#skyrim-se-mods
1 messages · Page 31 of 1
won't accept the script for some reason, stats are near identical with scripts so it should work in theory
What do you mean won't accept the script? You mean it does not work? The only think I see that would prevent it from working is the condition on the perk that requires you have the Aetherial Shield equipped. I do not see any other conditions on the magic effects.
You would need to either add your items to the perks conditions as ors this or this or this. Or create your own perk.
Yea sry, that's what I meant. I'll check the perk and make a new one if I need too
didn't think of looking at the perk, so I feel dumb lol
I'm learning on the go, figured out Disabling scripting recently and figured out how Dwemer Spheres work with weapons and port holes
Went into ruins and looked how BGS did it
If you put AetherialShield into the CK filter and select "all" you will see everything that is connected to the shield.
I'll give it a try and go through some tests
I usually go through everything so should be able to figure out why the effect isn't working
If you have any issues let me know.
I will, cheers also. I nearly gave up on it and just had the shield for looks
Yes! I got it working, thanks so much. It was the Perk set to the one shield. made a duplicate and added my guard shield so it works amazing now!
Awesome.
dose any one know any good ps4 graphic mods
Nothing that I know of. Sony doesn't allow external assets so you can find things like JKs, where the visual is improved by building up an area with vanilla architecture or clutter, but you're not going to be able to use retextures or the like.
oh
like what
Was referring to jk's skyrim mods. Whole series of them. If you go to Bethesda.net and hit the mods button, filter for only ps4, you will be able to view what's available to you.
People can add more trees, change landscapes, everything the creation kit does, but they can't upload meshes or textures so beautification is limited to new combos of existing stuff.
o alr
Hey can anyone tell me where I might find the otherworldly worlds in the CK? I tried finding the place where the dragon priest shrine is and eventually just worked around it. I am trying to find the place known as Misty Grove where you get the Sanguine Rose from Sanguine. I appreciate the help
i found it
of course its in worldspace drop down lol
no its called DA14Interior
super helpful name yanno?
sweeet i am going to remember that one lol
I am making a new player home but instead of displaying the daedric artifacts on shelves or plaques like my last couple homes, I am trying to display them with pieces of the original quest
Oh nice!
Can someone please mod Grognak the Barbarian in as a high level boss fight? I would but idk how
Things are looking good. Should be uploading the new version within the next 24-48 hours. Boy is this exciting!
What kind?
Dwemer quest content
You make any mods?
Just Dwemer for TES, and eventually Starfield mods in 2023 when that game has the kit
Oh you got any mods out now?
rn I don't, will soonish. First content is a PC only mod due to me not having meshing or texturing talent and requiring another mod.
Most likely just Nexus, the mod dependency requires Script Extender so Console isn't an option until I persue a remake down the road with more resources. Then it'll be on Console
Question
If I put it on the PC Bethesda net they will still need to go to nexus to get the dependency
Have you noticed the high king on Bethesda
Not really, turned off on Console mods when I moved to PC and now I make mods I'm looking at how to manage my time and ideas
Going forward I'm focusing on getting my content on as many platforms as I can, so Xbox and PC Bethesda Net and Nexus for PC users that prefer that, only my first mod will suffer
Using that AI voice tool for my first mod, very useful in modding. Making it clear on the Nexus page too and any promotional thing I make
Quick question guys does USSEP add any content on Xbox or does it just fixes bugs?
I’ve finally decided to mod the game and it’s safe to say the confusion is high.
Unofficial patch? It adds a few things that were cut, like the Falmer Crown from the Ancient Falmer set of gear. Also fixes things around the game like floating trees or missing Dwemer pipes afaik
It helps with quest bugs a bunch
Any recommendations for bundels. Xbox’s menu is not great for browsing. I’ve tried lookiyup “Magical College of Winterhold” but can’t find it on my Xbox. Kinda wish it was included
I only see German & French versions lol
Nvm. I found the mod by coincidence.
@wheat torrent If you log into the website with the same account, you can search for mods there and "favorite" them, then see them near the top of the in-game Mods menu.
The mods featured at the top are chosen with an eye towards easy installation and a low risk of conflicts. There are a lot up there if you scroll through, including quite a number of large quest mods.
You can poke around old feature articles here: https://bethesda.net/en/news?tags=mods
If there's a specific type of mod you're interested in (quests, equipment, weathers, companions, et cetera) it's easier to make recommendations. Although if you're looking for a full revamp, you may want to search for entire load orders.
Yes thank you i did that. Downloaded few small mods here and there. Major ones were The unofficial patch of course & Magical college.
The main thing that I really needed was fixing multiple quests bugs that I had and thankfully i did that
All that remained for me was the chance to edit my lakeview house. Maybe add few more mannequins & weapon racks. Change my steward. Expand it etc.
I searched every mod on Xbox just like you said, none of them had that unfortunately.
Edits to existing houses tend to be less common than brand new homes. It's generally easier for modders, and has less chance of a conflict. There are tons of great player homes out there.
You could do those type of things yourself very easily with the Creation Kit. Some things in the CK are hard to do and some quite easy. Adding some extra items to your home would not be that hard.
I’m on Xbox unfortunately
I understand. There was a mod that expanded the back room and I was happy with it till the mannequins started moving like NPCs and it really freaked me out.
I like Lakeview tbh. All the other locations didn’t impress me.
the mannequins moving is a thing that can happen to any mannequin
No they’re alive. That’s different.
Mannequins ARE NPCs. They're not supposed to move, but they're NPCs because it's the most practical way to get them to display armor. If they're moving around, then either the mannequin script has failed to freeze them in place, or the navmesh in the cells is bad and they're trying to move to a valid spot.
I deleted the mod and everything is okay. I can’t stand it.
Other mannequins don’t do that.
All mannequins may potentially do that. You happened to encounter it for the first time when using a mod, that's all.
I never had that happen to me and I used a lot of mannequins in vanilla Skyrim. Maybe other mods affect them…
It’s a vanilla problem too
I've seen it once
on my 360 in 2014
I can't get the script to work for me though while modding so I don't use mannequins. I use loadscreen models that have poses. No Collision on them but I can just surround them by a collision box
I just like statues
Great news guys. We were able to get the INI to work on SE via Modname.esp - Modname.ini. The game was not ignoring the ini it was ignoring the settings. The settings that work fine for Original Skyrim would not work in SE and are much different in game. This will be included for SE in the next update.
Hi
Do we have mods that can turn skyrim into a third person action adventure with stealth elements
I think stealth tools might help u u can slit unaware peps throat
Well sneak tools
Not stealth
(Sneak tools)
Can I request a mod here?
I’m soo sick of the silly body mods when a modder gonna come out with a real mod like a beer belly make more sense
At least for my character not a replacer
And don’t forget it jiggles
Alright guys, The new version is uploaded. Unfortunately, Bethesda.net is not allowing us to include a description. I also attempted to delete an early version of the Mod and the new version was deleted. We will be waiting until Bethesda.net is done glitching again to upload the new Xbox version.
Unread Books Glow: Black Book V7.0 PC https://bethesda.net/en/mods/skyrim/mod-detail/4224749
Hello. I'm running into a weird problem. I'm trying to create my first esp. It's a simple one that just removes the level cap on some vanilla followers. I can see my esp in the Creation Kit and can open it to make further changes if I want to, but I can't find the esp file itself on my PC. The folder I stored it in is empty. Any idea what is going on? I've tried running the creation kit as administrator, saving it again, and the Save and Push Plugin to PC option.
