#skyrim-se-mods
1 messages · Page 29 of 1
Ironically some of your mods are difficult to find. I need better search terms.
Nope. You can choose to play with all the bugs you want, all I said was that the patch makes for a better game experience.
though i got my own opinions on this matter y'all shouldn't let this escalate any further
Some of my mods are hard to find?
Yeah, this key word search algorithm isn’t efficient
That's the way I took it. I'm glad you agree with me that it isn't essential.
Yep, the search function is kinda broken.
Especially how the data is sorted by rating.
Via Bethesda.net mods?
Yeah
Search there isn't the best, I know some people have had to resort to using search phrases to make their stuff easier to find.
Oh, I found a work around. Searching “donations welcome” pulls up only your mods.
No wait that isn’t right, there is one more in here.
Well there you go then. That works.
It's not terribly unique though if someone else uses it too.
"It's not a bug if you can work around it in game" what did i just read?
I wish people were nicer to modders. We spend a lot of time making entertainment for free and contributing to the games we like just out of passion.
also, regarding console storage space, just upgrade your hard drive, or uninstall the games you're not playing, or uninstall all those 8K texture mods.
upgrade your hard drive?
yes, you can do that for every console.
8k texture mods?
Dubh, the 5GB limit on mods is an artificial restriction placed by Microsoft.
oh, that's weird.
Not on my console. Anything “HD” is bad.
For Fallout 4 it's even worse, only 2GB
i dont mind the 2gb limit on fallout
And if memory serves, PS4 is only 900 MB
okay, new plan: buy a pc. problem solved! 😏
but thats cuz i fit 150 mods in it fine 🤷 lol
with all vanilla assets you dont really need a lot of space anyways
for ps4
if anything, i think the authors of the most popular console mods should arbitrarily inflate the sizes of their mods in order to force bethesda, which is part of microsoft now, to increase the limit on xbox.
wouldnt force them to do anything
it would make a lot of players vocal.
Speaking of nice, I was pleasantly surprised by how your horse looks with Tamrielic Landscapes ice textures. That is some nice work, super small file size.
The players already are vocal and have been the whole time. That vocalness for SSE users got the original 2GB limit raised to 5.
The extra stamina and’s stats aren’t too OP as well which I liked
5gb limits on xbox are really annoying. Was there ever a stated reason for why they existed?
No, Microsoft has never commented on why they wanted it.
Because Microsoft is in the business of selling more games, not making enjoying a 10 year old game easier 
Thanks, glad you like it. I have another in the works, and it's going to have the frost atronach effects. I was also planning a small quest to go with it, but I might opt for a lore book if size on consoles is a problem
Lore books are underrated, I would vote that every time, especially if the author were a talented writer.
but quests tho
Quest mods give the game an incredible amount of replayibility
The lore need in me can't say no to the book either
You could make a simple quest we’re opening the book triggered the quest and just placed a simple quest marker leading you to the horse

Sure, can do both but... LOL I'd be voicing the NPC. And my accent isn't great, still learning English :)
all accents are great
Does that emoji say bot?
boi
Leading you to the first clue to find the horse.
That makes it better
Even better, makes it more exotic
You got a deal 😂
No one said that
There is 5gb cap on mods no matter how much storage space is available
you said that
i honestly wasn't aware. i don't make mods for consoles.
Oh you mod the Amazon Echo version?
this was the statement in question I think, definitely similar but is a bit different
Yeah definitely different.
I did not, I said you can work around most/all of the bugs the mod fixes, as I've done many times
"98% of those bugs can be worked around [...] But when it fixes things that aren't bugs, you gotta decide for yourself"
these two thoughts aren't connected? if not, my bad.
The mod does in fact fix non bugs
every now and then, i enjoy hearing how laymen define "bugs," but i'm just not interested, my guy.
Sometimes though reading comprehension isn’t a strength. I know many people that have a hard time with first pass reading comprehension, especially when reading Nexus mod pages.
well I more read that it acknowledges there are bugs, but that the bugs can be worked around (in their opinion)
the necromage perk. in vanilla if you are a vampire your enchantments are stronger.
necromage - increases spell effects on undead
Like perks that someone not a developer decided was wrong 


What mandalore said. Also 4K bear pelts was another I believe. Anyways, I've said my piece, don't conform to the hive mind guys. Night
Except for Southern accents on Dunmer wizards who try to justify slavery.
The only hives I conform to are those sweet hives right outside of Honeybrew Meadery
"don't conform to the hive mind, guys"? or "don't conform to the hive mind guys"?
Bug: Missing comma in statement which changes its meaning.
Your should try an app that reads you text.
that's not a bug, arthmoor. you can work around it.


Oh, right. Workaround: Mentally insert the comma each time you read it.
Just USSEP the comma, with some 4K periods at no extra cost.
i hate emojis and memes in general, but this emoji is my favorite thing now
Its the internet; don't we all do that everyday?
Yeah it’s a good one
Yes, I'm poking at it a bit, but we have literally hundreds of things exactly like this that people have reported to us over the years 😛
There is that plural form again.
I imagine mod support must get pretty tedious after a while lol
And Sam, seriously, get over the pelt thing already. Go bother Todd about it.
I’m here, aren’t I?
Yes, but the party responsible for the thing you're annoyed about isn't.

i just added the leo emoji to my discord. thank you very much.
That was the good one too. I made him HD in mine. Here is the original.


Big diff
the original is so red
I know lol
Okay seriously, for real question like we used to have back in the day. Instead of stuffing pelt textures in you mod, why don’t you just add the mesh and rotate the uv 180 degrees, unless by inversion you mean G-channel inversion.
It’s like 1/50th the size then
G-channel inversion? i don't think we're allowed to talk about those things here.
Would you prefer R-inversion?

@pine crown to clarify what do you mean by “inverted”? Are you referring to a color channel for bump height or image rotation?
bump height, giggity
I've got an emote for that!
The latter you can fix with a mesh, 5% the space as the texture maps
You'll have to stand by while I ask the folks who did the fix.
But if it helps, this is the original report: https://afktrack.afkmods.com/index.php?a=issues&i=15857
#15857 Inverted carpet pelts
i want to read that. hold on while i increase my browser zoom to 250%.
Read what?
that page. it's very smol at 4K.
Ah, yeah, probably. My HTML/CSS skills are stuck in 2005.
my res is 3840x1600 with 100% font scaling 😄
Ah you have an iPhone 12 Mini like a do
anyone a fan of enai siaion's mods? i love ordinator but there are unique perks in his lighter perk mod that look nice too
All Enai’s mods are good. He’s occasionally in here, cool dude.
I ate it.
So... Creation Club updates inbound or not?
our latest news
I’m going to start rolling a die to pick perk overhauls, magic changes, standing stones and etc for each LO. Let fate decide whether I get Smilodon or Blade and Blunt.
or just compare the mechanics of each of and play with the best one to your tastes 
for me nothing beats that sweet v++ spot that enais more minimalist mods reach and execute perfectly
so I know I wouldn't want a dice roll to give me something massive instead
I’ve played with and like all of them. In this day and age a man has to have a little variety.
fair
how is the audio here?
Need to be louder?
https://streamable.com/6nsd38
Hmmm. It seems realistic. But sense I don’t like barking in real life I would personally want it turned way down. 😁
as long as it doesn't sound weird I'm good
people can use Quiet Dog or something if she barks too much
cant speak for realism since i dont own a dog, but i think thats good, can hear it clearly but its not so loud that it will be annoying
this was way too loud for example
https://youtu.be/pJ10ADlM_68
Gladys the Corgi is an in-development corgi follower mod. This showcase demonstrates some of the unique audio that Gladys will have.
yea totally agree thats too loud
Inside barking is loud. Echo and all that. But yea too loud.
can I download mods for just 20 minutes
without getting logged out
Not today.
Can’t even log in at all for me.
and then Bethesda wonders why people just use the Nexus anyway
Didn’t know any PC players use Bnet. I’m on Xbox.
if consoles had access to the Nexus, i bet bnet would lose like 90% of it's users
Nintendo Switch, in Nintendo fashion, can't even access Bnet
No doubt
bet Sony didn't want to until Bethesda showed paid mods the Creation Club
Xbox was more lenient, and especially more lenient now that they literally own them
Nothing has changed since the acquisition from what I can tell.
only thing that changed is that all the games are on Game Pass i think
Oh. I meant specifically with Skyrim.
