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Everything posted by GamerPoets
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Permanently Disabling Objects in Skyrim
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
Brand new save all these scathecraws are still in windhelm = ( .. aww well -
Permanently Disabling Objects in Skyrim
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
I can start a brand new save. That's not a problem. I'll try it = ) First time that I ever tried to do this stuff. -
Permanently Disabling Objects in Skyrim
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
I couldn't = ) Half the fun for me is picking each little piece of the game. I "Initially Disabled" and then I tried "Deleted" and then I cleaned it and it still shows up in game. -
Permanently Disabling Objects in Skyrim
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
Thank you guys. So I just need to open the console, click on the item in game (mostly clutter from JK's and Dawn mods) write the item name down then go into xedit and set the flag? EDIT: My mod list is going to be damn near 600 mods lol so I need to cut corners where I can (and get rid of things that just don't make sense to me like floating Netch's in Windhelm) -
Permanently Disabling Objects in Skyrim
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
Cool. I always heard not to use it but never knew why. I will try it out and just back up my save and see what happens. Otherwise I'd have to open the mod in the CK right? -
If I'm not mistaken, disabling objects via the console only does so temporarily? What are my options to disable objects from mods (such as dawn of windhelm) permanently?
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Creating SKSE plugins? (Basic Setup)
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
Thanks for the response Greg, That's what I gathered from what I've read (and installing everything from skse right off the bat already puts those scripts where they need to be) so it sounds like you just need to install skse and everything is ready to go. (which is good because I can just leave that completely out of the video if that's case and save on time). EDIT: caught the edit. thanks =) -
I've looked around a little bit and haven't found a direct answer. With NVSE, to create a plugin you need to point the GECK to the nvse_loader.exe and add the -editor argument as well as download Powerup Geck mod (i may have the name backwards/off). In regards to skse and the creation kit, does a similar process have to be done? If there is I would like to add the basic setup to my final version of the SKSE Start to Finish video if anyone knows. I don't create mods so I have no clue. EDIT: I understand a bit about the readme but it doesn't mention the -editor line or additional programs and I'd like to make sure that I get this right the last time through.
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If you have a 4k monitor (throwing it out there) it's also going to use more resources. I haven't tested it myself but your fps (from what I hear) will most likely drop. Your refresh rate will also have a lot to do with it if you use 4k I would imagine. You need to use the dp chord and not the hdmi on certain 4k monitors (mine lol seiki) to get 60hz instead of 30.
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Mod Organizer 2 Discussion and Feedback
GamerPoets replied to TechAngel85's question in Mod Organizer Support
Appreciate it:) -
Mod Organizer 2 Discussion and Feedback
GamerPoets replied to TechAngel85's question in Mod Organizer Support
Question, I've read the topic start to finish as well as some other info. I've been holding back on creating the Mod Organizer Start to Finish guide due to not knowing the future of MO. Do you guys think I should keep waiting or do an MO32bit video sooner than than later and then do an MO2 video in the future? -
Mod Organizer 2 Discussion and Feedback
GamerPoets replied to TechAngel85's question in Mod Organizer Support
Appreciate the info Grant. Yeah, I agree that the FO3 page should be locked out if that's the case. Sounds like MO still has a long way to go. -
Mod Organizer 2 Discussion and Feedback
GamerPoets replied to TechAngel85's question in Mod Organizer Support
Is anyone aware if the "official" version, when ready for general use, will be on Fallout4 nexus? Or if it will remain on Skyrim nexus? Weird question, I know, but I'm sure someone will understand why I ask. -
I just wanted to give a general thank you to STEP and everyone who has contributed to it over the years. I'm slightly falling asleep but before I do I will say what I can. When I first started Modding a little more than 3 years ago STEP is the website and community that gave me the courage to do so (to tackle the unknown, to step out onto the ledge of PC gaming and to teach me that in most cases whatever I do won't make my system explode). STEP graciously took me under their wing and helped me to create some of the first high quality video tutorials on GamerPoets. They were definitely the foundation of my devotion to improving upon them even in cases where tutorials are not STEP related. Some of it's members "held my hand" in certain situations, checked my videos before I uploaded them, told me what was wrong and why it was and