If it is able to be seen in your CK then it is in your Data folder. steamapps/common/skyrim special edition/Data
Just checked. It's not there.
are you using MO2?
I am. Is that the problem?
not the problem, but the cause
MO2 stores all files created in the skyrim folder through it in its override folder instead
C:\Users\<Username>\AppData\Local\ModOrganizer\Skyrim Special Edition\overwrite
Found it. That's annoying. Is there a way to disable that?
I don't think so
Are y’all creating mods?
Thank you. I'll just keep that in mind.
depends on who you include in y'all
I have a question bout a mod then
It’s this mod I spotted on Skyrim special edition called high king of Skyrim
ask your question; if you're lucky, someone here knows it
Ok so I seen this mod high king of Skyrim on ps4 on Bethesda
Nd it said it was borrowed by solarcow on nexus mods and I don’t know how to use the mod so I’m wondering if anybody can help me use it
Have you read the nexus description?
I don’t see Become High King on Bnet for PS4. Only for Xbox.
There is no high king of skyrim mod on PS4
It not possible on PS.
So it doesn’t work then lemme show
such a mod would not be able to work on PS, as you wouldn't be able to get the required scripts for it
Makes sense to me now
Thanks
sadly, PS is really limited in terms of mods
Oh..I’m supposed to be getting my Xbox soon
So the mods on Xbox would be better I assume?
Xbox allows new textures among other things
All those cool outfits and buildings etc aren't possible on PS
Xbox will open up a whole new modding world on skyrim for you
Or use PC
That just answered all my questions.thank you very much🤝
Become High King on Xbox is broken. Not worth using.
xbox allows custom assets in general, unlike PS, which is a huge upgrade
Just can’t use mods that require resources like SKSE and SkyUI.
and there's an overall storage space limit for mods
Is it that descriptions are prohibited by decision of the company, or just that the site is having issues and you can't get the description to go through?
If it is the latter, you might be able to write out your description on wordpad and either screenshot or snip it, upload it as a picture temporarily, until they get things going.
The site is having issues. Taking a screenshot is not a bad idea. I am going to see if I can get the description up now.
Ya Bethesda.net is having issues. It will not let us upload a description from the CK because it is claiming it contains forbidden language. That would be any text at all, and the site will not allow the description to be added either. Not a good time to upload a mod.
It’s blocking words like “credit, “thanks,” and ironically “broke.”
Ya it is blocking certain words. Obviously glitching a little bit. Thanks. I got it to accept. We can not upload a description at this time. lol
I will start going one sentence at a time until I can get something coherent up.
I was able to get a couple of things up and a link to a webpage. Allot of words and I believe symbols are being blocked.
why is this blocked 🤔
For anyone on console, anyone know why the Zim's Dragon Improvement mod is gone?
Perms I think
@pine crown like your mods. Any chance of an all in one on xbox one for your towns and villages? There are over 7 not counting what cutting room floor adds.
17
So with Zim's dragon improvements removed for console, anyone got any good dragon overhauls they can recommend? I'm just looking for dragon mods that makes their encounters more unique and rememberable, like giving all dragons their own names and what not.
Dragon War
Is it compatible with Splendor, Dragon Awaken, & Forceful Tongue?
I may be misremembering, but I think Dragon War and Forceful Tongue are by the same author.
are you on PC or Xbox? On Xbox there is an add on that does the same thing as splendor. But made for dragon war.
Not sure about the others.
On console, if there's a Dragon War version of Splendor then I suppose I'll replace that then. And yeah you're right Cartogriffi it is made by the same author. Doesn't quite mean they're both compatible though >.>
Okay, I'll test it out then. I also looked at Dragons Awaken and it should be compatible, it simply just adds dragons to specific dragon mounds and mark them on the map. No overhaul.
And I've been wondering, for the mod "Beyond Skyrim Bruma: Cyrodillic Influence" I've been wondering do I just need to download the Assets of BSB because I don't necessarily plan on going to Bruma for specific personal reasons, or do I just have to download all 4 mods just so I can have certain characters in Skyrim have Bruma themed attire?
So I just 100% the thieves guild, (got the Guildmaster's safe reward and everything.) and I counted 1132 loading screens. doing all 120 radiant quests, plus the main quests, side quests (except the jewels of Baranziah.)
So please for the love of god, is there a mod for a fast travel into and out of the Ragged Flagon directly? 😭
EDIT: On Xbox One.
Not fast travel. But There are some that add a door that gets you there faster.
And there are some other good ones for next time you play like less tedious thieves guild.
And guild jobs done concurrently helps a lot too.
Thanks, I'll have to look into more deeply.. (currently going for achievements... Kinda lame how Bethesda won't allow you to get trophies/achievements with mods.)
anyways, I'll try that later. I saw a mod that allows one of each job to be on, and another that makes all jobs be the minimum for each hold, (I.e. the city quests.) then it's random.
Thanks for the help though. ^_^
I am happy to report Bethesda has remedied the issue with descriptions on the Mod Pages. We were able to add a full description with no issues.
Keep up the great work Bethesda! 🤘
Are creation club mods allowed to be changed? Maybe someone could move the player homes. Dead man's dread would be great at the docks in a city. Hendraheim near whiterun. The modders who made them are always too busy to see a message.
as far as I know, CC content can be modded like any other, as long as you require it as a master
that is correct ye
Yep, mods are allowed that change CClub content. You just need to make the creation a dependency of the mod.
Moving a house is a bit labor-intensive since you aren't just moving the structure, but need to adjust the landscape to fit, and update the navmesh.
not to mention all the other nav mesh patches that might be required for other mods 😔
The boat one seems like quite the feat because of the quests involved with it as well. Maybe just create a copy of it somewhere or something
There are a few mods that have a boat appear/disappear from a port, sometimes even moving it between Solitude, Dawnstar, Windhelm, Ravens Rock, et cetera. It's a lot of work, and with limited port space increases the chance of a conflict with similar mods. Such conflicts are less of an issue for a mod, but with CClub we generally tried to keep the footprint on the base game world as small as possible.
I understand. Just trying to brainstorm the safest way if someone would want to have the ship somewhere else.
Like keep it where it is so the quest doesn’t break but if they like maybe just placing a copy of the ship
Beyond Skyrim somehow aparently managed to get a fully navmeshed ship to move and retain navmeshing 👀 at least they mentioned that somewhere
dunno what black magic is at work there
I personally am fine with it there lol I love my Honeyside ❤️
I think that was Thras, who aren't part of BS any more
I don't know either what magic Kettlewitch employs
might have been Thras ye
Kettlewitch is beyond normal mortals
been literally years since i saw that message snippet.. might have even been back on the DarkCreations forum 🤷 so i dont remember who it was
They could probably pulled it off with clever use of NAVCUT collision boxes that disable the portions of navmesh that would cover the ships while in port.
@pine crown anyway you can port your all in one towns and villages mods to xbox one?
That package would be missing a good portion of things that were only ever done on SE.
Ok. Just was hoping for all in one for the se. I use cutting room floor. Trying all the others too. Tried the new Tes Arena mod. Crash central. Northkeep crashes game as soon as you try to leave. Was hoping for a city or village mod near the creation club hendraheim home. Best of the homes. Just the location in off.
Updated SE version please 🤞
We'll see. I have one more that's in production before that could happen at all.
Will keep a look out. Thank you.
Quick question please 🙂 is there a setting in the kit that is responsible for the distance a follower is at from the player when loading into a new cell? I have one follower who likes to load in almost on top of my character which results in push dialogue and breaking sneak. Was wondering if there was anything I can do to fix this.