Sony also has hugely restricted what kind of mods can be created for playstation. no new assets whatsoever are allowed
thankfully, the Unofficial Patch stands

Switch doesn't have that luxury
for Game Pass, because Microsoft loves their destructive DRM known as UWP, you have to enable mods in a setting on the Xbox app
SKSE does work with Microsoft Store, unlike what the website says
you just have to enable that
On the SeriesX/S you can use developer mode and launch downloaded applications using the native browser.
however, you essentially can't connect to Xbox Live until you turn it off
Yes that is a definite drawback, as well as some other odd things but I've only just started experimenting with it.
is there a way to download bnet mods from a web browser
since there's a mod that isn't on the nexus
and the servers are crap today
I've been looking into that. There appears to be some kind of Hyper-V setup. I'm not really sure how it's allocating storage or if/how to access whatever virtual machine the game data resides. Then there is the issue of how it's packaged, many mods on Nexus (all the mods I have for example) don't have bsa archives or plugins. I personally don't like bsa files. Anyways I don't know how or even if it's possible to download Nexus mods in a way that will make them playable, but it is possible to download them using the browser.
just drag and drop into the Data folder
Hey sarthes, dunno if you've answered this yet but do you think theres any chance of an updated ESO imports coming to xbox anytime soon?
When i get the CK to behave...
I have tried it, but the CK always froze on me
But I'll try it again when i have the energy
Also, ping me when asking, i only saw that question by chance
You can always let another person handle the upload 😉
Can another person upload mods linked to my account?
Well, just give the files to that person so they can upload to their profile
Giving you full credits for the mod as it should be
And maybe a link to your profile
Wouldnt touch that on xbox, to much space and it makes the game crash.
Its obviously to divine for us hardworking people.
I just saw that phederix is retiring
I'm sad that he isn't going to make any more amazing mods but happy he's doing what he wants too
Hey all. Just moved over here due to Bethesda's announcement of sunsetting their forums. I am Chris. New to the modding community and learning as much as I can as I tweak my mods and repair bugs. How is everyone?
I'm good, new modder here myself
Old modder here 😛
sweet. yes we are aware haha
what dwemer mods do you have?
Working on my first rn, but it's a new place with quests. Main and side. Delving into my favourite pieces of Dwarven lore
Tonal Architecture
I'm putting my knowledge to use instead of doing nothing with it
Nothing at all wrong with that
Frustrating though what's going on with updating mods on Bethesda lately.
Of course I am sure some of you have dealt with way worse issues over time
My intent is to show that more Dwarves could exist. I only use one living but it's a jump off to a story I'll continue in the TES VI Engine down the road. I should be more advanced by then hopefully. I hope to deliver decent writing and some unique flair.
I'd upload to Bethesda.Net but I depend on a mod that needs SKSE so it'll be Nexus exclusive unless I choose to do a remake later down the road for the mod and hire some mesh makers.
Thank you. You know what always bothered me? Why aren't there dwarf skeletons in the dwemer ruins?
Unfortunately I am an "XBOXER" gasp I know, sacrilege. lol
I wish they'd have made some Dwemer Spectors in Skyrim as a cool enemy type or some unique dialogue.
Ill have to keep an eye out. I can never pass up dwemer ruins even when I'm on a mission
Lol I wasn’t sure if you wanted to be pinged or not, but thanks for the reply!
just learn how to make meshes yourself
I could but I also can't figure out that stuff 
With older or newer software, because I remember with new version of Blender, you can't use the utility to export as nif so you have to shoehorn the mesh into Outfit Studio then save it as a nif that way. It's like walking through your refrigerator to enter your bathroom in terms of convenience.
Blender scares me
I tried to make a Yagrum bagarn dance crab meme but it kept breaking
I've converted to using CK-CMD for most nif operations; it works via FBX, but needs some cleanup afterwards (which I did anyway)
I just haven't figured out how to do rigged stuff with it
At some point I could learn I guess
Re rigging you could seek out some help from JohnSkyrim. Do make sure you have plenty of alchemy ingredients on-hand though, especially jarrin root, in case you need a quick and easy way out of the conversation. 😂 For real though he's probably one of the most knowledgable people I've come across in regards to nif operations.
Don't feel bad. The most I've done is mess around in Nifscope. I played with blender many years ago but I forgot everything.
If no Dwemer mods existed then yes I'd learn.
I can tell a story and I think that's all I really need imo
There would be more I could achieve by learning to mesh but rn I don't need to. I think anyway
I tried to make custom textures but i forgot I can't make art
I can't make art either, but I can make technical stuff
I'm surprised how many Dwarven assets are in Skyrim. Working with pipes has been a blast
Thats why you either use vanilla or team up with someone who can. Stick with your strong suit if the desire isn't there for meshes
pun intended?
Yes lol
Just no Character models, so mod dependency
ofc you'll need to download it so I'll provide links to the dependency
I am a mechanical engineer. I can build a fully automated machine from brain to 3d design to actually building it. Ask me to write a script and I'm the dumbest kid in the school yard. 🤣
ask me to write a script and you get a working script.
ask me to write believeable dialogue, and you get garbage
I'm the exact opposite 
everyone has their strengths and weaknesses
I made a button the other day that turned water on and off. I wrote the script. I was so excited when it compiled and worked. Its like 6 lines worth lmao
But i made a helluva house that looks awesome lol
It took me months to figure out new Quest Alias' don't update on my existing saves
I have to make a new one to use the new objective markers
or just guess where everything is
yea no. Clueless. Maybe I caould wrangle you in to help with my quest?
but it isnt dwemer so idk if you would have interest
Dwemer is just my expertise, what's the problem?
I just don't know where to start. In REAL life I have a pirate costuming business and we do piratical reenactments. we have a full blown pirate camp.
I made a pirate camp in my last house mod where they are careening the ship.(cleaning barnacles off) The idea is that you can help them repair the ship with timber, nails etc.
Once complete you can use the ship for travel, go inside, use it for whatever follower house maybe?
Vendor on the beach etc
kind of similar to The Scarlet
just not that big
Hmm, could work by having two sets of models disabled and have a script enable then after certain quests or stages are done.
yea thats the idea
then disable the others
its the quest making and dialogue
I've been wondering the same type of script myself
I'd like to do something similar but turning a NPC into a Ghost
well, you could just have the barnacles as objects and disable them at a certain quest stage
have you guys looked at the official CK tutorials already?
nothing a battleaxe cant solve
omg i didnt even think to put nordic barnacles on the hull! lmao pencils in journal
I have. I just haven't really dove in due to other priorities. I am sure I could figure it out.
I wouldn't worry about the dialogue as much. With Quests I learned a lot from DarkFox on Youtube and some smaller channels
Dialogue is something I have little experience in, as well
maybe I just don't like talking to people
Unless you have to explain Tonal Resonators or something then you should be okay lol
I had to pull myself back from giving too much info, in my in-mod books, to not give away everything my designed Tonal Resonator does 
I'm antisocial too
OK I really tried with him. But it seems a lot of his stuff is severely outdated or something. Don't get me wrong I used a lot of his stuff but a lot just doesn't work anymore with newer updates to CK. The best thing I did for CK though was the CKFix.
or maybe you just don't like talked to people with limited dialogue topics
CK Fixes is almost needed on CK-64 and a scripts folder too.
yes. once i put that in i got more done in 2 hours than i did in a day
"Defaulted? That all you talk about? I'm Blackwood Company now. Plenty of work, the pay is good, and I don't have Oreyn on my back all the time."
The 64Kit gave me many headaches pre-patching it
So I was making mass edits one day....
The damn thing locked up and wouldnt let me edit anymore. I was like no not again im going to force it to work. So i tried changing compatibility mode with the CK running.......omg
I broke it
Even uninstalling and reinstalling everything I could NOT get the bethesda launcher to launch ck
almost had a meltdown
thats when i found CKFix. best thing ever
Well i unzipped that and all was good. It still doesnt run through the launcher but hell I can be on it for hours and hours no crashes
oh, and extremely helpfull: xEdit
What is that? I see it a lot. I use SSEEdit for clean ups
Is it Wyre bash to make ESMs?
