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Everything posted by Greg
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I think I can safely say this issue has existed in the guide for a long time and predates Convenient Reading, but I think it's a minor inconvenience. I seem to recall one way to work around it is to click on another book or note to reset the focus.
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I think z929669 has the right approach with the current version of the guide and current version of Legacy of the Dragonborn. I did this a few years ago and the only "challenge" at that time was swapping out Book Covers Skyrim, but this was before the Anniversary Edition update with all the Creation Club content and before we added Vokrii, Odin and a lot of other mods to the guide.
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Instantly Skip Dialogue NG (by Osmosis-Wrench and Jonathan Feenstra)
Greg replied to DoubleYou's topic in Skyrim SE Mods
Thank goodness I can finally skip the slow droning dialog that couldn't be skipped before.- 1 reply
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- SKYRIMSE
- 16-interface
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Can you double check your XP32 Maximum Skeleton mod to verify that XPMSE.esp is moved to Optional ESPs. If it isn't in Optional ESPs (see screenshot below) and rerun Nemesis. This may be completely unrelated but it's the only thing I can think of.
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I think the confusion is that in the BethINI Baseline Configuration it states to "Configure BethINI as described in the steps below, which are reflected in the images where applicable. Please do no deviate from these instructions at this time:" and the first screenshot has Resolution: 1920x1080. It's not clear whether users should force 1920x1080 or use their native resolution, although I assume the intention is to use the native resolution (1920x1200 in my case or 2560x1440 in Halde's case)?
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This usually happens when installing a mod that is not packaged correctly. In many cases you can right click the folder above the one containing the meshes and/or textures folder and click Set as data folder to correct the issue. In some cases in which the mod author has included a lot of options without an FOMOD installer, it can be more complex because you'll need to restructure the archive to install the appropriate options. If you can post a link to the mod and a screenshot of the dialog with the folders expanded we may be able to provide more specific information.
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I think an alternative is to backup the plugin before you do anything. Open the plugin in CK and set the Deleted flag on the items you want to remove and save the plugin and then run the new plugin through xEdit quick clean xEdit will happily change the deleted items to initially disabled opposite of player and set the Z bounds to -30000 so you get consistent Z bounds on these items.
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I just checked and see that Reproccer requires Java SE 7 that was release in 2011. The link is to Oracle's Java SE 7 archive and the latest version (Java 7u80) is at the top of the page. I also see Reproccer Reborn is a port of Reproccer using zEdit that that works with both Skyrim Legedndary Edition and Skyrim Special Edition. The disadvantage here is that zEdit is built on am old version of xEdit but it may be an alternative if you can't get Reprocer working.
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The latest guide version requires Skyrim Special Edition 1.6.640 with the free creation club content and the Anniversary Edition bundle of creation club content as well.
- 29 replies
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- SKYRIMSE
- 17-locations
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Items in the left pane are generally ordered alphabetically within each category, although we may deviate if a mod needs to override assets (generally meshes or textures) in another mod that comes after it alphabetical order. The order of the plugins in the Extenders section doesn't really matter. You should start the game at the verification point (after all extenders have been installed) to verify these are installed and working correctly. At this point you should have skse_loader.exe and skse_{version}.dll in the game folder and you should be running skse_loader.exe to start the game. This leaves only the SKSE scripts installed as a mod and the other plugins are installed alphabetically, which is the same order SKSE loads them.
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incorporated No Spinning Death Animation (by dDefinder)
Greg replied to TechAngel85's topic in Skyrim SE Mods
I think this is a duplicate topic for No Spinning Death Animation (by dDefinder) that has been incorporated into the Step conflict resolution patch.The original topic was very difficult to find- 5 replies
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- SKYRIMSE
- 05-animation and physics
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I merged your post into this one so all discussion is in one place.