I’ve found and tried follow distance which definitely effects how far or close they stay when walking but it doesn’t seem to effect the distance when entering a new area.
A new village? Can we get a sneak peek? 😏
Does anybody know of good character creation mods that expand upon the system that's already there, like, us there one that makes it almost fallout 4 levels of complex?
It can be adjusted via a script. I could make it for you if you would like to test it.
Oh wow I would love to test anything you make 🙂
I just realized would that require me having anything like SKSE to use? Because I’ve been avoiding getting it lol
No, It is just a script you would need to put on the followers quest.
Phew sweet lol
Well absolutely at your leisure, it’s only a minor inconvenience that I figured I would ask about so no rush. I’m still playing around with things myself 🙂
learning how to use CK, and I built a shack 😎
No problem, I will have something for you in a couple of minutes.
my game about to be ready to be played aaaaaaa
need replacer for the arthmoor town mods
Hard to compare Arthmoor’s villages. Very vanilla plus. But TGC/T/V is first thing that comes to mind.
what's the T and V?
Apparently I was doing Vanilla+ before everyone thought Vanilla+ was cool 😛
You are the grandfather of V+
@night rover I don't suppose you'd know if/when bethnet is gonna be fixed? I just tried to upload one of my mods for xbox, and while the Creation Kit says the upload succeeded I can't access the mod page at all nor can I access any of the other mods I uploaded to bethnet. 
@pulsar wing you're running into problems uploading a new mod, not updating an existing one?
Yes. I just uploaded my mod Reusable Lightning Attractors for Xb1, but the link the CK gave me won't load.
And the inability to access your existing mods, is that through the CK or the website?
https://bethesda.net/en/mods/skyrim?author_username=SkylerModder&number_results=20&order=desc&page=1&product=skyrim
The website.
Interesting, does anything display here? https://bethesda.net/en/mods/skyrim/my-mods/authored
And if you open one of your mods from my first link, do you have an "edit" button?
I'm on my tablet at the moment but getting the same error as on my laptop a few minutes ago when i went to that link: https://i.imgur.com/w7DmB7l.png
Interesting, that's the error you generally get if you aren't logged in, but I can see that you are. Could you try logging out and back in?
ok 1 sec
I just confirmed myself, on mobile, and I can see the mods I've authored.
So at the very least it isn't down for everyone. Progress!
Ok that did the trick. I recently enabled 2FA so maybe that's why it wasn't working.
ty 
gonna try that on my laptop to be sure its working there too
ok works now on the laptop too. 
Ah! I bet your log-in session got a bit scrambled when 2FA was enabled.
fun. well, at least its fixed now. much appreciated. 
Happy to help 🙂
This happened to me all last week on mobile. I didn't say anything because I was pretty sure you knew all about it and you have your hands full. I tried 4 days in a row with the same effect. On the 5th day I signed out, signed back in and it was fixed.
Just released this
https://www.nexusmods.com/skyrimspecialedition/mods/52397/
I have a question. Everybody has tutorials and such about player homes and they always set it up the same way. I get a lot of clashing answers to this topic. NORESETZONE. Both of my previous houses are set to noresetzone but I really want my hanging frost miriam, garlic rope etc. to respawn in the home. If I leave the interior location as NONE. That then would allow things to respawn in the home as long as those items are indeed set to respawn correct?
Now that brings to light the question of player storage. According to the Hearthfire homes, there were specifically named storages that say NORESPAWN in their titles. Is there something inherent of the base object that makes them special or do they simply have "respawns" unticked? When I compare the no respawn storage to lets say, a barrel in the same house, they both have "respawns" unticked. ???So whats the difference?
Question: how are people getting these UI mods on console I thought they required Script extender and Skyui?
What UI mods?
Does anyone know if any mods use the Dwemer Ruin "Rkund"?
I'd like to semi restore it for something I'm working on
Itself has nothing, no interior or anything, just rubble
I'll check it and see what was added or altered. I can easily work around it if I have to ofc
I still need to finish that mod
they are doing quite a bit there. Its one of their excarvation sites iirc
I'll figure out something, I could use that unmarked alter at the top behind Alftand or have my ruin next to Kagrenzel
good luck :)
hope it works out fine for you ;D and maybe it is easy to work around after all
I need a place to dump my Thalmor split faction lol
😂
They split thalmor?
Well they are more like a group obsessed with Dwemer things. Their leader can't prove a certain Dwemer City exists to superiors, but will try and take it over when they get a chance.
The idea is I hope to make it so you can help them or the City when it comes to meeting them in the main quest. Still working on that though but it's what i'd like even if it's basic
I don't think the buildings will need much help
Any mods to silence the player shouts on xbox one?
Maybe it’s a “lost” subdivision of the Clockwork City.
The containers are the same other than what you see on the container template. The re-spawns selection can be overridden on the object reference. All containers in a player home will be set to not re-spawn because it would result in the player losing any items in the container when it did. As far as the plants. You could regrow them without setting the house to reset.
Try using "Invisible Wall". Spells will go right through a collision box.
I need someone's opinion, which would look better in theme of Ulfric Stormcloak's armor with the use of "Immersive Armors" and "Lord of Bears"; light brown, original cave, or white snow? Getting my modlist set up and wondering which looks best for him and his overall aesthetic and whatnot.
https://www.nexusmods.com/skyrimspecialedition/mods/6841?tab=description
Anyone know why I cannot recruit Yunsol Follower?
It doesn't give me the option to do it. Thanks for any advice
https://bethesda.net/es/mods/skyrim/mod-detail/4043508

If you use NORESETZONE, nothing respawn in the cell, so the player can bring plenty of loot and let it on the ground. As the cell don't rese, those objects will stay here.
If you use the No Respawn option on container without Noresetzone, the container will be safe, but all objects let here will disappear when the reset occur. It's why it's better to set player homes as no reset.
you can create a reset interior cell with a container with your objects and place a trigger box in the player home on your respawn object and use the script dummychestlinkedref on the trigger. It allow to have a lot of activators linked on the same chest.
In Heartfire houses, the planters are linked to another interior cell - this is why the plants respawn
So there is no way to respawn ingredients lying around without having items Despawn on the player.
Huh. I'll have to looked into that
I noticed something like that in hearthfire
You can try to use the "planter" function, and instead having the planter script on a soil object, you place it on your object's support. And take hours to test it 😩 .
What’s up with armoredreptilegaming’s mods saying mod moved
As far as I understand it, it's due to the ongoing issues with being unable to properly update content. So it's being uploaded into new file entries instead.
Ah ok thanks
What's the difference between an ESP and an ESPFE?
Anyone?
Ah, thanks mate ^^
I'm looking for a good "Spell Blade" mod. I've found a few already but not quite exactly what I'm looking for. Is there one where if you have a weapon equipped in one hand and a spell in the other, the left and right triggers are for attacking and blocking (as if you're holding a weapon in one hand and bare in the other) and holding both left and right at the same time will cast the spell?
What platform are you on?
PC
I’m PC as well.
Ah! PC opens up far more options - I'm skeptical something like this is possible without Script Extender. I'm not personally familiar with gamepad mods for Skyrim, but I'd recommend checking out Nexus for and SKSE gamepad authors to see what they have, and whether they're currently active.
I don't think what I'm after would count as a gamepad mod.
Good point, I suppose something like this would work just as well for mice and gamepads. Guess I got hung up on "triggers."
I'm typically cautious when discussing community mod requests unless I know they're fairly simple, and I have no clue how complex something like this would be. But access to Script Extender at least increases the chance this is feasible.