My VR game won't accept the .ESP properly
only a ESM
Quests broken and such then with the ESM it works fine almost
xEdit is a program designed to edit FormID-based bethesda gamebryo games, currently supporting Oblivion to FO76 (although editing is disabled for the latter)
it is best used alongside the CK;
it starts up quicker
it can load several mods and compare these, even compare two different forms
it has bulk edit capabilities and an option to use and write scripts
it does, however, not have a 3D renderer, and is therefore less suitable for level design tasks
it also does less automatic updating (for example with weapon or armor templates)
I'll check it out when my levels are done
uhuh
well, SSEEdit is the SSE-"version" of xEdit
OK perfect lol
I need to get me one of those
xEdit can easily switch between ESM/ESP/ESL
My Project is semi-compatible in my VR game but idk what I'm doing wrong. my Custom Guards break sometimes and won't forcegreet to arrest my character.
in SE it's fine, sometimes. but never worked in VR
sadly, I have no experience with VR
I just hope my guards for SE which is the marketing point 
That's what I am worried about getting to in depth. Hunting all over the world for the problem child
If not then players might have to get away with stealing 
My house is already so in depth as it is with hundreds of unique item storage. It's enough to make me go crazy and then I decide to make another one lol
I think the only thing I broke fully was a Key pick-up script. It's fine now as I realised that I need new saves to test new quest objectives
About as advanced as I've been. Enabling scripts are too advanced for me
I have a few but not many
I know how to use read scripts on books
because I know The Aetherium Wars uses that script
My mod starts by going to Calcemo's place in Markarth as he's the Dwemer expert in Skyrim. And you read a book he was given
Gotcha
I kinda wish the ability to make new currencies was easier
Septims can work in my mod so it's not a big deal
Lots of scripts I heard
Possible but if you don't need it then you are good. Making a lore reason for a workaround was established already for me. Why would a Dwarven City use Septims? Well you'll find out
I'm not sure wether the object 0000000F isn't even hardcoded to be "money", and therefore you can't actually use another object as currency
you could of course make a misc object which the player could exchange for septims through certain dialogue options or such
I saw a post asking it and they had a script set up to take objects instead and such
I think this was on Fallout 4 tho
I know in 76 they have like 5 currencies?
because on the other hand, why would a skyrim shopkeeper accept anything other than a standard septim?
basically, the Empire works with that
76 has a lot of different hardcoded stuff, I imagine xD
Skyrim is only in a War, septims are still the currency either way
Making a reason for a bunch of Dwarves for using Septims is a creative way around it.
The only hint I'll give is it has something to do with tiber Septim
or you make dwarven coins (they were in Morrowind, after all), and then let the player exchange them
CHIM?
I'm planning on working on some Dwemer coins now you mention it as the old currency from the beginning of the City.
My Project is based off all my ESO Characters and one was a Dwarf. Only 3 months ago I said to myself I'd push forward and learn the Kit to make my headcanon a real place in a mod. ESO is set in the mid Second Era, just before Tiber Septim
I've had a while to think of all this
a dwemer
I see...
The ESO creator is great for making other races
I just hope I make an impression for my first project
I'm exploring what it'd be like to return and to be alone, and then finding people who need them and understand. How does that change a self absorbed Mer etc.
It's really a parallel to Yagrum Bagarn lol
Why not just make a place that only accepts dwemer coin?
Like a city hidden from skyrim that is self sufficient that has special items you can only get from there
using dwemer coin
because that is the hard part
Scripts and I think my lore reason justifies it. I hope anyway. Not all the Dwarves will agree with it but it'll be a Marvel of a place. Another piece is it's not on tamriel
It's outside Mundus
I will make some coins tho, as they are cool and fit into the old currency lore
making another coin object is easy
making a merchant trade in that coin is hard
nobody wants to build the engine from scratch...
well the scripts sees one thing and one thing only
From what I heard yea. Lots of scripts and workarounds
specify "swap"
I think they have to use scripts where a option takes a set amount of objects away from you.
ok so how does the script call upon the septim
specify "the script"
ok SomeVendor has a script that says it requires x amount of septims based on players rank, spells etc
for said item
nah, that's not how it works
Writing a Lore workaround is far easier for currency
the whole trading stuff is hardcoded into the engine, you'd most likely have to decompile the exe to be able to access that stuff
With 76 they have multiple currencies but i'd imagine they had to code all that in.
see i am looking at it as Gold001....its an item lol
maybe a custom SKSE dll would work, but I don't give any guaratees about that
yes, that much is true
but how it is added and removed during regular merchant transactions is something that is inaccessible in the CK
With Creation Kit we don't have the Engine part afaik
so from my angle i see ok well get rid of gold001 and put in Dwemer Drol
(or xEdit, for taht matter)
you can of course change the Gold001 object, but that would change every occurence of the Septim throughout the whole game
bam new script lol of course there is way more back end crap i realize now i am forgetting about
well.......not unless you copy and paste the whole script with elseif?
another rung basically
again
specify "the script"
I see
because that's far from how it works
I don't have much experience with Papyrus, but couldn't it be done through dialogue options?
yes, but then you couldn't use the regular merchant menu
I hope they leave the extra currency option in the engine/kit going forward as it would be a help to modders like me. Workarounds are fine tho, I can think of them easy.
im sure im just throwing things out there to be shot down or thought about. thats how i learn lol
and especially selling would be a pain, if doable at all
trust me when I say that that's something even advanced modders don't have access to
it takes advanced advanced (at least xD)
you can change the Gold001 object itself, but it'll still be the same object as far as the game engine is concerned
Going forward keeping in the extra currency options from 76 would work
As they are engine bound afaik
provided they even built on 76's engine, and didn't start with 4's
true lol
We won't know till we get the Starfield Creation kit
or even see the game itself for that matter
we might know when we get the game itself and some clever heads start decoding it
Modders smarter than me make mods day one so they know what they talk about
better than I do xD
I'm sure we'll know quite quick
i don't know where to put this, this server has way too many channels but bethnet suggestion: provide a public list or at least let us know which word is being caught up in the system when trying to upload a mod/port to bethnet so uploaders can better navigate the censorship the site imposes
it's crazy how many hoops the site makes you jump through just to provide content
hopefully the long past due closure of the forums will free up a little of that wasted time so you can improve what actually matters 👍
are you trying to upLOAD or upDATE a mod?
i like this mod
Any mod that integrates CC is sadly much needed.
Noice, also what’s up Pierre
hullo Salah
I only recently joined this server but it seems as though literally everyone I know is here
Lmao
guess I should've joined the official Beth server a while ago
@sage echo please ask OMB to DM me if you’d be so kind? I don’t appear to see him in this server.
i hate how the Bethesda.net website always triggers Brave's Wayback Machine integration
and the Wayback Machine extension
!!!!! You created the mod for the dead man’s dread clothes! Thank you 🙏 they are my favorite outfits. I have 2 handed warriors dropping heavy armor to take up alteration so they can rock these stylish duds.
no problem bro, glad you like it
Can anyone confirm whether there is a database error on Bethesda’s side causing mods to be removed? I’d hate to lose access to a legitimate mod in my load order.
<@&784552314911588403>
Yeah that's what I've heard as well
No it's only an issue when MA update a mod that the mod is not actually updating on Bnet. That process does not remove the original mod in question.

She said alot, i stopped listening to it some time ago.
in the private FO4 CK beta, bethsoft deliberately deleted 100 mods from bethnet, but i've never heard of bethnet mods vanishing unintentionally since then.
A quick question in terms of quality; which one is better? "Run For Your Lives" or "Immersive Citizens"? Or is there a mod that is better than the two on what they do?
run for your lives simply makes friendly NPCs go inside when theres a dragon or vamp attack, immersive citizens completely overhauls friendly NPC's AI, including what run for your lives does, as well as completely revamping their schedules and potential activities throughout the day
if you want something simple that stays closest to vanilla go for run for your lives
if you want something for maximum immersion go immersive citizens
also worth having a look at AI Overhaul as an alternative to immersive citizens
Okay, I was wondering because I have Run For Your Lives on my LO and noticed that some of the NPC's were just standing around doing nothing, like literally just standing in the middle of the road. Kinda killed my immersion to be honest. Not sure if there was something going on but if Immersive Citizens have more for its buck then I'll see about replacing that with IC
according to run for your lives' nexus page its actually compatible with immersive citizens, so you could go for both haha
AI Overhaul is a better choice than ICAO. It's much more compatibility friendly with other mods.
Really? I'll have to check out AI Overhaul then, thanks for the heads up ^^
AI overhaul is more compatible but the AI changes are not as well done. It’s a balance. Just follow the IC compatibility guide and you should be fine. Biggest issues are city and village overhauls. Like JKs and some of Arthmoor’s villages.
That’s a bit of a false equivalency.
While both do similar in terms of NPCs reacting to things like Dragon Attacks (and vampires if you re-enable those) IC covers a lot more. Such as NPCs browsing shops. Not browsing the market while it’s raining. Staying at home on days when it’s snowing.
But IC does have difficulties with mods which change the layout of towns. It relies on the base games layouts and nav meshes only. So if you change those you may end up with citizens standing still or walking into walls etc.
Run For Your Lives is a great mod, though. At a bare minimum, and for better compatibility, this helps NPCs from becoming instant dragon chow. And that alone makes it a good idea to have.
👆🏻 The compatibility guide is really very thorough. If you want to build a load order around IC it will give you a lot of help in doing that.
Showing you exactly what settlements it does and doesn’t touch.
AI Overhaul may not be to everybody’s taste. The actual AI behaviours I would argue are not as well done as IC. It also has a USSEP requirement, if that’s something you need to know. I never got on with it too well, but that’s not to say it isn’t a valid option.
AI Overhaul isn’t as refined as IC. Plus with AI Overhaul you have to use USSEP which I don’t like to do for several reasons, such as adding low level Elder Dragons to the leveled list and calling them “Fire Dragons” that never existed in the base game. In any case, IC works as advertised and offers plenty of interesting encounters. Definitely follow the guide.