begun the evolution of myself as a tutorialist, modder, and a person in general. When you are forced to look at so many variables (in modding) you begin to carry that over into your own life. While I was always analytical, STEP helped me to learn to analyze the "important" things and not just the general knowledge. They are also the first community that really showed me what an online "community" can be. Nexus attempts this but fails in many places where STEP doesn't. Perhaps its because it's a smaller, more tightly knit community. I don't know, but whatever it is, it's pretty damn cool. I find myself always referring back to STEP, learning new things, being able to apply them to more than just Skyrim (and since STEP offers more than just Skyrim in regards to tutorials thanks to people like EssArrBee, Kelmych, HiShutUp and others) I don't have to second guess myself in most of those situations either. Grant, DoubleYou, Z, Tech, those already mentioned, many people here have helped me and encouraged me over the years. No matter how often I come and go, no matter how much I try to do and fail temporarily or succeed momentarily STEP is always there to be an un-cracking foundation. It's appreciated and I hope that every time I mention STEP in a video or in a comment that it helps in some way. GamerPoets would not have close to 15,000 subscribers without STEP. I'd be lucky to have 2,000 fluctuating. I can't even say for sure that I would still be creating content and or enjoying modding. I definitely would not be able to create the tutorials that I create without them and their support (not just to me but to anyone and everyone in general). So Thanks = )
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GamerPoets Merge Plugins Video Tutorial
GamerPoets replied to Mator's question in Mator's Utilities Support (archived, read-only)
Thank you Mator for posting this = ) And thank you EssArrBee. Mator really put up with my constant questions over the span of a month to get this right and was kind enough to check over the video in progress on more than two occasions (and the text script a few times). I've decided that all tutorials will be done like this from now on. -
ACCEPTED Improved Close Faced Helmets (by navida1)
GamerPoets replied to mothergoose729's topic in Skyrim LE Mods
@d3monic it says right in the wiki why it should be disabled "The plugin from Weapons and Armor Fixes will be used instead" It's not optional. I dont see where it says that it is? (I think you may be referring to the Mod Organizer optional step and that is to simply hide the esp all together from the plugins column so that things can be kept more neat and less confusing) The wiki says that both IMP and WAF one of the core mods. I'd imagine the only reason that you would not disable it is because you weren't going to use weapon and armor fixes. -
I couldn't find a place to post this by searching in the forums. In the ini guide (the massive/awesome one, good work to whoever is working on it) it says this, "bShowQuestMarkers toggles quest markers?" If I turned this off it turns the map markers and compass markers off. If I turn it on it turns them back on. Just giving my 2 cents = )
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ACCEPTED Improved Close Faced Helmets (by navida1)
GamerPoets replied to mothergoose729's topic in Skyrim LE Mods
Will do. Thanks man. -
ACCEPTED Weapon and Armor Fixes (by kryptopyr)
GamerPoets replied to WilliamImm's topic in Skyrim LE Mods
Should we hide the psc file as well as the pex? both files are newer in CCF than they are in WAF -
ACCEPTED Improved Close Faced Helmets (by navida1)
GamerPoets replied to mothergoose729's topic in Skyrim LE Mods
For whatever reason using MO 1.34, some mods (including this one) were not unpacking all of the files from the archive and adding them to the "mods" folder. Using the 1.218 version on the downloads worked fine and all was well on the esp existing front. Something very buggy was going on with the latest MO version for me. -
ACCEPTED Improved Close Faced Helmets (by navida1)
GamerPoets replied to mothergoose729's topic in Skyrim LE Mods
I think this expands upon RoberBond's question above.... in Weapons and Armor Fixes latest version there is no imp.esp at all. So should we use the esp from imp? -
ACCEPTED Clothing & Clutter Fixes (by kryptopyr)
GamerPoets replied to z929669's topic in Skyrim LE Mods
In the 2.2.9 it says (but is this needed as this file was updated 3/15/15 in the new version of the mod?) Hide the following file: scripts\WAF_ArmorSwapScript.pex -
SKSE ini Files in Overwrite "mod" All the Time.
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
Thanks for the link. I haven't finished reinstalling everything so I haven't run the game yet. I'm installing the latest racemenu version so I can let you know if it appears in the overwrite as well when I finally launch the game. -
SKSE ini Files in Overwrite "mod" All the Time.
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
Yup = ) For smart souls it was written but for RaceMenu it still says to just delete the ini every time (or you can delete it rather). -
SKSE ini Files in Overwrite "mod" All the Time.
GamerPoets replied to GamerPoets's question in General Skyrim LE Support
I'll do some scouring = ) Doing yet another re-install lol