Hi folks, I loaded up Oblivion yesterday and played for a bit, and man I forgot how special the music was in that game, I remember maybe a year ago there was a mod for Skyrim that brought the Oblivion soundtrack and added it to the track list but it was taken down.
Is there any chance that someone could recreate/re-upload the mod or recommend me one similar?
@night rover would it have been taken down due to copyright? In the last Creation Club update the root tree dungeon resources and the music used were released for Modders to work with, does this make a soundtrack mod from TES 4 allowed?
Thank you all for your time.
It must still be illegal to take the assets of other games without permission. Daedra In Flight was music intended for use with Umbra CC. This music added in the update is an internal asset and of course it didn't say "Don't use it for mods".
is there an issue with Beth.net right now? I can't seem to attach my YouTube video to my modpage
As Cyan49 points out, mod authors can't take assets from one came and put them in another, even if modified.
The revamped root dungeon kit was included in the base game for use as a modder's resource pack, and it's been fun to see what folks do with that.
We also patched in some Oblicion tracks to the base game as a modder's resource pack. It's fine for folks to use those tracks in their locations, or intersperse those with the existing Skyrim music.
Not that I'm aware of, but the media upload process can get a bit flakey. I recommend trying again in a bit. If you're still having problems let me know, and I'll escalate.
Cool, thanks Carto.
We also patched some Oblivion tracks to the base game
huh, I didn't know that
Umbra and Saints / Seducers creation adds the tracks, I think
Are they specifically Sheo-based? I could use them in the shrine I'm designing.
If I remember correctly, they're dungeon tracks from vanilla TES IV.
I almost had a problematic typo with my Roman numeral. That could have resulted in a talking too 🙂
That'd be a big typo
hehe
TES VI confirmed
TES Si...nce we're all here, let's discuss Oblivion mods. 😄
Hello, I'm new here but and I would like to know if the mods for xbox One are ususally update to ps4 if you ask to the creator ?
I'm asking this cause I have seen in bethesda.net that the best mods are only in xbox One and PC and never in PS4
PS4 has many more restrictions on mods than Xbox and PC. No non vanilla assets or scripts IIRC.
no external assets
which includes scripts and facemorphs and the like
Hey, this brings up something I hadn't thought about.
Is it possible to use these assets in Skyrim VR or nah?
Unfortunately not.
Sad, thanks for the info.
I can't stop thinking about the idea of putting a dwarven Taco Bell with a horse drive-thru in Markarth.
Sounds like a good crossover mod between Nordic Carriage Co. and Bells of Skyrim.
Crunchwraps of Skyrim
Asya'la the Nordic Khajiit is an in-development fully-voiced follower mod for the Elder Scrolls V: Skyrim. This showcase shows off the exterior walk-up to the mod's dungeon.
You can view a trailer for Asya'la the Nordic Khajiit here:
whoa, bethesda should hire this guy
Unofficial Skyrim
Cheat room
Better vampire
Vampire rogue armor
Amazing followers tweaks
True white ks hair selection
Better vampire npcs
Enhance blood textures
Crawl on all fours bbp
A_E animation
Bat transformation power
Flying vampire lord
Vampire lord perk tree
Concentrate vanilla magic
Free crafting
Dread prison
Lair of crimson Scar
Bat vampire lord SE
The original women unp
SevenNBase female body
7B body and Face(wet red bikini
Kalilies serana long hair
Color patches remover
BD armor and clothes replacement
XP32 maximum skeleton special extended with tbbp animation
Joy of perspective
Joy of perspective XP32 max skeleton patch
Can anyone help with my load order
Working since 2017 on a worldspace made of sub-world. One of them already completed, a great forest, two other well advanced: a mountain area and a small town. Big swamps will be the fourth sub world.
As I'm definitely not friend with scripting, triggers and activators are the main mechanics used.
https://youtu.be/teRhtVGfSoc
Gameplay in the Skyrim SE mod: Chanterelle, a savage World to Explore -- Watch live at https://www.twitch.tv/percevan
I wish Bethesda made more mountain models!
Why don't you make more mountain models?
I know Blender a little, just for making models for 3D printing. Texturing and collision are another thing. Days only have 24 hours.
I have too much domains of activity, and don't enjoy 3D modelling.
Days only have 24 hours.
This sums it up pretty nicely...
By the way, I used the vanilla Icebergs. Applying the Mountainslab02 texture on them and re-painting the vertex colors to avoid flashy blue mountains. The Icebergs are very nice mountain models.
Very impressive, both in scope and attention to detail. I particularly enjoy the reed swamp near the end.
Are those quills in the wall around 2:45?
Quills? Arrows, but with a texture mod to make the wood white (real arrows are near white). I assembled the arrows and made a nif, to not take too much reference. The possibility to combine objects like in FO4 is missing.
I made a mod for arrows called "Archery", the PS4 and XBox version are on Beth.net It modify the gravity and speed, to be closer to the real thing (I made a lot of test with real longbow and recurve). Beth should take those stat for the next TES.
Ah, I didn't notice the dark fletching against the wood. The angles didn't make sense for quills, but it was the only thing to come to mind.
Now, I think I should have put quills: "The Pen is stronger than the bow" 😁
End goal? No HUD, no compass. to be lost in a world. I wish Bethesda made one full world for each Hold, allowing the players to be lost in the land. The first goal was to make a huge land, nearly no civilization. The Falkreath forest is just a stripe, the Riften area is more interesting but too ..... yellow (aspens), the Reach is a stripe too.
After all, Bethesda sell the Creation Kit with tutorial levels called "Skyrim" or "Fallout". Up to us to make something from it. I tried some softwares for making games, but they were too bad, or too professional for me. The CK go well for my limited skills. It's the first time we can "build" complete world without knowledge! Assets are quite limited, but good enough.
In fact, Beth should have made a stand alone CK version with ALL their assets in it, for a correct price (and a real user manual). I would instant buy it
Beth should look on the audio pro side, for the CK - because we need to make things twice. Audio pro is made for sound engineer that were working with simple and ultra-intuitive hardware. When working in the CK, I wish there was presets: Sound markers should have all the settings in the render window, instead of creating a new descriptor's reference. Same for the lights.
Sorry for my broken english.
ah, so it is mostly for wilderness exploration, that is neat
Why would a sound setting be in the render window?
One sound, one marker. You place this marker 10 time in your dungeon, the first will have an attenuation of 5dB, the second an attenuation of 8dB AND a frequency fluctuation, the third will have a different output (reverb). Imagine audio plugins/mixing console. With presets, you only need one base object placed in the render window instead of ten different base object and ten audio markers.
So, with presets: one base object ID and ten object reference in game (total 11 ref), and 10 base object, 10 sound marker, and 10 object reference ingame (total 30 ref).
Same for the lights: need to have a slight different color? add more base object. It's nonsense.
so you don't mean in the render window but in the object reference properties
Yes, like you double click on the object (edit) and you change all the parameters. Like an effect or compressor plugin in an Audio Workstation. And memorised presets to allow quick recall of frequently used settings.
Audio workstation are made to not loose any second. You cannot spend time while the musician play his once in a lifetime performance. All other stuff are counter-intuitive (light show console are a pain to use, you take hours before the show to prepare ALL the config - but sound is in the instant)
It's strange that in the gaming industry we must script and code: everything should be automated, after all there's always the same scripts running (with minor change). No need to script in audio/publishing/modelling/video editing. Why the gaming industry still have outdated tools? Not the studio fault, more on the financial side I think.
I've seen a modder using script to enable/disable light when night/day. This function is available with a click and a scrolling list. Programmers make code, developpers should only make the game and not loose time in re-writing hundreds of time the same line of code.
