not required as a master you can disable it after you make your smashed patch. Remember, Mator Smash at this time is NOT recommended. Only use it if you're fine with things possibly breaking. The average modder will be fine with just a mashed patch and a bashed patch. Do not combine a Smashed patch with a bashed/mashed patch. The dynamic patches from SkyProc patches always get made after your mashed/bashed or smashed patch. And FNIS of course after your mods are all done.
|
# ? May 1, 2016 14:35 |
|
Yeah I actually managed to make a couple of patches with Mator Smash that caused CTD at the main menu. Gonna do a little digging later to figure out WTF. In other news, a new version of CACO is out, and it fixes the vampire thing. Edit: You gotta love a mod that has: code:
code:
Agents are GO! fucked around with this message at 14:42 on May 1, 2016 |
# ? May 1, 2016 14:39 |
|
IAmTheRad posted:Technically speaking, you can go all insane and grab the auto bash tagging script for TES5Edit and go through each mod manually to add tags to them so that Mator Smash gets them done in a one-click "solution". Why would this be a bad idea, other than needing to redo it every time a new mod version gets published.
|
# ? May 1, 2016 14:45 |
|
Ynglaur posted:Why would this be a bad idea, other than needing to redo it every time a new mod version gets published. It caused major instability to my game when I did it. Enough that I had to nuke the entire site from orbit and restart.
|
# ? May 1, 2016 16:14 |
|
My install runs fine and I did that.
|
# ? May 1, 2016 23:01 |
|
I want to use Skytweak but it will overwrite changes made by any other mods with conflicting settings. The mod page says I can make Skytweak re-import the settings from the rest of my load order but I'm not sure exactly how to do this. The MCM page says I can do a full reset but I'm finding that makes no apparent difference on game reload. I might be doing something wrong with the FISS save system. Ayone know the correct procedure to get this fixed?
|
# ? May 2, 2016 02:16 |
|
I was just about to venture into the 'Lost to the Ages' questline where you hunt for the Aetherium forge when I remembered there being a mod for adding aetherium weapons and armor. Looking at it in Mod Organizer, there seem to be 40 armor texture files that conflict with either Dwemer Spectres (related to dwarven sphere centurions) or Lost Wonders of Mzark (38 files in textures/armor/dwarvenpwr/). Do I need to be concerned about that? I'd also basically be installing the Aetherium weapon and armor mod right before entering Arkngthamz and I happen to already have one of the shards from just generally running around the world. Is that going to be a problem? Edit: Huh not sure why I'm so worried about those few conflicts when there's tons of texture conflicts between all my mods. Seems that's normal and not a problem. Edit edit: Dwemer spectres are good poo poo. Anything that adds more to Dwemer ruins that isn't goddamn Falmer is good poo poo in my book, but these spectres look especially great. Fleve fucked around with this message at 14:21 on May 2, 2016 |
# ? May 2, 2016 12:17 |
|
Nothing to worry about, those mods use resources from Aetherium Arms and Armor, it's fine.
|
# ? May 2, 2016 14:23 |
|
Agents are GO! posted:Nothing to worry about, those mods use resources from Aetherium Arms and Armor, it's fine. Is the new OP thing still happening or?
|
# ? May 2, 2016 15:27 |
|
KakerMix posted:Is the new OP thing still happening or? The OP's creation is exactly analogous to the process of modding Skyrim.
|
# ? May 2, 2016 15:40 |
|
Slowly but surely. I've been dealing with strep throat and some other issues. It'll happen before Scyantific plays Skyrim again, I'm almost certain.
|
# ? May 2, 2016 16:14 |
|
Thanks to this thread I've just completely reinstalled Skyrim and added a load of mods, including realistic needs & diseases. When installing RN&D, it asked whether I'd installed the unofficial Skyrim patch as well. I answered yes, but I found that it came up in red in the plugin list, saying that the unofficial patch was missing. Looking at the patch, I actually installed the Legendary unofficial patch rather than the separate ones. So I went back and reinstalled RN&D but left the USKP unticked. Has anyone had this problem before? Is it better to stick with how I've done it, or should I install the separate unofficial patches and delete the Legendary one? I installed Live Another Life as well, and started off as a beggar in Markarth. Witnessed the murder in the market square and followed the Cidnha Mine quest right up until the confrontation with Nepos the Nose. I got absolutely messed up when he and his servants ganged up on me (thanks to my low level and probably the combat patches I added ), so I ended up fleeing to Whiterun. Came back when I was strong enough to confront them, killed his servants but couldn't find him before I ended up in the mines. After I eventually escaped and left Markarth, he ambushed me by the stables and I had my revenge. I know it probably wasn't an intended twist on the quest progression, but I love this patch.
|
# ? May 2, 2016 17:52 |
|
Power_13 posted:Thanks to this thread I've just completely reinstalled Skyrim and added a load of mods, including realistic needs & diseases. RN&D had a version 2.0 that was relied on USLEEP a few months ago but it appears to have been taken down. Which is a shame because it was infinitely better. You should just swap to a different needs mod though. iNeed works fine and it's what I've been using.
|
# ? May 2, 2016 18:03 |
|
Transmogrifier posted:RN&D had a version 2.0 that was relied on USLEEP a few months ago but it appears to have been taken down. Which is a shame because it was infinitely better. Cool, I'll give iNeed a try. Thanks
|
# ? May 2, 2016 18:24 |
|
Yeah, iNeed owns. It's way less spergy than RND.
