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Everything posted by Greg
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I defer to @DoubleYou on this one.
- 29 replies
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- SKYRIMSE
- 03-resources
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ACCEPTED Lock Overhaul (by Quad2Core/8Phantasm)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I think you downloaded and installed Lock Overhaul - Ordinator Version by mistake. The Lock Overhaul main file is clean. [00:00] Start: Checking for Errors [00:00] Checking for Errors in [62] Lock_Overhaul.esp [00:00] Done: Checking for Errors, Processed Records: 60, Errors found: 0, Elapsed Time: 00:00- 9 replies
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- SKYRIMSE
- 15-gameplay-skills and perks
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thirded
- 6 replies
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- SKYRIMSE
- 02-extenders
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ACCEPTED No Grass in Objects (by meh321, DwemerEngineer, and alandtse)
Greg replied to theblackman's topic in Skyrim SE Mods
Added the 2.0.0 tag.- 21 replies
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- SKYRIMSE
- 19-utilities
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Added the 2.0.0 tag so we know it was considered and not used.
- 11 replies
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- SKYRIMSE
- 13-gameplay-immersion
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I would open the overwrite folder (but do not expand any subfolders) and drag the SKSE folder on top of Powerofthree's Tweaks. This is an INI file for po3 Tweaks so it makes the most sense to move it into this mod. You should also have an "SSEEdit Output" mod toward the bottom of the left pane. If you don't, create one and then drag the SSEEdit Backups folder on top of the SSEEdit Output mod.
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No More Creation Club News ANNIVERSARY EDITION (by Nico coiN)
Greg replied to DoubleYou's topic in Skyrim SE Mods
I clicked the x to close that notification last night and I'm not seeing it now.- 9 replies
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- SKYRIMSE
- 16-interface
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DROPPED WoW Dragon Mounds CTD Fix (by Diego2891)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Agreed. Yes- 7 replies
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- SKYRIMSE
- 18-lighting and weather
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Merged Patch SSEdit Plugin Loading Limit Question
Greg replied to Arel's question in General Skyrim SE Support
You might look to see what's actually in the leveled lists to determine as best you can what should in the final leveled list. I think about the worst that can happen is that you might have a Bow of Supreme One Show Killing or Armor of Infinite Damage Resistance in a leveled list that you may not want distributed to containers/NPCs all over the world. I doubt you'll find any that's quite this extreme and it's usually nothing worth excessively worrying about. -
Merged Patch SSEdit Plugin Loading Limit Question
Greg replied to Arel's question in General Skyrim SE Support
Assuming I am looking at the same thing, this is Hrodulfs House (0400EF57) on Solstheim? In any case, I think these are all sub-blocks of Solstheim so you may be able to copy the EditorID and use coc DLC2HrodulfsHouseExterior01 to go there. -
ACCEPTED Realistic AI Detection SE (by OlivierDoorenbos)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I play as a stealth archer and I have to say the vanilla detection logic leaves a lot to be desired. I've literally had draugr run right into my character and not see me, and this is in relatively well-lit dungeons and I'm wearing ordinary leather armor. I also think the vanilla stealth mechanic forces NPCs to stop looking significantly sooner than expected. This mod changes the stealth mechanics so it is more important to wear light/quiet armor and to stay in the shadows as much as possible. You won't get much out of sneaking if you're clanking through a dungeon wearing heavy metal armor and you are significantly more likely to be seen if you are in the light or light is reflecting off your armor, but it is not an overbearing hard-core mod. Yes, sneaking is more difficult at lower levels but it tends to balance the game as you increase levels and add perks.- 32 replies
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- SKYRIMSE
- 11-gameplay-ai and combat
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Weapon Condition Damage Penalty
Greg replied to ToughPuppy's question in Guide Support & Bug Reports
If I'm not mistaken, fDamageGunWeaponCondBase and fDamageGunWeapCondMult work as expected in Fallout 3 but are not used in Fallout New Vegas for whatever reason. Project Nevada includes an NVSE plugin (pn_nvse.dll) that modifies the game engine so the condition penalty can be configured. -
You need to download and install the PapyrusUtil AE - Scripting Utility Functions main file. The log indicates you have the older PapyrusUtil SE - Scripting Utility Functions installed.
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Serana is essential when you find her because she is required to complete the quest line. If you make her non-essential and she dies, I believe the elderscroll is not a lootable item in her inventory. She is also required when she confronts Harkon, when she appears in Fort Dawnguard, and she is required to get you into Soul Cairn. There may be a few other places she is required to progress quests to the next stage.
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I'm not aware of any setting to mark all NPCs non-essential, but it can be done with console commands and I think there are a few mods that do this. I've never done this because it can break quests even though having foolhardy farmers is seemingly nonsensical as well.
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Optional quest objectives marked failed but
Greg replied to anonymouselbow's question in General Skyrim SE Support
The objectives "Convince Nivenor to give you her keys" and "Search Nivenor's corpse for the strongbox key" are optional. The goal here is to get the contents of the strongbox any way you can. It doesn't matter whether get the key from Nivenor, kill Nivenor and take the key off her corpse, pickpocket the key off Nivenor, or pick the lock on the strongbox. You should have just read the Stranger's Instructions that was in the strongbox to begin the next stage of the quest. -
Yes, installing a mod that removes the essential setting from all NPCs can cause brawls to end in death. Killing NPCs that are required for quests may also break these queues meaning either the quest can never start or the quest can never be completed.
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Optional quest objectives marked failed but
Greg replied to anonymouselbow's question in General Skyrim SE Support
Can you be more specific about which quests you failed? -
I think the first step is to verify that you have installed Legacy SE build 2.0.20 (runtime 1.5.97) per the instructions in the guide. Basically this involves extracting only skse64*.dll, skse64_loader.dll and skse64_steam_loader.dll into the game directory (the same folder with SkyrimSE.exe) and then installing the scripts as a mod in Mod Organizer. You might also verify you don't have anything extraneous in the Skyrim Special Edition folder (like tbbmalloc.dll) that's installed (I think) with Bug Fixes. If you have tbbmalloc.dll installed, you might just rename it to something like tbbmalloc.dll.bak so it's not used. This way you can easily put it back in place later. Now run the game with nothing other than SKSE enabled to see if this solves the issue with the crash on save.
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If I'm not mistaken, I think the skill cap is in the game engine (meaning it's in Skyrim.exe).
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If you are using Mod Organizer, I suggest using the INI Editor (click the next to last button in the toolbar at the top right and click INI Editor). I suggest doing it this way because your INI files may be storing in your profile if you have "Use profile-specific game INI files" checked. In any case, this pulls the exact INI files your are using in this profile so you don't have to hunt for them.
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I know Unofficial Skyrim Special Edition Patch.ini overrides the settings in Skyrim.ini. Does it also override settings in SkyrimCustom.ini or does SkyrimCustom.ini override mod-specific INI settings?
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Note that recent-ish versions of Unofficial Skyrim Special Edition Patch includes an INI file (that overrides Skyrim.ini) with these settings. The fVisibileNavmeshMoveDist setting is used to correct long-range bow shots not doing any damage. [Audio] uMaxSizeForCachedSound=4096 [Actor] fVisibleNavmeshMoveDist=12288.0000
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The qqq command in the console is used to exit the game back to the desktop.
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ACCEPTED Address Library for SKSE Plugins (by meh321)
Greg replied to TechAngel85's topic in Skyrim SE Mods
Good catch on this one.- 20 replies
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- 03-resources
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