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ACCEPTED Nuka-World Transit Center Settlement (by Tenhats)
Greg replied to DoubleYou's topic in Fallout 4 Mods
I also quickly searched Nexus to see if anyone had created a PRP compatibility patch yet, but I didn't see anything obvious.- 7 replies
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- FALLOUT4
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ACCEPTED Nuka-World Transit Center Settlement (by Tenhats)
Greg replied to DoubleYou's topic in Fallout 4 Mods
This is the result of running PJM's Check Previsbines script on my load order withOCsNukaTransitSettlement.esp loaded after PRP.esp. ERROR: CELL 0000DF9A (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) Warning: CELL 0000DF98 (of OCsNukaTransitSettlement.esp) has higher VISI date [2023-01-25] than member CELL 0000DF98 Warning: CELL 0000DF98 (of OCsNukaTransitSettlement.esp) uses Meshes from OCsNukaTransitSettlement.esp but 0000DF98_142AB9AE_OC.nif from PRP.esp ERROR: CELL 0000DF98 (of OCsNukaTransitSettlement.esp) uses Precombines from multiple mods (such as OCsNukaTransitSettlement.esp) which can break Previs ERROR: CELL 0000DF58 (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) Warning: CELL 0000DF79 (of OCsNukaTransitSettlement.esp) uses Meshes from OCsNukaTransitSettlement.esp but 0000DF79_21987E4E_OC.nif from PRP.esp ERROR: CELL 0000DF79 (of OCsNukaTransitSettlement.esp) uses Precombines from multiple mods (such as OCsNukaTransitSettlement.esp) which can break Previs Warning: CELL 0000DF77 (of OCsNukaTransitSettlement.esp) uses Meshes from OCsNukaTransitSettlement.esp but 0000DF77_0A82376A_OC.nif from PRP.esp ERROR: CELL 0000DF77 (of OCsNukaTransitSettlement.esp) uses Precombines from multiple mods (such as OCsNukaTransitSettlement.esp) which can break Previs ERROR: CELL 0000DF56 (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) ERROR: CELL 0000DF57 (of OCsNukaTransitSettlement.esp) uses Mesh from another Mod (PRP.esp) ERROR: CELL 0000DF76 (of OCsNukaTransitSettlement.esp) has disabled Previsbines as later Timestamp on LAND 0000F10B (of Better Landscape Grass.esp) ERROR: CELL 0000DF76 (of OCsNukaTransitSettlement.esp) has disabled Previsbines due to later Timestamp on LAND 0000F10B (of Better Landscape Grass.esp) This seems to indicate we'll either need to override several PRP previsbine meshes with vanilla meshes or create our own PRP compatibility patch, so it's probably best to drop this one for now.- 7 replies
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Removing a master from patch should only be done if you know what you are doing and you know your way around xEdit. It is highly recommended that you have the original plugin (Vokrii) installed during this operation. Removing a patch using a dummy plugin to replace e.g. Vokrii can be difficult. In both cases you'll need to know whether to remove the record from the patch or to correct the record in the patch using data from another plugin.
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When Bethesda initially created the ESL format, the general rule is that any FormIDs from $001 through $7FF are reserved for hard-coded records in the base game file and FormIds from $800 through $FFF are available for use. When Bethesda created Fallout 4, ESL plugins with Version 0.95 follow this same logic. The difference is that in some later release of Fallout 4, Bethesda changed the engine so that ESL plugins with Version 0.95 follow this same logic but ESL plugins with Version 1.00 can use FormIDs from $001 through $FFF and none of these are treated as injections into the base game. Reference xEdit discord and search in:#mod-talk 7FF. EDIT: I forgot to mention that $000 is excluded because this is apparently an invalid FormId.
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New records added to an ESL that do not override records in any masters must be in the range xxxxx800 - xxxxxFFF. Records in an ESL that are just overriding records in a master plugin do not count toward this limit.
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It sounds as if you are trying to following the SkyrimSE v2.2.0 Guide, but this is for Skyrim Special Edition with the Anniversary Edition content and will not work with the Skyrim Legendary Edition. Although we have a SkyrimLE v3.0.0 Guide for Skyrim Legendary Edition, this guide is outdated and is no longer supported.
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[Announcement] I have to take a long break from curating
Greg replied to Majorman's topic in Step Fallout New Vegas Guide
Congratulations and have fun installing the texture overhaul mods (clothes) on the baby! We also appreciate all the hard work you put into creating and maintaining the Fallout New Vegas guide. -
Are you sure this is caused by Arachnophobia? First verify in 04-Foundation you have DynDOLOD Resources SE 3.0.0 and right below this you have DynDOLOD DLL NG and Scripts 3.00. The order is important here because the scripts and assets in DynDOLOD DLL should override the scripts and assets in DynDOLOD Resources. If you install Arachnophobia, you should ensure it's in the proper order in the right pane and you'll need to use xEdit to resolve some conflicts.
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Nexus currently not tracking download history
Greg replied to Kattmandu's topic in General Skyrim SE Discussion & Support
It's working for me at this time, but this is the first time I've looked it today. -
I'll just say that it is painful trying to determine whether we have the latest release.