Video game industry is the ONLY industry using empty tools. No need to script to use Blender/Pro Tool/In Design/AVID/Mixbus.....
I hope Bethesda will have correct and good financial support, to update their tools.
What makes you think the industry is using "empty" tools?
I've tried Unity, looked at Unreal, Cry Engine. Some pro were talking about what I call simple fuction (triggering audio FX), and it was always questions about wich script was better or how to make the thing. Those function should be implemented in game engine. In Audio world, I don't need to script each time I need some function: ALL tools are made and available. In contrario, game engine are like empty workshops were you add your own tools. Unusable softwares. Imagine a mechanical workshop were the technician should BUILD is own tools EACH time he need them, again and again: no screwdriver - buil it, no hammer - build it. Need the screwdriver again? Build it again.
But Unity, Unreal, and CryEngine are all game engines that have functionality like you're describing. They have the ability to trigger audio FX on demand - the "trigger script" you're referring to is exactly that. You can't make a user level script to do that without the engines having those tools already built in to access them.
You use the tools, even if you don't know HOW to build them. Don't need to be a plumber or making pipes to use a washing room
The trigger story in Unreal was one year ago, was searching to make things simple. The triggers are implemented, but often tricky to use. About Unreal, it was on a pro forum, was by accident here. They were talking on how to implement things. People in IT or programming are in a specific area of knowledge. I come from the end user side and consider that the games engines should be as easy to use than Vegas or Mixbus.
In Unreal, they have made Blueprint to go in this direction. Game engines seems to have a lack of quest tools (look at Kingdom Come or the addon on Unity) and the CK seems to be the best made for that.
But it's all in my humble opinion
I'v never been capable to make an LAL patch for my mod. I'm a total noob, and find infuriating to be in the 21th century and blocked in game engine like I was with the AMOS (Amiga, 1991)
Oh, I shamelessly profit that you are here, Sir Arthmoor: your mods have greatly improved our gaming experience. Great Thank You
@night rover Got a couple questions for you if you don't mind. Firstly, has there been any progress on the 5 updates bug for uploading mods to bethnet? I have a debugger tool mod for Xbox Skyrim I'd like to upload, but as it's not completely finished yet there's still a lot of updates in its future; definitely more than 5. however the mod is still very useful in its current state so i would like to upload it soon. My other question: It has come to my attention via a xbox skyrim mod author that edits to their ini settings become permanent and require a reinstall to fix, so I'm wondering if it's possible to get a list of all/most the default ini values for the game so i could add a reset function to my mod so they don't have to reinstall to fix their ini - or, alternatively, could you pass up the chain the need for a setting to be added to Xbox Skyrim to allow them to reset their ini to the defaults? Either one would result in a pretty big quality of life improvement for xbox Skyrim players (well, the ones using mods, anyways).
@pulsar wing I generally post a status update on the Bethesda.net Mod Update issue every Monday in #modding-news. Although this is a good time to note that I'll be out for the first half of next week, so I won't have one next week.
I can't speak to Xbox INI mods, or the default Xbox INI file.
We appreciate you keeping us updated, Carto. 🙂💙
I see. Damn. So much for the easy way. Oh well, thanks for replying. 
@pulsar wing yeah, I posted this question elsewhere too
Hello all! I have a question about quests and quest scripts in SSE. If a script attached to QuestA .Stop()'s QuestB how do you go about 'eliminating' all of the garbage like ScriptB's variables and properties that are left behind in the save game?
I suppose you'd use a save cleaner.
you'd think right
That's how I found the clutter. I do at least feel safe about removing records that I actually named lol. I know they're from my mod at least
My dungeon is coming along nicely.
https://media.discordapp.net/attachments/718276404172554307/871161926040817704/ScreenShot61.jpg
Praise Auri-El!
You know what I didn't actually know that the Snow Elf tileset could be utilized in a non-ruin style, aka clean. 😅
Then again that's the exact tileset that I've looked at the least personally so far.
I don't blame you. It's not very good.
It's incredibly limited.
It too a lot of work to get this dungeon to a place I was happy with due to tileset limitations
Which is a shame because the tileset is very pretty
have you considered expanding it?
creating new pieces for it
I am not a modeler unfortunately
It's something I may learn down the line, but right now I don't have time to take on the new skill.
understandable
I got in contact with the author of my mod dependency because of it going hidden
*of my Skyrim mod dependency
I didn't realise Nexus has a PM feature
https://bethesda.net/en/mods/skyrim/mod-detail/4205359 - Since the forums have shutdown and I cannot contact the mod author, did anyone on the PSN platform figure out why this mod causes the Volikhar vampires to be in perpetual T-pose? I've narrowed it down to this mod only.
Can someone who knows nifscope take a look at my animation please? I am having trouble and I'm at my whits end. It looks good in nifscope but crashes the ck. File available for download. https://forums.nexusmods.com/index.php?/topic/10294363-animation-mesh-help/
Animation Mesh Help - posted in Skyrim Special Edition Creation Kit and Modders : Can someone tell me what I did wrong with this mesh? It looks good in Nifscope but crashes the CK when I try to make a new form with it.
https://www.mediafir...ester1.nif/file
Could you post a video of it working in nifscope? You could also try here. https://www.afkmods.com/index.php?/forum/390-tools-of-the-trade/
Forum for the discussion and support of various modding tools used for Bethesda's games. Wrye Bash, Nifskope, xEdit, Max, Blender, etc.
Anyone use this mod on Xbox and has been getting the bug where the dodge mechanic freezes mid animation? I only have Ussep installed, help would be appreciated https://bethesda.net/en/mods/skyrim/mod-detail/4226944
@night rover Sorry to poke you again, but I've run into a problem working on a script that requires info that is proving exceedingly difficult to track down and I figured you'd be someone I could possibly ask about this. Basically, there is the papyrus function Debug.GetPlatformName() for finding out what version of the game a user is playing on, but in all my googling I cannot find a list of all the possible values of it. Thusfar I've heard "Win32" for Skyrim Legendary Edition, "Win64" for Skyrim Special Edition (PC), and supposedly "XB1" for Xbox One. Any chance you'd have / be able to get a list of the possible values for that function? Aside from confirming if "XB1" is the correct string for Xbox One, I was hoping to find out the return value of the function for Skyrim VR on PC (I do not currently own Skyrim VR so I can't check it myself), and the return value of the function for Skyrim on the Nintendo Switch (since there is a mod community there as well). 
At this time I don't think this is information I could obtain. But there may be other authors who can dig into this.
Alright, fair enough. 
Any xbox one mods that change the bard voices to better songs? I tried new bard songs mod. It only has the female dragonborn comes song. No other songs or that one by men. On nexus it doesn't actually tell which bards it touches. Only mentioned lizette in solitude
I've been trying to get in touch with gingertail to use her songs for a bard but alas she doesn't answer
Have you tried asking her about her vehicle's extended warranty?
Okay, fascinating discovery, not 100% sure if it's legit but it was interesting upon first glance. So in my modlist I use both Splendor and RUSTIC Dragons. When I got to where you would fight your first dragon, I noticed something...he was a Blue Legendary like Dragon. I was confused at first but then I remembered that I had another mod that changed the texture of another dragon, "Durnehviir Ressurection" but odd still is that I'm using the grey version of the mod and not the blue one. Meaning that Splendor could if anything not only take retextures from the base in-game dragons but possibly other texture variations from other dragon texture mods as well.
