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Executor

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  1. ^ Afterwards, simply ctrl-click on the FormID row under Record Header for the file that you want to be taken to.
  2. Comparing the screenshots from Dungeon Treasure and Skyrim Coin Replacer, I much prefer the look of the latter. The appearance of the SCR coins is more realistic for the setting.
  3. If it's every building in Whiterun, then do a file search for mods that alter the 'meshes\architecture\whiterun' and 'textures\architecture\whiterun' folders and disable all of them, then selectively re-enable while testing. Might be a corrupted file that's causing the issue.
  4. The USKP no longer bothers to remove that keyword, so that edit can probably be deleted.
  5. Press ~ to bring up the console and click on the table. It should display the objref ID. Write it down. (Think you can get the base object ID by typing in something like GetBaseObject, but it shouldn't matter.) Exit the game and load up TES5Edit and select all your ESPs. In the very top left corner, type in the objref ID you wrote down earlier into the FormID field and press Enter. You'll be taken to a record, key line being the "NAME - Base" one. Hold down Ctrl and click on the object in that line. From there, you'll likely be shown a static object record, which will display the mesh it's using in the "MODL - Model Filename" line. Open that NIF using NifSkope and find out which texture DDS files it's using, then do a file search to find all mods that replace those NIF/DDS files. [My Skyrim isn't currently in a very playable state, so some of the above instructions are from memory.] Most likely, the issue is an invalid mesh (NIF)/texture (DDS) combination. For example, Skyrim: vanilla mesh + vanilla texture Mod 1: new mesh + new texture Mod 2: replacement for vanilla texture, incompatible with Mod 1's new mesh
  6. Flora Respawn Fix and the related forum thread that goes into a bit more detail about the issue. There's also a Beautiful Riften by the same author. Both mods only make minor cell changes that don't require new navmeshes, so shouldn't cause compatibility issues.
  7. Neo, for the night sky, have you considered Under the Horizon of Dreams - Aetherian Sky and Insanity's Moons?
  8. This likely isn't important, but the entire Cell GRUP in ExplosiveBoltsVisualized.esp should probably be deleted. If you drill down, you'll see that all the placed objects have the Ignored record flag set. That flag tells the CK not to load any of the records the next time the ESP is opened, so if you load and save the ESP in the CK, you'll find all the placed object records are removed. The game should behave the same way, but you never know.
  9. Under More Village Animals edits, in the corrections from German section, you should also add changing the "Pferd" names in MVARorikstead.esp to "Horse".
  10. Btw, there are 12 UDRs in TS_BloodOmNomNom.esp (Blood Barrels For Vampires). Did you miss them or should the ESP intentionally not be cleaned?
  11. Seems the SKSE.ini tweak should be spelled "ClearInvalidRegistrations". https://forums.bethsoft.com/topic/1440066-sounds-of-skyrim-civilization/page__view__findpost__p__22286915
  12. Read about this on the Bethesda forums about the latest version of SKSE, might be something worth adding to the SKSE INI tweaks section. https://forums.bethsoft.com/topic/1440066-sounds-of-skyrim-civilization/
  13. Couple questions Neo: a) Just so I know for when I'm adding other mods that aren't in your list, the TIFC - Info Count field should be ignored when verifying mod compatibility, right? Example screenshot b) Any particular reason the Woodcutter's Wife mod was removed?
  14. Load up Bring Out Your Dead.esp in TES5Edit and look through the Non-Player Character (Actor) GRUP. Are there any errors listed in the VMAD sections?
  15. Makes no difference whatsoever. Neo, just a quick question to be entirely sure. In Better Makeup for SKSE, there's a 1.1 update, but since it's from a couple days ago, I assume you would've seen it. We should ignore it, right?
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