If you want citizens fleeing dragon and vampire attacks, Bells of Skyrim is also an option.
Yeah, I'd agree that anywhere ICAIO is fully implemented, it's unparalleled. The main "ease of use" difference between the two is the knowledge base that's needed to make them with with a variety of load orders - AIO SSE requires a rudimentary knowledge of xEdit because it alters most NPC bases, so if you're using appearance overhauls you need to combine changes - not difficult, but can be tedious.
ICAIO loads the ai up via quests, if memory serves, so it doesn't hit that, but it includes improved navmesh based on vanilla, so if you use city overhauls of any sort, there's a lot of potential for conflicts, and editing navmesh is a bit more involved than straight CR
It's fine not to like a mod, but criticism needs to be kept civil and constructive. And sniping at folks isn't acceptable.
I've deleted the past few hours of posts. Let's move forward with a clean slate.
And why isn't my name orange? I selected the mod author role?
**New Topic! **
With mod comments removed on Bethesda.net, we're currently recommending that author's re-direct folks to the social channels they prefer to use. We've also discussed formalizing this, with the ability for authors to include some specific links on their profile, with buttons added to all of their mods. That way if you want to promote your YouTube channel, personal Discord, social media, et cetera on your Bethesda.net Mods it's easy to do.
What do folks think, and what channels should we support?
Buttons on the profile in Discord or on the modding site?
Modding site
The button on the #server-roles channel
THAT explains it
I knew they were moving them but I thought it was in July when they were making the switch
In two days
I'd say at the very least, Twitter, Facebook, and Youtube if you're sticking to a list of possible choices to pick from. If it's more flexible and would allow for us to specify any site, then some kind of box where we could put the link in.
lol I was thinking the past 3 days.......people never NOT complain this much
I'm not sure we'd allow any URL, for security reasons. Folks can still put those in the description, but those need to be manually copied and pasted, they can't be misclicked.
They ARE planning on moving comments here though aren't they?
Moving comments to Discord? I don't think that's even possible.
Like Arthmoor said, social medias. Facebook pages are probably the easiest.
I must've misread then. I thought the announcement stated they were moving them to discord servers
Would there be any possibility of having the link option put a submission into an approval queue before it went public?
The issue is that Discord doesn't make a very good repository for information because it's not searchable outside of the server itself. I like the idea of going directly to the mod author for support, but in reality there needs to be some kind of interaction with the hosted content provider in my opinion. Users experience Skyrim and mods are an extension of that experience, they will naturally be inclined to search for support first on the host platform. If they are being linked somewhere else, it would need to be an almost universally known platform which, to my knowledge, doesn't really exist. Maybe a wiki.
I think the idea is for MAs/porters to maintain their own discord server to handle comments
Yea I misread: Yes, mod comments are powered by the forums, and will also be shut down. Authors are encouraged to list their social channels or personal Discord server in their mod descriptions. This way, they can continue to engage with players in their preferred online spaces. General mod discussion is welcome on our official Discord servers.
A wiki? Who would maintain the wiki though?
I don't know how feasible that would be, but I'm happy to look into it.
I mentioned over on the forums that Discord is good for short real time support and conversations. It's no good for long term searchability and for the distribution of static information. Especially since, as Sam points out, Google and other search bots can't see it.
Pinned messages also appear to have a limit on how many can be maintained.
Someone else put it more succinctly on another server - Discord is a supplement to a good forum. Not a replacement.
50 pins per channel
The intent here is to make it easier for authors to promote the social spaces they're already active, if they're looking to encourage engagement.
For me, I've been adding links to my Nexus entries and to AFK Mods threads directly to the mod descriptions. It works but it's also information that would be better served by a button where I could put those links instead.
There is a wiki already developed for creation kit. Why not simply use that framework and provide Bethesda mod authors credentials for the newly implemented wiki that would allow them to maintain their mod page on it? From there they can also link to Discord, Facebook, or whatever pre-determined links Bethesda considers as having reasonable security? Wiki's for their content require very little resources.
Many mod authors don't have their own servers, websites, etc. so it might be a good first line of defense.
I'm not sure we'd want to use Ceation Kit wikis for extended mod profiles. (Although it's something of a moot point as the current wikis had to be partially locked down due to some problems. I'm hoping we can get that fixed by the end of the year.)
Sure, I wasn't recommending to use the Creation Kit wiki, more just copying that preexisting wiki framework, tweaking it a little, and deploying it as a "mods wiki". They even have talk pages. Just a thought, like I said wiki's really just consume HDD space, which is cheap.
There's a lot that goes into keeping a wiki site in good shape behind the scenes. It can also be a nightmare for legal compliance in some markets.
I think he was referring to putting those links in the mod pages.
Yep, this is for the Bethesda.net Mods platform.
They are encouraging having US handle our own comments so yea, links are good in that regard i presume with all the changes they are making.
Yes Arthmoor, I'm aware wikis take work, it was a suggestion. Cartogriffi, are any updates to the mod launcher planned? It seems like the random logging out is getting worse. Is there a correlation between that and the difficulty updating mods that you mentioned a few days ago?
IMO they take a lot more work to keep in line than a good forum package does.
You might have early 2000's Wikis in your mind. 😆 Like with Discord, there are now pre-packaged bots that are impressively sophisticated that can be deployed to do a lot of the heavy lifting.
Quite a few mod authors already seem to have discord links available in their mod descriptions
Hi Nix, I was wondering if you were ever going to say anything. Nice seeing you again.
Maybe. Most of the people I knew who ran them quickly got sick of trying to keep spammers and such out. Mediawiki in particular can be a huge resource hog too, even with bots doing most of the background work.
I would imagine @azure frigate that promotion will become more tightly managed on the mod pages. Letting the forums sunset is a progression towards that end. It would not surprise me if later on down the road, rules are passed regarding what can or cannot be on an official mod description page, especially in terms of self-promotion.
This is specifically for Bethesda.net Mods platform. Not the official BGS Discord server.
I'm not aware of an increase in log-in failures, but I can ask about that.
Where do you take someone who has been injured in a Peek-a-boo accident? To the I.C.U.
Wow that was a pretty bad joke, I bet I could top that with a joke about a Khajiit but unfortunately I have to be Elsweyr for the moment.
On top of the usual sites people mentioned, I've got one that's a bit left-field. How about Atlassian (or Confluence, specifically) links? I think Confluence Cloud's basic tier is free to use, so it could be a good way for some mod authors to store information for their projects - and they shouuuuuld all end in atlassian.net links. Or, at least, until (if?) They roll out custom domains. :)
I guess my main concern about this is less that contact cannot be made, but more that it potentially removes a record of players pointing out and feeding back problems and conflicts for others to see. Much like allowing uploaders to lock their comments.
I do appreciate that this system has been clearly abused by some in recent times. And I’m absolutely not advocating that (it helps nobody). But I for one have found some of the conversations about compatibility in comment sections for mods to be genuinely helpful in the past. In particular on occasions where an author has sought to dismiss multiple people experiencing a common problem.
More built in contact options are a good idea. More for that. But I guess my concern is that if an uploader is able to entirely control the discourse, and block out any less than positive feedback or even questioning entirely, that’s not a system without its flaws.
A full on Jira ticketing system would be great. But I would imagine also rather costly.
If I remember rightly - Jira Cloud is also free for <5 users. That said, I just run self-hosted installations of Confluence and Jira, but that's way overkill haha
Remember that there's people who have no clue what that even is
Absolutely. Atlassian’s stuff is used by a number of different businesses and industries, but if you’ve never come in contact with it before you probably won’t. No foul in that.
I don't it'd be useful to a small company of analytical chemistry...
@robust oracle @candid flume I've acquired perms for AI Overhaul, it should be completed later today if you'd like to give it a try
Woohoo! That’s a big deal, nice work! I have so many seal of approval mods in my LO and this one will be a rather fine addition. 🙏
Also working on a patch for enhanced Skyrim NPCs and the Enai bundle
I’ve been using Enhanced NPCs w/out USSEP for several hours now across multiple days. Have not ran into a single issue. Come to think of it, I’ve not ran into any non-trivial bug or quests break at all.
I'm not a fan of the racial changes that it makes which is why I'm going to try to patch it with Morningstar
@night rover Is there a subsection here to post new mod releases?
And also, for the love of all that is holy, screenshots.
We gotta showcase our creations, breh.
Not sure if it's been there the whole time or not, but probably pretty close to it.
Anyone have any issues with "Reforging - To The Masses"? Specifically with weapon damage and where some weapons are in the forging categories?
I.e the Iron Battle Pitchfork, can make it as soon as you first enter Riverwood with a few iron and leather strips. Has 67 damage! Another example, both the Steel Caster Polesword & the Steel Wide Caster Polesword being under the Ebony category instead of Steel where it should be.