|
# ? May 2, 2016 19:58 |
|
Something seems off about my lighting, not sure what might be the exact cause as I'm just picking this installation up after a long absence. Shadows look like crap even though i set the ini options to 4k, and the contrast seems wrong. I remember using CoT for a while, then more recently Purity, but they've both been uninstalled and this is on a new game. I'm using enboost, but that says graphics options are disabled so I don't know what. First image is taken outside at like 2pm with the sun in front of my character, from behind it's basically just all shadow. Second one is in the race menu room where everything looks much more normal. Anybody have any ideas? Edit: Okay I fixed the shadows based on a video I found, looks like raising the fov might have been causing that somehow. I think the contrast thing is due to eye adaptation in some way? Anyone know the best way to fix that? Wow, now that I'm looking under the hood I've hosed up a lot of stuff here! Must have half assed it back when I switched from wrye bash to mod organizer. Davoren fucked around with this message at 23:20 on May 2, 2016 |
# ? May 2, 2016 22:28 |
|
Whoa, what mod does that character creation? That's so much nicer than the default. I also went ahead and started a whole new game this weekend, doing another total immersive style, and I just keep finding new fun mods to add that I didn't even know I needed. I love modding Skyrim. edit: vv Thank you! Transmogrifier fucked around with this message at 05:06 on May 3, 2016 |
# ? May 3, 2016 04:48 |
|
Transmogrifier posted:Whoa, what mod does that character creation? That's so much nicer than the default. It's RaceMenu
|
# ? May 3, 2016 04:55 |
|
What're the risks of using the race menu? Like- every time I've heard about using it post character creation, there's a chance that it'll... blow up the moon? or something?
|
# ? May 3, 2016 12:04 |
|
Sion posted:What're the risks of using the race menu? Like- every time I've heard about using it post character creation, there's a chance that it'll... blow up the moon? or something? In the past games it could mess up your stats and skills, but that no longer seems to be the case. As long as you don't change your character's race on the go (which will break the vampire lord/werewolf scripts at very least), you should be fine.
|
# ? May 3, 2016 12:30 |
|
The character creation shot I posted above uses RaceMenu, as posted, but I'm also using ShowRaceMenu Alternative which claims to be much safer for your stats than using the console, and even claims to work if you're a vampire or werewolf, though I've never tested that. It gives you a power you can use to open the race menu, and it moves you to that room I'm standing in.
|
# ? May 3, 2016 13:00 |
|
Okay. What's a cool and good armor retexture doodad?
|
# ? May 3, 2016 14:13 |
|
I'm looking for a few specific mod effect someone here might have some insight into. I'm looking to a) be able to use the claw unarmed animations the beast races use (per character, not like going in and editing the whole race entries) and b) some kind of invisible/low vis option to be able to poison unarmed attacks. I've found a few battle claw and animal claw type mods, but both apply as armor slot items which I obviously can't poison.
|
# ? May 3, 2016 14:28 |
|
Sion posted:Okay. What's a cool and good armor retexture doodad? If you're talking about jazzing up vanilla stuff, can't go wrong with amidianborn. http://www.nexusmods.com/skyrim/mods/24909/
|
# ? May 3, 2016 14:36 |
|
Sion posted:Okay. What's a cool and good armor retexture doodad? I've been using (sorta) this for a while: http://www.nexusmods.com/skyrim/mods/42360/
|
# ? May 3, 2016 16:38 |
|
https://www.reddit.com/r/skyrimmods/comments/4hmdz3/what_is_going_on_with_wyrmstooth_and_its_author/ Pirating mods
|
# ? May 4, 2016 00:27 |
|
Themage posted:https://www.reddit.com/r/skyrimmods/comments/4hmdz3/what_is_going_on_with_wyrmstooth_and_its_author/ Mod Picker confirmed as paid mods of 2016.
|
# ? May 4, 2016 00:36 |
|
More proof that reddit is literally the garbage can of the Internet.
|
# ? May 4, 2016 00:41 |
|
Themage posted:https://www.reddit.com/r/skyrimmods/comments/4hmdz3/what_is_going_on_with_wyrmstooth_and_its_author/ GunnerJ posted:Mod Picker confirmed as paid mods of 2016. well, I mean, they aren't wrong, its just a matter of who gives a poo poo
|
# ? May 4, 2016 01:16 |
|
Wyrmstooth guy appears to have deleted all traces of himself from the Internet. Weird.
|
# ? May 4, 2016 01:37 |
|
TeenageArchipelago posted:well, I mean, they aren't wrong, its just a matter of who gives a poo poo Who isn't wrong about what...?
|
# ? May 4, 2016 01:52 |
|
Crash Fixes also updated to V8, notably taking care of the save string count issue that was discovered recently. http://www.nexusmods.com/skyrim/mods/72725/
|
# ? May 4, 2016 02:21 |
|
The string count issue? like if you have enough saves to overflow the integer?
|
# ? May 4, 2016 02:38 |
|
GunnerJ posted:Who isn't wrong about what...? reddit isn't wrong about it technically being pirating (assuming that you call downloading IP without the owners consent pirating)
|
# ? May 4, 2016 03:03 |
|
|
# ? Jun 4, 2024 22:38 |
|
This is one of those "technically not wrong but realistically nobody will care because it's a mod" type situations, I imagine Not like I read Wyrmstooth's license to see exactly whether or not it's even true, because
|
# ? May 4, 2016 03:17 |