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sirjesto

Citizen
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Everything posted by sirjesto

  1. It's all good. I don't use either mod anyways. ;) The reason I wanted the room to be accessible is for some reason the BoO mod has a scripted mine activator in there on the wall and I wasn't sure if it was important for that mod or not.
  2. I tried a few ways to deal with this and this was the best way I could come up with. The Sewer Dwemer door has been changed to a trap door like the BoO one and moved inside the room. Here is the patch. https://www.mediafire.com/file/wf79blkm57o61rp/SS4_TBoO_Patch.rar/file
  3. I'll say it for a third time. You need to run the NIF Optimizer program on the IA meshes.
  4. There is a post on the Immersive Patrols SE mod comment page that discusses this very issue.
  5. Try using the meshes from the individual mods instead of the merged.esp
  6. Extract the Immersive Armors .bsa and run the Nif Optimizer on the meshes.
  7. AHA yes Lexy you got me thinking. IA's meshes haven't been put through the Nif Optimizer and that may be what is causing the problem.
  8. Yeah It's probably a missing mesh. Missing textures show purple. What is in Weapons Armours Merged.esp? A missing mesh (or more likely a record looking for a mesh in the wrong place) is the issue. xEdit may not find this simply looking for conflicts. Can you post a picture of your whole load order loaded in xEdit with one of those NPC's records open? I'd like to see all the mods editing them.
  9. Did you install the right version of the mod? The guide asks for the "NewStonesNormalandGreyscale" file, not the "New Stones for Circlets" file. That being said, I scanned the textures of both versions and there are no issues with them.
  10. Personally, I have Champollion installed in a folder on my desktop and if I need to decompile a script, I just drag it on top of the champ .exe and it does it.
  11. Actually never mind, I'm just finishing a patch to give to Grantyboy050 for this.
  12. One of the authors of those mods should probably be made aware so they can make a patch.
  13. A lot of virus programs delete the MO executable. Just tell your software to ignore the MO folder.
  14. What mod is in position 08 in your load order. That is the mod that has the issue. (or a mod loading after editing the same record from that mod).
  15. Ok, so load your entire load order into xEdit, check 08060D7E and see if it, or another mod editing it, has bad XLCN - Location Data.
  16. It must be on the Nexus because that is what we have decided. If and when ICE changes his opinion on the "Official" mod on Achive.org, we will support it. I don't understand everyone's craziness over this anyways. The mod works with Legacy SE as it should, so the fact we don't "support" it doesn't mean it doesn't work. It works perfectly fine, we just won't answer questions about it.
  17. No official support from us unless it is on the Nexus. (From the original author)
  18. Interesting idea, but I would be wary of adding a mod that runs scripts on every NPC enemy in the game on a script heavy load order.
  19. I will have fixed for next version but if you want to do yourself, just add the "head" flag to the cowl's Armor and Armor Addon records. It makes the head "invisible", but because of all the blackness in the cowl it looks fine.
  20. Found a fix for the Ancient Shrouded Cowl issue.
  21. Yeah I just posted the ones that would be most likely to pose a problem. The others probably wouldn't have caused issues but it's good to do them.
  22. So further to the possible Vigilant CTD issue, the following MESHES are bad: vigilant\meshes\effects\aom\bonespearhazard.nif Block [107]: NiTriStrip is not supported by SSEvigilant\meshes\effects\aom\orderprojectile01.nif Block [49]: NiTriStrip is not supported by SSEvigilant\meshes\effects\aom\orderprojectile02.nif Block [49]: NiTriStrip is not supported by SSEvigilant\meshes\effects\aom\orderprojectile03.nif Block [49]: NiTriStrip is not supported by SSE Running them through Nif Optimizer should fix the issues with them and may stop CTD's where they are used in the mod.
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