I haven't got everything unlocked for crafting yet, but the ones I've seen seem pretty balanced
Yeah, like the spears are ok, and some other weapons, but there's still some room for improvement which speaking of, there's also the case of missing improvement recipes. Like you can still improve them, but they require nothing to do so.
Yeah I have noticed that with i think all of them I've encountered so far, with the tempering recipes
Why did the Redguard Blacksmith start crying?
His Hammerfell on his toe
😒
That was a bad joke, I am known for making bad jokes.
Anyone have news on the mod update issue on beth.net? I've got one update left before it locks me out. I am saving it lol
That sux
@proud swallow dont feel bad. I can't make jokes anymore. I got issues, lol.
I dont know what I am waiting for anyway since I've got no comments, complaints or bug fix requests and IDK if anyone wants to have to go external to my channel here on discord.
What mod @compact plume
2 players homes and 1 extension
https://bethesda.net/en/mods/skyrim/mod-detail/4215439 of course I have the nexus but that is not the issue lol https://www.nexusmods.com/skyrimspecialedition/mods/50020
I am thinking of making a Facebook page instead because everyone(loosely generalizing) has a Facebook and I think they would be more inclined to go there because of already being account holders on that social media platform
I personally consider Facebook to be too voyeuristic of a platform.
100% agree with you.
I don't use any social media aside from Discord and Reddit... which that should in itself tell you how far social media has fallen.
Maybe I have just made my channels improperly then
But it's Xbox users that aren't commenting so I presume they are just lazy lol
Seems to me the easiest option for Nexus mod authors is to link the nexus mod on the Bnet description and players can go to Nexus to ask questions or provide feedback. Have to specify Xbox vs PC in their comments is all.
I was considering that as well but getting them to specify......
I guess it would be our job to ask that way we don't chase our own tail
Is there a way to have two bug reports options on nexus? One for PC one for Xbox?
If I were to join every discord for mods I used it would be around 50 mod authors. (Just a guess).
Not a bad idea except people on xbox don't navigate nexus I presume. And most of my bugs were in comments with only 1 person actually submitting a bug
Some are nexus regular some are not. But it I can those that aren’t realizing they should get a nexus account due to the Bnet changes.
Yea that's why I put in the mod description Bethesda's changes hoping to steer people over
it's Beth's fault for not implementing some type of replacement
I think i messed up..i am using the dawnguard as a vampire mod but now as a vampire lord the quest is set to harkons chalice and isran only offers heavy armor training
I don’t want people talking about the wonderful world of bikinis on my work Facebook account.
I don't want them talking about it period
How's the animation thing going @candid flume ?
Are you referring to these two (or I guess this one)? I'm not good with semantics. lol https://ibb.co/W2G463F
Yeah@candid flume
@wind stag When did you say you re-uploaded Amulets of Skyrim?
The other day
@compact plume
@compact plume https://bethesda.net/en/mods/skyrim/mod-detail/4215858
Whoops forgot to take it out of WIP
USMP- Unofficial Skyrim Modders Patch Non USSEP Dependant: https://bethesda.net/en/mods/skyrim/mod-detail/4216431
OK so a couple days ago. Thanks
someone make helmet on belt mod when unequipped but favorited
A mod that replaces fire attacks with molten cheese would be cool.
I have no idea how it would work or if it even would.
As long as meshes and particle systems are provided, easily
Is there a place that someone like me who’s on a PS4 with no computer can make mod requests? I feel like this chat is for moders chating mod stuff with fellow moders and would seem kinda intrusive to just ask for things.
if you want ports I know a guy
if you want someone to make your a mod then you're probably not going to have a good time
Ok understood 🙂 thank you.
I sometimes make mods for other people, if they're quick to make
most of the time it's mods they didn't ask for, though
Lol clavicus vile of modding 🙂
plus PS4 modding is no fun, can't do anything fun because no external assets
Very true but I’m amazed at what people have accomplished given the limitations! What I need shouldn’t require anything PS4 doesn’t have. Going to see if I can find on nexus and then kindly beg for a port. Nexus doesn’t play nice for me on my phone though lol
PS4 can't even have new scripts
it is so limiting
Scripts are stored as external files for SSE, and Sony doesn't allow any external assets
It’s just a crafting mod. Being able to craft the dead man’s dread clothes with armor ratings so my followers will equip them.
I’m sorry I ended up just asking.
doesn't that require new scripts
While that would be a relative simple mod, i don't have the respective CC
No, it doesn't
New armor form with actual armor rating (Referencing DMD's ground model and ARMA), a constructible object for crafting, and one for tempting
*tempering
well if you didn't fix that message it would've made for a great l*vers lab mod
that's a joke I only play xbox
Don't let the staff hear you say that
Lol
it says the message was deleted except I still see it
Oh god I don’t want anyone in trouble I’m sorry guys.
No worries, in all reality there are only a few things that will get you in trouble here.
Don't tick off the ladder cult that's formed in Starfield chat and you will be fine.
lmaoooo that sounds about right.
🤣
Still I made some fun stuff.
Oh, I'm honored to be given the orange color.
I love your gem weapons! The way you incorporated them to show up in leveled list is my favorite. They are like Skyrims version of shiny Pokémon for me. Since I try not to perk in smithing much during plays, finding them in the wild is always exciting ❤️
that depends on what kind of help you need
but since you mention Beth.net, most likely notme
I'm mod author and I need help with one mod that was reported. I removed the particular issue and I just need update the mod, but it was hidden.
How did you get that? lol
react to the post in #server-roles
Let me be the first to say hello, and I'm a huge fan. Great work with Inferno Redux, all open permissions and you still credited back to the respective Nexus pages. It warms my heart seeing such good work. Definitely not divine; just good.
If you haven't already, you should submit a ticket at help.bethesda.net. That will make sure the proper team sees it
@candid flume Thank you for your kind words 😄 @kind falcon Thanks, but already submitted a ticket and the latest response was "Moving forward, future updates for mods can be found in the #modding-news channel in Discord. If you do not currently have access to the Discord server, all servers can be found here." so, i was expecting some help here. I'll wait another response in help.bethesda.net then and again, Thank you!
You can reply to the ticket to get more help. The option should have been under Bethesda.net > Account > My mod has been removed when you submitted your ticket.
@graceful relic
love the work you've done in the past, hate to have heard you stepped away from modding.
Hey the unofficial skyrim special edition patch isn’t showing up in my game client even though ive favorited and followed it on bethesda.net
Does anyone know why or have a fix for this
I just want the alternate start live another life mod to work
As far as I can tell it should be showing up. Maybe exiting the game and restarting it will help?
I found it in the featured section
It just wasn’t showing up for some reason when i did it via browser
Ugh. Mods Manager Cap removes the limit for search menu slots so you can see your entire favorited list and library.
....does the ussep prevent you from wearing dragon priest masks with the arch mages robes
Bc i was able to before i got it and now im not
That doesn’t seem like an exploit to me
It’s a mask
If I can’t wear any headwear with them now then what’s the point
they are headwear
there's only three items in the original game that could be worn alongside the maks - and those three were pretty random
so all signs point to it being an oversight
And you can always use the non-hooded variant of the robes.
How do i get that? Ive only ever gotten the hooded one
Or download another mod called masks with hoods
But you would think you could wear a mask with any hood, common sense and all ...
The non-hooded variant should be the one on the table in the archmage's quarters after the end of the quest line.
... how have i never noticed that before
@solar cypress https://bethesda.net/en/mods/skyrim/mod-detail/3204545
Top most comment there is precisely why things like this have been patched btw.
Never see clipping in first person...
Not everyone plays exclusively in first person.
I prefer Warmonger Armory belt fastened masks. Wear them as trophies. https://bethesda.net/en/mods/skyrim/mod-detail/4077657
Would you like the red pill, or the blue pill?
Personally I consider that a good thing.
Usually everything worth getting is on Nexus anyways.
Is it possible to get those mods for the steam version of se?
Absolutely.
https://www.youtube.com/watch?v=g67CnHD1wvY This will show you how to create a clean install. Then, find Gamer Poet's video for installing MO2.
📝 Playlist | Modding Tips | http://bit.ly/ModdingTips
💓 Patreon | Help Me Continue | http://bit.ly/HelpGamerPoets
💓 Ko-Fi | Patreon Alternative | https://ko-fi.com/gamerpoets
💓 PayPal | Tip Jar | http://goo.gl/oTXR6P
Skyrim Special Edition Clean Installation is a #HowToMod prep guide for the #Elderscrolls #SkyrimSE
Video Navigation
0:00 Int...
Lesgo thanks
🗂️ Playlist | How to Use Mod Organizer 2 | http://bit.ly/HowToUseModOrganizer2
💓 Patreon | Help Me Continue | http://bit.ly/HelpGamerPoets
💓 Ko-Fi | Patreon Alternative | https://ko-fi.com/gamerpoets
💓 PayPal | Tip Jar | http://goo.gl/oTXR6P
#ModOrganizer2 Installation & Setup is a How To Mod guide for #Elderscrolls & #Fallout.
