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Executor

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Everything posted by Executor

  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?
  16. It says there's an error in the VMAD script for Bring Out Your Dead.esp, hence why you can't drag it over.
  17. Greatsword Sheaths and Scabbards with Thinner Blades has been updated with new files, but no version increase so Mod Organizer won't spot them. I wish MO used last file added timestamps rather then version numbers when checking for mod updates.
  18. This is what I do: Run TES5EDIT. Right-click in empty space in the initial ESP selection window and Select None. Check off only the ESP you just added. Click OK. Right-click the ESP in the left pane and select Apply Filter for Cleaning. Afterwards, right-click again on the ESP and Remove "Identical to Master" records and then Undelete and Disable References.(I only bother with this step if the mod edits a lot of records, particularly in the Armor, Weapon, Non-Player Actor, Cell or Worldspace sections. If the mod only changes a couple Globals, there's no point.) Before closing TES5EDIT after the first step, go to the File Header section and look at the Version info under HEDR - Header. If it says 1.700000, then its already up-to-date. If not, close TES5EDIT and open the ESP in the Creation Kit then save and it'll be in patch 1.8 format.Run TES5EDIT again, but this time select all Bethesda ESMs, Unofficial Patches, and the newly added ESP. Right-click in the left pane and pick Apply Filter then click Filter. Then go through the ESP and find all the red records and try to fix them as best you can. Be very careful though, sometimes it's best to just leave things alone. Try to analyze what each mod is doing and why. Just because TES5EDIT has marked it as red doesn't mean its not fine as is. As an additional step, you can also right-click on the ESP and Check for Errors. In the Messages tab in the right pane TES5EDIT will list any problems it found, and you can attempt to fix them if you can figure out how. You can quickly go to a record by typing in the FormID number in the very top right and hitting Enter.If there are multiple ESPs in the mod, repeat for each one. Once you have all your mods installed, load all the ESMs and ESPs in TES5EDIT, right-click in the left pane and select Apply Filter and then Filter. Cross your fingers that TES5EDIT doesn't crash :P. Once its finished, put a gun to your head and pull the trigger once you see all the red incompatibilities, particularly if you decided to add a few hundred mods to Neo's Skyrim Revisited list. Rather then editing the ESPs, choose when you Copy as override into... and dump all your fixes in there.
  19. Open the ESP in TES5EDIT and go to the "File Header" entry. If in the "HEDR - Header" record the reported version is 1.7000, then its in 1.8 patch format. If its something else, load the ESP in the Creation Kit and save.
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