Would anyone know why when I copy a Falmer race the view window shows nothing. Everything seems to be the same but it won't display. (I have a Falmer NPC that otherwise has no PC Dialogue option. Not required but nice to have on the hud.) *I tried the script too but it only works on load so it's not always there.
oh nvm figured it out, needed to set the armor type to falmer race
Can't wait to continue work on my dungeon interior! 💙
disappointed this is all I got done so far 🙁 https://youtu.be/J0Pa8zla0_w
maybe my 3 am exhaustion is thwarting my productiveness
Anyone have a mod for a mehrunes dagon themed home
Not that I really know of, tried searching just now too on a couple places.
No but I have a shrine of him in my home
Anyone having issues uploading to BNet today?
It’s nice to see Mihail’s mods getting a spotlight. He makes some great stuff.
That's hysterical
Mist Fall Keep is finally finished for PC and Xbox
Any mods for xbox one to make chrysamer and umbra from creation club one handed?
Not one that works.
I tried one and it turned umbra invisible and useless. Can't disenchant chrysamer to put on another sword either. Hoping to get the new content before Christmas.
I suppose I could try seeing if I could make a mod for Umbra that does that since they did a giveaway of that CC at one point, but I don't have the CC for chysamere so no luck there.
There are probably better ways to do it, but the only thing I could think of would be to take a 1h sword mesh, copy and paste the BSTriShape from Umbra into the fade node, then delete the BSTrishape from the 1h model.
Couldn't you just change the NiStringExtraData (Prn) property in NifSkope from WeaponBack to WeaponSword, then change the appropriate weapon class, animation, keywords, etc in CK?
Possibly. I'm not that familiar with all the various components.
Excluding positioning and size adjustments in NifSkope of course 😅
Eh, now that I think about it, NifSkope only allows resizing TriShapes across all X,Y,Z axises. Chrysamere and Umbra may look funky and very off if simply resized that way. You may have to make adjustments to the mesh and UVs in Blender or Max.
If you have an oldrim mesh for it, you should still be able to scale the vertices, but I haven't found any way to do it with SE meshes.
what about outfit studio?
I don't have any experience at all with it.
You can scale all 3 axis independently
That sounds handy. I really need to learn to use it...a bunch of things, really, but that too.
let me know if I can help. I don't know everything about the program but I can modify meshes pretty well in it.
I recently blended the solitude kitchen chimney with the byoh oven and it works seamlessly. Its also super handy for making static clutter meshes.
That's good to know, too. Thank you.
Mrmojorising33#7729
anyone know how to get ahold of the author of Tyr's Landing? Used to go by the name tait315 on bnet
anyone use rivatuner on skyrim se?
don't shout
shouting is overrated
Any mods that give you the champions tunic and items that the Switch version has? Xbox one
Search Zelda on Bethesda.net
So glad somebody had the time to cover this: https://youtu.be/mJUO9bzuEoc
For static mesh animations (This does NOT cover character animation)
For more tutorials visit http://www.xoleras.com
Prerequisites:
-Advanced knowledge of NifSkope and Nif animation
-Intermediate knowledge of Nif/Gamebryo object structure
-Basic knowledge of 3D design program
-Basic knowledge of Creation Kit mesh import pipeline
-Basic kn...
I still need to write my own documentation and guide on this subject...
Hey @solemn bone - you about?
what do you want?
Figured it out, had some odd issues with the consoleutils proj!
hey i actually am having issues getting skse running
weird because it worked and then suddenly no longer worked, so i'm reinstalling
the instructions file alongside skse asks me to copy .pex files to a "data>scripts" folder in skyrim installation, however there is no scripts folder here
If I remember correctly (I might be wrong), the .pex compiled scripts are located in a 'Data\Scripts' directory already within the skse 7zip archive, so you can just copy and paste that directory directly into your Skyrim SE rootfolder where the original 'Data' folder should be, it should accordingly add it through the game's directory, recognized by your file explorer.
(not at my PC rn so I can't double check)
I also vaguely remember the loose 'Scripts' subfolder not existing unless you create it or the scripts are unpacked (either prompted to when opening up CK or on your own), but again I'm probably wrong on that.
There is no need to create a new Scripts folder. SKSE provides a "scripts folder. It is located inside the Data folder that comes with SKSE.
Simply copy/paste the Data folder, skse64_1_5_80.dll, skse64_loader.exe, skse64_steam_loader.dll into your Skyrim Special Edition folder and you're good to go.
- Copy the .pex files in Data\Scripts\ into the Data\Scripts\ folder of your installation. The .pex files are needed by all users of SKSE.
i ended up just adding the scripts folder and that worked
manually created the folder
👍
After 10 years, experience the legend like never before. Skyrim: Extended Cut, a main quest overhaul mod for The Elder Scrolls V: Skyrim featuring new stories, characters, choices and challenges, comes to PC SSE and Xbox One in 2021. Follow us @SkyrimEC for more news and updates about the mod.
Join the team! http://www.SkyrimEC.com/join
Mod in...
covid dont kill me yet
any new news about it?
About covid?
no the mod lol
😅 heh
They have a discord for it so you could always go poke around there for information
y'all think skywind or skyblivion will finish before TES6?
Seems like most overhauls are pc only. It would be nice to see these on xbox one.
Overhauls? You mean like Skywind and Skyblivion?
Extended cut is supposedly coming to Xbox.
The others I imagine will have a mod space issue. Most we will ever see is Bruma.
You can't fit that stuff onto the space that's reserved for mods on consoles
Also, I'm not sure how much skywind and skybkivion rely on SKSE or other resources that won't work on consoles
Extended cut might be dead. Latest update was April. Discord page and website under construction.
Last time I checked on their Discord they were still planning a 2021 release.
PC first I assume.
Large projects are likely to run into size issues for Xbox. Beyond Skyrim: Bruma worked around the cap on individual mod size, but the allocated HD space is a hard limit, and not one that's easily changed.
However, many of these larger projects do release some of the content as stand-alone mods. It's far from the full experience, but it's still great to have a sneak peek into the bigger piece, and often these are available on Xbox as well.
Any new dlc or special content for skyrim se on xbox one to celebrate the 10 year anniversary?
God damn. Has it already been 10 years. 
Anyone here good with animated meshes like doors?
I have one made already but need help since i have been toiling over it for a month
or if you no anyone who knows what they are doing I sure would like a connection. Thanks all
What is the problem?
i am a bit disappointed that we didnt get a Game of the decade edition ngl
😂 would have been the perfect excuse
Even if we didn't, Fallout: Frontier for example, still crashed Nexus website years after Fallout 4 came out from interest.
I made a display for elder scrolls using the main lense from the dwemer astrolabe.
Everything works in Nifscope beautifully and it looks good in the block list
but for some reason when i try to use it in the ck, it crashes the kit immediately
would you like me to pm you the link to the mesh?
If you haven't already, make a copy of it and try running the copy through nif optimizer.
Done that already too :/
I have a feeling like it's something stupid I am missing like a wrong block type or something
Or maybe the collision isn't right
In case you want to check
It's perfectly clean
"astrolabe". is that what they're called? guess i learned something 😅
I'll look at it in like 10 minutes
Well that's what bethesda called the whole contraption in the tower of mzalt where you get the dragon elder scroll
I appreciate you taking a look
🤞
Oh let me describe it. It will be a stationary mesh that the player will open. Once it open it will expose 3 activators. 1 for each elder scroll so they can be displayed inside. The player can close or open it as they wish
👍
Wasn't able to pinpoint the problem unfortunately. Even tried looking at Windhelm's sliding apart door nif, which is extremely similar to the structure and animation of your nif, but.