MO2 Links
☙ Vis...
You're welcome. Once you have mod organizer 2 installed, you can link it to your Nexus account (create a free profile). And download away.
Awesome
You might want to look at SKSE but it's not necessary depending on what mods you have.
Does someone know if you can use SkyrimSE RE-Engaged ENB with Parallax?
Yeah I’m not sure why not? You need parallax enabled meshes for it to work, so make sure the mod(s) provide those
Alright I try it out, thanks
That's because Skyrim SE is not supposed to function with Steam workshop and there's no way for modders to add SE mods there. All SE mods upload to Bethesda.net and modders upload to other sites like Nexus.
Not all SE mods are uploaded to Bethesda.net, in fact the vast majority are on Nexus where IP rights and moderation are very robust.
Ah yeah I mean if / when uploaded through the CK, the backend is Bethesdanet, not Steam Workshop 😅 I said it weird
^what they said
Yo @pine crown what was updated in your mods to move so many into recents? I’m looking at the change log but don’t see any difference. Usually you have very detailed change logs.
Adding links to the descriptions. Apparently that's enough to make it think they've been updated.
Ah makes sense, BSG forums closing and all. Thanks
Can you get me an invite link to the discord if I promise to be your disciple and behave? I have some questions and the curiosity is a burden.
I think we both know that's not going to happen.
removes Arthmoor from Christmas card list
Lol
pmsl
Grinding out Xb1 releases
Gathering permissions to do a New Kingdom Armor and Weapons Overhaul...
75% done with with perms acquisition... Then to start combining the sets, depending on when the last few perms come in I'd like to have it done by mid June...@compact plume
Nice. It's awesome when it comes together neatly. Hopefully you don't have to hard of a time getting the rest.
Think it's 3-4 more to complete the entire set.
Clothing?
A little quick warning to anyone who gotten the Zombie CC mod, if you use a mod like Smilodon or Wildcat, for the love of Arkay just RUN if you're wandering the night and see a horde of them just coming your way.

Clothing will be included, have one choice waiting on perms for but if not gonna go elaborate textiles route.
anyone know any good clothing mods for females on xbox one?
Like retexture of vanilla?@echo pivot
retexture
Elaborate for fancy. Improved NPC Clothing for ordinary.
Just remember that Variations is open perms so you can use that
Yeah@ebon anchor, but I am leaning towards a different style, but Sforzinda has put together some amazing work.
Aye
I have no idea who actually has/had control over said wiki but there is a substantial amount of information that a variety of member want to contribute. Are there any Beth staff members that are able to assist in making the creationkit.com wiki functional again? and Hello! 😄
We're currently looking at improvements for the CK wikis so we can ease up on the anti-spam lockdown.
Bless you Carto ^
It's slow going, and I don't have an ETA, but I can at least confirm the wikis aren't forgotten.
🤸🏽♂️🎆
@night rover what about to Upload bug that has been going on for weeks now?... Edit: Not trying to come off pushy just would like to know if any progress has been made.
We're still working on this, but I don't have any news or an ETA. I'll post in the Modding News channel when I do.
Thank you
For now 
https://www.nexusmods.com/skyrimspecialedition/mods/50410 this is beautiful
It is, love the design of it ever since I first saw it on ESO
Kinda give props to the developers of ESO for their numerous armor designs and John bringing one of them to Skyrim
I adapted some scripts from Useful Dogs and now Gladys can fetch
https://www.nexusmods.com/skyrimspecialedition/videos/9778
Aye, nice work!
We need a Bigfoot mod
After years of graphic overhauls that conflicted with one thing or another and/or squatted on 100's of MB, I just found a -2MB mod that looks great: "Realms of Romance SE" - uploaded by BraccarMykar79. It's very nice for a fantasy environment but I don't recommend "Serious Weathers" (as they do) bec it's very Robloxian. I use "IA92'S Enhanced Console Graphics (XBOX1)" as it's vibrance and oversaturation exaggerates the dreamy RoR effects.
I'm so very satisfied with the new look and best of all featherweight = more space for many more mods
I'm interested to know if anyone is working on a morphic mod that adds height, weight and texture map sliders to affect specific race, gender and aged npcs? Fat to skinny Orcs, young look beautiful but gracefully aged older people and skinny people won't look like jerky with muscle slide.
Why is it that Crazy Talk has a skeleton with good join articulation but our skeletons, when NPC's pose, make limbs flex like rubber hose?
You think it might have something to do with clothes and armor mods being, basically, an overlay of another body that's dressed and dependant on matching join movements with the host body?
To make improvements with body models I think it would be necessary to change the approach to armor and clothing modding to be more passive, to work with collision parameters rather than dependant on a complete body overlay.
If physics work on buckets - NPC's then why not code it for clothes and armor? Clothes and armors could be made on a map with segments that have collision rates - armor less collision, and more weight value, except at joints, cloth have higher collision and less weight value and more collision at hems?
This could alleviate clipping and allow the body and texture mods to not be affected?
I also like to see clothes flowing form the body mod and armor plate to appear more rigid
Ah ha! How about a physics patch that affects all clothes and armors that are collision responsive (but otherwise passive) and bodyless.
And it would be needed a collision responsive and weight map for modders to craft their attire?
Then clothes mods would only contain the weight, color and collision values and include any special attributes such as spells damage resistance; while a collision responsive and weight map patch could handle distribution for all models upload thereafter and a collision physics patch could alter world physics to account for the values of whatever model, models are being used.
Modders could then be free to adjust their skeletons to their body mod (with/wo slider variences)
Think of this like an LED billboard: The patches create a billboard and the clothing/armor mods merely identify the which led's to activate and it's value.
Do I have the wrong understanding?
You sure typed alot
How many more channels do you think whachaup2 will post this wall of text in an effort to convince mod authors we are doing it all wrong?
TL;DR
I lean pretty heavily libertarian so I’m not even diametrically opposed to recreational drug use, but I have to admit, regardless of tendencies manifest I prefer not seeing text walls.
Hey Krypton
Hey Snipey!
I'm not reading all that I'm sorry bro
wait hold on you want to make armor an actual like existing item and not just something that goes on the character
like how we put buckets on peoples heads?
That sounds like it would take so long to do and be a compatibility nightmare
how much do jkrojmals mods affect performance?
ive got an rtx 2060 and i7 4770, will there be a notable performance drop?
cool name XD
Exterior ones pretty heavily especially if using high end Textures or SMIM/HPP
i see, ty
For big mods like skyrim at war, doom soundtrack, skyrim wars(star wars mod), chariffs Cleveland mod(if I spelled it right)?, any other big mods that are over 100 mbs on xbox. Is it good to have 5 or 7 big ones for xbox series x?
Not really the size that matters it's what the mod does that influences the strain on your console
Clevercharff's and Skyland AiO are nearly a GB but because their respective textures are optimized for Xbox they are actually better for performance than vanilla Textures
I see. It what the contents inside that counts. Do they have to be in a certain load order?
Yes
Lowest mod wins unless scripted otherwise
Things that touch the same things in game can conflict and cause issues
I see so I need to make sure not choose the same stuff like weather mods. I'm also planning on adding vivid weather mod.
Is dark and light mod worth adding?
Not familiar with it
It has like puzzles and etc. Adds 8 HR gameplay to the game
As for the PC version of skyrim. Do mods on nexus work on xbox pc app of skyrim?
I don't believe so
I see, cool. Thanks.
Oh. Has anyone have an issue where you cant view the load order on xbox? Any fix?
Each time i try and view it. It kicks me out of the mod menu.
Never heard of that. Only suggestion I can give you is try and do a hard reset first. Then try again.
Really? So this must be a rare case then. So hard reset?
Yea. Quit game. Then either restart your console and assuming you get the green screen (black on series S/X) you have cleared your cache. If not then you must not have power save mode active. You can also just hold down the power button on your console for at least 10 seconds after it shuts down. Wait a minute. Then power it back on.
Power save mode? So instant on as the mode is not good to have on?
I have series x.
Instant on is fine unless you need to clear your cache
Just try and restart
If you get the black Xbox screen then it worked
If not do the hold down the button thing
Yeah I restarted the system. I got the black xbox screen logo. Still kicking me out. I'm not sure why. Could it be a bug?
Not sure what you mean by a bug.
@pine crown ! You clever devil, this is what I like to see. I fly back tomorrow and can officially vet the efficacy of the fix if you’d like since you don’t have a console? I noticed a few others vetted it already but I also know good help is hard to find right now, and let’s be honest the prior vetting is akin to Volkswagen vetting their own emissions systems. I’m more of a Reagan trust but verify kinda guy myself and happy to help. https://www.afkmods.com/index.php?/topic/5805-xb1se-fixing-visible-editor-markers-in-meshes/
Its been nearly 5 years now since Special Edition was releases and mods became possible for console users for the firs time. This brought with it a number of new issues unique to the platform when using modified assets. One of those is that if a mesh youre editing has an editor marker attached, t...