It has to be a data value or two causing it, idk, I've been so tired lately so maybe it just avoided my eye.
Like...really, really tired 💤
I appreciate you taking the time at least. Thank you much :)
💙
Otherwise it looks pretty legit right?
I found a mod that allows for dual wield blocking by creating a new block key. I'm curious if there is a mod out there that does this for all forms of combat? Example, you could use the new block key to block while having a sword in one hand and a spell in another. Even better if you could "hold" a two handed weapon in one hand and a spell in the other, so that you still attack with the right trigger, the left trigger now casts the spell, and two handed blocking is down with the new block key.
Combat Gameplay Overhaul has a dedicated block button along many other features, but not 2h/spell combo
Thanks. I'll look that up.
I just tried it out and it actually does allow for spell casting while using a two handed weapon. You can cast spells with the vanilla two handed grip or holding it with one hand. Thanks a lot.
Are they going to fix the servers today? Skyrim and Fallout 4 on Xbox one server connection error all day.
There's a couple values I would change. Under your bhkCollisionObject > bhkRigidBody branches, I would do values:
Layer: OL_STATIC > OL_ANIM_STATIC
Quality Type: MO_QUAL_INVALID > MO_QUAL_FIXED
Solver Deactivation: SOLVER_DEACTIVATION_OFF > SOLVER_DEACTIVATION_LOW
@gilded condor Thanks! I will try to figure out how to do that lol
No problem 🙂
Should be in the block details list.
I figured. That is where i was heading after i finish this portable house mod
Sounds fun. Are you working with Chesko's framework, or from scratch?
@craggy turret Neither
It was a vanilla mesh originally a massive contraption hacked down to a small one
whic is probably the issue
Did you build the animation from scratch, or copied animation nodes over from an existing nif?
Only reason I ask, is when I made a prototyped version of bound spear for skywind, I had first originally used skyrim's bound weapon nifs as a heavy reference, preferring to copy over their animation nodes and make necessary alterations to save on time. Animation played fine in NifSkope, but crashed CK upon import. Branch hierarchy structure was okay, all targets were defined, ABvObjectPallete referencing all related parts, etc. etc. When I then tried rebuilding the branch tree from scratch in a 2nd attempt, adding animation related subnodes within the application rather than copying them from the vanilla nif, and manually inputting values, was I then able to get it in CK (and in-game consequently). Bare in mind this is only based on my own encounters, and some other people may have had differing results in their own projects. If you did happen to do what I did at first, as a last attempt I would try building your animation data from scratch.
Well the astrolabe is huge. I eliminated all other components and restructured the list properly basing it off of a doors layout. It is essentially the original mesh with alot of parts missing but no more of the original several nodes. How would I go about making from scratch? Nifscope doesn't allow me to import meshes for some reason
You can still copy over the TriShape meshes if you want in this process.
Also don't import meshes like .OBJ and such into NifSkope if your trying to get your own models into the game. They need to be exported from the 3D software of your choice (3DS Max/Blender) into .NIF http://wiki.beyondskyrim.org/wiki/Arcane_University:Mesh_Export_to_NIF
@gilded condor well now there's the thing. I think because I am so late in the game, they don't have the plug-ins I need to do what I want anymore. So I don't remember where I got it but I got the nif plug in for blender and installed it exactly the way I was supposed to. But everytime I try to import or export a nif into blender its a billion errors as to why it doesn't work. I assume it's because of my current version of blender(newer?)
Either way I don't bring in obj files to nifscope. If I modify a nif in blender i bring it over as an obj, then I bring it over to outfit studio and export it to nif THEN open in nifscope.
But that isn't the case for this nif I am working on. I did ALL the work in nifscope for this one using the original nif. I simply deleted branches, ninodes, and several other different types of blocks. Once I had it where I wanted, I restructured all the blocks to be laid out properly with the proper data for each(by having another window open with a double interior door going back and forth verifying and changing things block by block)
It dawned on me you were probably talking about the portable house mod.....from scratch. I got a lot of positive feedback about the dollhouse in the kids bedroom in my recent house mod and people were interested in a portable dollhouse. So i set off and so far its been going well. You can set the house down anywhere you please and go inside.
I was. That sounds awesome.
Afraid I'm not much help on this. Every mesh I've done in nifskope has been trial and error until I got something that worked.
Thanks! It was awesome last night and worked like a charm. Now.....not so much...struggling with it today.
Lol its all good. I appreciate you
Hey guys! I'm Brandon and in some gaming circles I'm known as either Thelonius Tiecan or Ztensity. I've joined the Discord to hopefully get more out of Skyim and connect with people and amazing mod authors! I play Skyrim on Xbox One right now.
I'm messaging here, as I'm trying to reach out to mod authors Kahrnivor regarding his updated port of Skyrim Sewers V.4 or with Viltuska regarding his outdated version of Skyrim Sewers (which I believe to be the original mod author).
I would like to know if Kahrnivor plans on releasing a patch to make Skyrim Sewers V.4 work with Open Cities. Or, alternatively, if Viltuska will release an update for his original version of the mod with a patch for Open Cities.
**Arthmoor, the mod author of Open Cities said this regarding Open Cities and compatibility with Skyrim Sewers:
"The only one of the mods you've mentioned that should be a problem is the Skyrim Sewers one. Since I have no idea precisely what's been done to the .esp file for the console port I cannot guarantee that the patch between it and OCS would work if it were to be uploaded on bethesda.net.
You should be ok with still using Skyrim Sewers, it would just cut you off from accessing them from inside the cities is all, and you'd need to make sure OCS is set to load after it."**
Thank you!
P.S. I couldn't find a dedicated server for Skyrim Special Edition for the modding community with association with Bethesda, so I apologize if I've messaged in the wrong place!
Is the offensive language filter on Beth Net blocking anyone else again?
If you can determine what the specific word is, let me know and I can look into it.
It doesn’t seem to be the case. I was able to upload a few more without an issue. One mod in particular appears to be unable to save.
Yo. So I wanted to ask this to the author of the PS4 mod "Zieos Crazy Dragons" but since for whatever reason Bethesda shut down the forums I can't contact the author directly anymore (Zieos Crystal Moon), so I'm typing here as a last resort.
This isn't a problem I have with the mod or anything, in fact it runs perfectly and I love it, but I wanted to ask him if he could make a list of every type of dragon he made and the powers he had made for each. I'm just overly curious and I don't want to wander around the entire game for literal days in order to find every possible dragon in this mod. I don't have that kind of time anymore
I tried searching his Bethesda.net username on Nexus, couldn't find anything...
no results for afkmods either.
AFK Mods wouldn't really help for PS4 content anyway.
Well no, but if they had a related account on there it would be a potential means for him to reach out to him/her I think
Well whoever that person is, not even Google can find them under that name.
^
It seems obvious that it's a different mod.
His name on Youtube is "MoonCrossWarrior".
And this is what you asked for. From Bethesda net mod comments
"Here is a list of dragons:"
"Air Dragon, Apocrypha Dragon, Black Dragon, Blood Dragon (actual blood dragon), Blood Lord Dragon, Conjuring Dragon, DracoLich, Dwarven Conjuring Dragon, Dwarven Guardian Dragon, Dwarven Forged Dragon, Fiend Dragon, Flame Dragon, Forest Dragon, Frozen Frost Dragon, Gas Dragon, Ging Ryusa, Grand Dragon, Holy Dragon, King Ryusa, Volcanic Magma Dragon, Mirror Dragon, Mist Dragon, Phantom Dragon, Sevear Storm Dragon, Skull Dragon, Snow Storm Dragon, Tempest Dragon, Thunder Storm Dragon, Tri Elemental Dragon, Lesser Ice Dragon, Lesser Fire Dragon, Arctic Tundra Dragon, Forest Fire Dragon, Tri Summoning Dragon, Misty Storm Dragon, Berserk Skull Dragon, Frozen Wispy Dragon. "
"That is all so far. The others are tempered/ arch tempered dragons and sum random variant of dragons which I called them "Dragon" just to add some uniqueness to the fights."