But you may need to clear reserve space
If so go favorite all your mods on bnet first. Makes it easier to download instead of using the horrible Xbox search.
@echo pivot yeah i cleared the cache too. Blueray persistence storage too. Does the website let you organize the mods better? I normally dont have this issue with the Xbox. Had this problem on xbox one too. So could be a skyrim xbox issue.
Maybe try deleting saved data as well.
No you cannot organize your load order on Bnet. Just favorite and ad to your library.
You have to actually download and arrange your load order on Xbox.
Again. I’ve never heard of this. 🤷♂️
No worries. This is a first for me as well, lol.
Yeah still doing it. Oh well. I'm sure an update will fix it. Or it fix itself, lol. When it wants to work, lol. When it does. I use it. Lol.
Thanks, but the fix has already been validated and will be rolling out live with our next update.
Did you clear reserve space and delete saved data “everywhere?”
And who informed you of the editor markers?
As mentioned in the post, Soulmancer did. Indirectly. He asked about it in Nico's mod thread something like 3-4 months ago.
I’m surprised that’s the first time you heard about it. It’s been a thing for…ever. But thanks for looking into it and finding a fix!
Dang, cuz I'm sure people have been discussing it for about 4 years
We've known about the editor marker issue since 2016 but the only "fixes" mentioned up until seeing Soulmancer's post all involved butchering out the editor markers entirely.
Given how Nico described what he did in his mod it sounds like that was basically what he did too.
In fact Stone Spiral Gaming had had an xEdit script for removing editor markers for months
Yes, well, I just said that was the only known way to "fix" it before. I'm in the camp that doesn't consider hacking limbs off to be a cure.
Month.
Glad you finally found a good fix!
@echo pivot yes I cleared both areas of save data and cacha too.
That’s bizarre.
Yeah it's weird. I'm assuming on Bethesda end. I think. Strange issue.
Also I don't know who Stone Spiral Gaming is supposed to be. Is that a modding group or an indie gaming company or something?
As long as it’s well vetted I’m happy. Obviously it must be performed by someone with demonstrable skill, thoroughness, and integrity in vetting past mods. USSEP is widely used after all.
Beat me to it.
Thank you Tanis
I don’t think he has quite 500 popular mods on Bnet yet though, so you might not have heard of him.
Why would I know the names of any porters, well known or otherwise, when I play on PC?
You know Tarshana, she’s a porter that only plays on console.
No she's a Creator Sam
Either way, I'm not likely to run into any of these people under normal circumstances.
I think my blood sugar is low, which people are we talking about again? Also I’d like to know if you could add Hag’s End in OCS? It’s so annoying that I can’t just climb up the mountain and get there.
That's not really within scope for OCS.
It's a very impressive mod. If you like puzzles it's definitely worth trying. Some of the fail states are pretty punishing, but overall well implemented.
Nice. So I go ahead and add it to my load order. Once I get it fixed. Looks like interesting mod.
Okay so for anyone on console who uses "Convenient Horses" and like to have your horse armor being you know displayed onto your horse (if that's an issue with the mod, it has been on my end at certain points) I may have found a solution? But it requires the installation of another mod and only works on Shadowmere and Frost.
You'll want to download either "Nightmere" or "Permafrost" depending on which two horses you want. Make sure it's under "Convenient Horses" and ensure that the horses is on bareback, then you'll just want to craft your horse armor, become thane, or join a guild, and you should see your new horse armor.
I've yet to test this on normal horses nor have I tested this with CC mod "Wild Horses" just yet. If you can get either Shadowmere/Frost to wear their given horse armor without their given mod, then you don't need them other than "Convenient Horses" unless you want to give Shadowmere/Frost a more unique appearance and abilities that are in fact compatible with "Convenient Horses".
@night rover ok gotcha, thank you for your response! 😄
Ok! I need to pick yalls brains
So 1 of my house mods. I am borrowing like 5 scripts and a few meshes from another mod. (yes the author and I have been cahooting)
I have been getting several complaints from PC users that nothing works for things using those borrowed scripts
My scripts that I wrote are fine and have no problems.
When I use the CK's packer I weed out all the vanilla meshes and textures and scripts. All of the borrowed scripts are in the list as well as my own. I then export that list. (for Xbox use later)
Yet the complaints mount in the aspect of those borrowed script items
So, test time. I used BAE and unpacked my own BSA in some other folder NOT in the Skyrim directory. Boom. None of the borrowed script present. BTW I have his PEX files but none of the PSC. That shouldn't be the problem right? So I jumped on the TesArchive and just packed it myself. Good? BTW when packed to XB1 using CK, no problems with scripts.
So what gives?
Apologies for the WRStHalfWall of text lol
You dont need the PSC but the borrowed scripts will conflict with the other mod if your didnt change the names, which you cannot do without a PSC. The confliction between your mods might not be a problem today but if he ever updates the PEX of his mod then your mod will force his PEX to downgrade if your plugin is loaded after his. I dont think this is related to your current issue though.
So you pack a BSA with the CK and it doesnt include the shared PEX? But you also say "when packed to XB1 using CK, no problems with scripts." I confused on the archiving method you used to create the BSA that doesnt work.
Then its PC users this doesnt work for?
Sorry for not being more descriptive. So the issue I am having is PC users. Normally, I will make an archive for PC, export that list. Upload to Bnet for XB1 and import the list I made moments before. No problems. I play in my house and al the scripts work on XB1. PC users however, they cannot put weapons on the walls. The activators are there, but it doesn't do anything. That's what lead me to find out why the scripts weren't working. When I upload for PC I just grab my Mesh/Script BSA, my Texture BSA and my .esp file and compress them and just upload to the Nexus.
Ok.....I see why it works for Xbox and not PC. I am actually packing the files for XB1 whereas with PC I am not packing at all. And since I have the borrowed script files in MY Skyrim directory, other users do not and that's the disconnect.
I guess I just assumed that it would have been included in the BSA naturally since the scripts were being used......
Champollion can be used to extract a PSC script out of the PEX file
I’ve seen @tribal comet discussing something to this effect before in xEdit discord. You might ask him. He won’t see this ping though because he blocked me for not knowing who he is 🤣 plus I’m a console player so that’s two strikes right there.
Lmao🤣
Then he wont like talking to me either cause I have the same 2 strikes
Strange question someone here might know about:
I'm looking for an open source stick model that can be equipped.
Anyone have any leads for this?
So how do you all upload your mods to the Nexus?
pray tell....."stick" model?
If your logged in use the "UPLOAD" drop down on the top right of the main navigation.
Haha no kidding?
There is a whole thing up there about it 👆
The question is, do you pack your BSAs for PC.......OR...... just grab the esp, and 2 BSAs and compress them and upload the 3?
sam was blocked for being toxic. let's not bring carto back in to bring the hammer down.
for PC, i use Pyro to compile, package, and zip mods up all in one go. (https://www.nexusmods.com/skyrimspecialedition/mods/35860 | https://wiki.fireundubh.com/pyro)
under the hood, Pyro calls bsarch, developed by another xEdit team member, that builds BSA/BA2 archives with the right, automatically detected settings. (https://www.nexusmods.com/newvegas/mods/64745)
see, told you he’d be able to help. One day I’ll check out his Nexus profile so I know who he is.
FYI if you’re merging mods, just use zMerge to pack (assuming pre-existing bsa archives and plug-ins), it’s better. zEdit is like the success to xEdit, though doesn’t have as robust development yet being newer. Otherwise try what @tribal comet suggests, I know he at least has one popular mod that successfully deployed scripts (and several others that nobody knows about or uses), which is more experience than I have as it pertains to scripts @compact plume.
zMerge scares me because I dont have enough brain cells to use it.
ESL flagged files also makes the entire purpose in merging files obsolete anyway.
Not exactly. Merging files is a good way to overcome the plug-in limit with esp files that can’t be ESL-ified.
That's also an extremely uncommon scenario to run into, and someone is almost certainly also using a ton of ESL-ified files by the time they reach those limits. At that point it's probably best to start asking if you're just trying to use too many mods at once.
On PC Skyrim isn’t even fun until you get to around 800 plug-ins. I run into that issue all the time.
That's a matter of opinion. Lots of people have fun with the game with a fraction of that amount.
Like 799/800? Or what kind of fraction we talking about here?
Common usage of the phrase. People don't talk about "fractions" of something if they mean one less than that thing.
@compact plume despite the poorly chosen name, zEdit is not the successor to xEdit. in fact, it's based on an outdated version of xEdit. it's not developed by any member of the xEdit team, and its developer has other purposes in mind for it.
It’s better then xEdit in many ways.
It's actually not, but this isn't really the place to debate that.
zEdit isn't the successor to xEdit. I could say more but I'm not going to go on and on about the superiority of xedit since I am a little biased in my opinion.
Thanks so much for that. I'll check it out.
Thanks Sam I'll look into that as well.
Gladys the Corgi is an in-development corgi follower mod. This showcase demonstrates Gladys playing fetch!
This is awesome! Very cute and I like that it’s a little thalmor toy lol
love it!
would be nice if the thalmor came back a little more teared up each time lmao
Merging is the only way to overcome the 150 mod limit on XB1 console.
I love xEdit, never thought to bother with zEdit. zMerge however is great for merging mods with Navigation Mesh changes to save mod spaces on Xbox.
Hello all 🌻
I like zMerge too. I wasn’t sure what Arthmoor was talking about in regards to ESL flagging plug-ins making merging obsolete, he stays up way too late at night. The only thing about zEdit is its not effective to clean with. I’ve used it to manually clean game masters before but cleaning in general is one of those deeper developmental benefits xEdit enjoys. Also thank you Leona for the great ports you’ve brought over recently. Much appreciated.
ESL flagged plugins do not count in your mod limit so it is best to flag it if the mod is small enough to do so.
you seem to be intentionally trying to either bait fire, or just be dismissive of him
Neither really but dismissive if anything. He told me that the only reason I wouldn’t know who he was is because I prefer to play Skyrim on console. Nothing noteworthy.
lol
i wouldn't preach zEdit. its not bad, but you should only be using it for specific reasons. Not for general use.
assuming users will mod the same way you do, is not helpful
Ok 2nd random question. Animations.
eww
Say I created a whole line of weapons. There are 2 sets of each weapon. The static version, and the weapon version.
So lets say a pickaxe....you mine an ore the game sees if you have a pickaxe or not, if you do, start animation
The animation will not show the custom mesh but rather a normal pickaxe
How would one change the animation to reflect the new mesh? Not so much replace but add new.
Much like a warhammer. Several different styles but it isnt the same animation mesh for the weapon. That all depends on which warhammer is in your hand
well, there's a huge difference
when fighting, the game just plays an animation with whatever weapon is in your hand
when mining, the game plays a dedicated mine animation, and since the game does not expect you to actually have a pickaxe equipped, it instead uses an animation object (that just happens to look exactly the same as the pickaxe weapon).
to have a different pickaxe shown when mining without changing it in every instance of the mining animation, you'd have to create a full new animation (pointin to a new animation object), and include it in the character behavior
Skyrim's animation and behavior system is something that, as far as I know, few people have managed to decipher
(I was hoping you'd say that, because I have no clue about how one would go about this, either)
I was intending on making craftable pickaxes. Malachite dragon bone etc
nice idea
more hassle than it is worth
Easy enough to make the weapons, static versions etc. I already made 2. But I was hopeing the animation just called upon an item
I guess thats why the animation is so fluid. Its all one animation
But.......
How does it do it with armor?
They couldnt possibly have made an animation for every armor variation not to mention custom ones.
So how does it work? If it can animate those how come not a custom pickaxe?
"armor" just calls on your character model
most of the time when mining, the pickaxe is nowhere to be found in the world, though
(unless you always equip a pickaxe before mining, but then that's you)
therefore, they took that model from an external Animation Object
and which animation calls on which Animation Object is hardcoded and nested deeply in the behavior stuff I mentioned earlier
it's not that hard to replace, but that would replace it for all instances of the animation
which wouldn't help because various players would have different models
yup
He told me that the only reason I wouldn’t know who he was is because I prefer to play Skyrim on console.
annnnd? i don't have any console mods. i don't have any mods on bethesda.net. i stopped using bethesda.net when they deleted 100 mods, including mine, during the private FO4 CK beta to fix some tags - something bethesda apologized for doing.
if you're a console player, of course you don't know me, which was itself a response to your earlier "i don't know who you are" comment. this was not a PCMR dig at console players.
sam, my feeling is you just want to fight and that's fine, but you're really just shadow boxing at this point.
Nothing says winning friends and influencing people like trying to pick fights with well known and respected mod authors 🤔
I have to be honest. I know very few mod authors but I do know mods that I like and I moderate a huge modding discord. Just because you use a mod or know of it doesn't mean you know who its author is.
I do have to agree though, you make more friends with honey.
Hey Guys, Look for an Bethesda PC Mod called Unread Books Glow Redux.
Anybody have it?
If you are one of the 250,000 people who downloaded it please let me know. It would be a big help.
Try not to all answer at once.
Did you try Nexus?
if on pc dont use bethesda.net
So I have been told.
The Mods was only available there. It has been taken down. I am looking for anyone who downloaded it and still has it.
Go to Nexus there are 2 mods that do the same thing.
I have full permissions.
I need Unread Books Glow Redux the latest version. It was downloaded by a couple hundred thousand people. I am trying to find one of them.
To work with and upload the Mod from the author.
Then have them send it to you.
They got drunk and deleted it by mistake.
I’m sure they will sober up.
I will be taking over from here. Ya but the mod is still gone.
If anyone has it please let me know. I will be updating it a re-releasing it. Like I said this is my show now.
You are saying they have deleted the original files?
Ya, They only have a really early version.
What kind of a fool deletes their own mod?
So this isn’t good enough?
helpful
No, The only thing left of that mod was the shaders. I need Unread Books Glow Redux PC from Bethesda.net.
It was downloaded by a quarter of a million people.
make your own shaders then it's easy
No
then stop asking for other peoples crap
Why isn’t it on Bnet?
It was taken down. Hey guys this has been fun. Great discord. I have got to go. If anyone has it please contact me here or on AFKMods. Keep having fun!!!
Probably a reason it was taken down.
Gamerpoets has a video about ESL flagging that might touch on that topic Sam.
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Cleaning your game's master files is also not something you should be doing without a good reason.
Yes I’m already familiar with. Some mods can’t be ESL-ified. That was the point of my post.
Ahh
Good reason: Because they need cleaning? There was quite a bit of discussion here: https://stepmodifications.org/forum/topic/15310-cleaning-the-skyrim-se-dlc-esms-updateesm/
Since the accepted wisdom of cleaning the Skyrim SE DLC .esms + Update.esm has moved back to not cleaning them, should the guide be updated to reflect this? I had a look for any previous discussion about this but I couldnt find anything. At the moment, most modding guides still recommend cleaning...
That's based on some bad advice and doesn't take into account several recent bugs with doing that.
It's an especially reckless thing for a mod author to do before making mods using the official content.
You should also be aware that there are other things STEP is advising people to do that are even more reckless, like enabling the xEdit flag to allow you to edit a mod's master file list.
Well, according to your recent USSEP editor marker update, the same team who vetted those changes also vetted Immersive Cheat Emporium, and we both know how that turned out. I’ll probably defer to STEP on this one.
Well if it makes any difference, I'm not relaying advice from them on this matter. This is me telling you STEP is handing out bad advice. But hey, go ask Elm what he thinks of them handing out the master file editing argument. One would assume you'd take the word of the program's developer, yes?
Yes, I would. There is a potential issue with breezehome, and the Dawnguard DLC, however, and it only takes a few moments to fix.
Breezehome can't be fixed by cleaning the DLC. Deleted navmeshes are essentially giant black boxes of doom.
As for the Dawnguard issue, it's no big deal for those who don't have USSEP-phobias.
What is the Breezehome issue?
Hearthfires.esm has a deleted navmesh that was caused by Bethesda merging the two that are in the vanilla cell.
No, it can't. A deleted navmesh can't be edited in any way by another file without causing a CTD.
In fact back in the day it was USSEP that confirmed that kind of thing was an issue at all. Up until then nobody really knew why certain cells had issues.
If the DLC is the only thing editing the cell's navmesh, nothing will come of it.
If another mod comes along and tries to edit the deleted one though, bad things. Usually resulting in a CTD.
But a problem with Breezehome mods?
May I ask an off topic question (to this conversation) Arthmoor?
Only if those mods have edits to the deleted navmesh.
That's why not all Breezehome mods have problems.
Gotcha. Never had a CTD problem with Breezehome. Unless a mod like Eli’s Breezehome gets filled with Uniques. Most mods are fine. N
@pine crown is it possible to make sun spells work with the training targets like destruction spells?
It ought to be, are they not working that way already? (I'm assuming you're talking about my Practice Dummies mod)
I think just destruction works on those right?
I am, and iirc nobody's dummies mod that I've tried(yours and YASH2) works with resto sun spells
The one other I've seen but not tried says it only works with destruction spells, melee, and Archery
I can take a look at it at some point and see what can be done about that. Detecting specific spells isn't as easy as detecting an entire school of them.
Thanks
😔
Jeez, go make a mod or something
probably shouldn't be injecting anything here but advertising other servers probably isn't a good idea either. I was going to also say hi...Tanis and Sam