It's the user profile you want, not the mod.
I didn't notice the second link. Yes, he is Zieos.
Arthmoor, is this the only Discord for Skyrim Special Edition mods related to Bethesda?
I have like almost no way to reach out to mod authors mod pages via Bethesda anymore and I’m trying to reach out regarding certain mods.
Are there dedicated mod author pages on a Discord? I’m just so confused 😭
There are many discords for it.
There are multiple Discords but sadly we aren't allowed to post links or DM links.
That seems counter productive to me. 🤦♂️
I do play on Xbox btw, if that helps. On Bethesda’s website, they mentioned they moved everything to Discord, but there wasn’t an actual dedicated server for Skyrim and therefore like no mod author channels.
Without the ability to comment on their website mod pages, I’m so sad lol
xedit discord, uesp discord, armored reptile gaming discord, xse discord, and goes on and on. many authors have personal discords as well.
I thought we weren't allowed to promote other discords.
i didn't link any? 
cuz u mentioned xedit, uesp...
Hmm, I just wonder which one would be best for the mod authors who’ve been uploading content for console.
It feels like a lot more can and should be done for an official Bethesda Skyrim discord with dedicated channels for mod authors who want them, but for some reason there isn’t one.
That said, if one exists that could actually lead me to really being able to talk to mod authors, that’d help lol.
I’m just hoping to talk to either Vitulska or Kahrnivor related to the Skyrim Sewers mod.
Click on my name.
Neither did I. 😏
<@&784552314911588403> Sorry to bother you, but I'm looking for clarification on one of the rules. Would the above text from me mentioning the name of a discord violate the no advertising rule or no? 
I'll delete it if so.
A lot of porters also put links to other servers in their mod descriptions, just sayin
I happen to share a server with Kahrnivor and many other porters
you didnt post a link so i guess youre safe?
I think there is a difference between "promoting a server" and "answering a user who specifically asks for servers"

Good evening!
I have a spell with a magic effect that moves an activator to the players feet. i need to put conditions on the script in the magic effect that prevents the player from using the spell when in 3 different cells. How do I go about doing something like that?
Hi anyone able to make a follower mod for me can be both Xbox 1 and PS4 if they could please. I’m after a mage named Morrigan after dragon age, who uses staffs and magic and is marriageable and steward for hearth fire please if you can
Not to overpowered either if possible
How can the player be in 3 different cells?
Might mean there are 3 specific cells that this spell needs to not he used in.
i would assume that what they meant
Lol you're so literal sometimes i love it
yes thats what i meant. 3 cells the player should not be able to use the spell
i solved it by duh putting conditions on the spell
i was trying to script it in
Duh conditions?
lol i am saying duh to myself. i put conditions on the spell
Yeah, that's what i would have done, as well
Are you sure there are no other cells the casting should be forbidden?
Even with other mods?
Scope: It is a dollhouse player home that can be taken with you wherever you go. You can place it wherever. In case you forget where you put it there is a spell to retrieve the home.
but if the player retrieves the home INTO the home......there is no longer a reference to LEAVE the home and the player is perpetually trapped
because the outside world reference is now inside.
so there should be no conflicts with other mods because it directly communicates with the dollhouse only
👍
tbh I'd place an invisible object or marker at the player's location when they activate the dollhouse so you can just get them back that way instead. Frankly, i think it'd be a really cool effect if you could summon the house inside the house and then entering the house inside the house sends you outside to said marker instead. Magic is supposed to be fun and mysterious, after all.
haha that would be very interesting
Dew it.
lol
i like the idea of placing a marker id have to research that
rather than using the dollhouse as a reference point to return to
im just hoping that followers can follow the player out
Usually you just pre-create a marker, place it in an inaccessible dev cell in your mod, then do a moveto to move the marker to the player's location when needed.
Hmm. I don't think followers would know to use it. You might have to teleport them manually. 
ugh of course
Well, i guess test it first to see if they do or not.
but if the script is on the door to leave the dollhouse they would yes?
If the door is set to lead out to the cell you go to, I think. I haven't toyed with doors yet.
I'm not sure offhand if doors can have their linking changed dynamically, either. I would hope so. 
this is what i have on the door
Scriptname JLTeleportScript extends ObjectReference
ObjectReference Property DollhouseCellRef2 Auto
Event OnActivate(ObjectReference akActionRef)
If akActionRef == Game.GetPlayer()
Game.GetPlayer().MoveTo(DollhouseCellRef2) ;player moves to the dollhouse activator cell
Endif
EndEvent
but it wont work on npcs will it
Come to think of it, I suppose you could just have a Door be the invisible marker, link it to the door inside the dollhouse, and that might work.
thats true
bbl. glhf
it won't teleport companions with the player, and since you specified the script to only work for the player, it won't work for them, either
they wouldn't activate the door if they didn't think they can reach you that way, either
that wouldn't accomplish anything, as akActor is not defined xD
you could skip the check alltoghether, and move akActionRef to the DollhouseCellRef2
but that still wouldn't solve the problem of NPCs most likely not wanting to activate that door
... is that the door that leads outside or inside?
it leads outside
maybe i should put an invisible door when the player goes inside?
like in a cell and it moves it from the cell to the playerref
or player location rather
the problem is that you'll most likely also need the navmesh support to have companions go on their own, which cannot be modified on the fly (unless there's some SKSE stuff that can do that)
damnit you're right
i forgot about the navmesh
shame there is no way to attach a piece of navmesh to the dollhouse activator
wait now
what if i made my dollhouse into a door
eliminated the choice to take or enter
nvm---navmesh
is there a way to script that when the player teleports it checks to see if there are any followers in tow and teleports them too?
This is my current set up
I don't know of any, but that doesn't say much...
ok ty
Thanks
Have you tested it with a follower yet? For just the vanilla followers it would be easy to do but you would have to run them all down. Including any quest teammates.
no not yet
i would want all followers but alas i dont think its possible unless i change a alot around including the whole concept
How are you displaying a message telling the player they can not call the house from inside it if your are using conditions on the spell?
That is why you would use the script.
Please run a couple of simple tests with some followers and let us know what happens.
will do but i really dont think it will work
plus i would actually have to play in order to even GET a follower since i dont play on PC lol i am level one on here
Go and purchase a mercenary.
good idea
jesus blood i know who janessa is lol
She is right there in whiterun. That is who I used to do testing with.
I just thought you were outside of whiterun in your video and maybe you were still there.
Janessa is my favored testing companion as well. Super convenient, and nice versatility.
lol i am
is that all? 😉
Drink the wrong potion and wake up inside the outhouse?
...and her commentary is always about striking from shadowy corners.
My prefix is =. Use =help <command> for more information on a command.
Shows the help menu or information for a specific command when specified.
Pong! Get my latency.
See some super cool statistics about me.
See the amazing stuff we have partnered with.
Get a link to invite me.
Get a link to my support server.
Get the link to ModMail's website.
Get the link to ModMail's GitHub repository.
i cant upload a mod i made
You need to be much more specific. Exactly what is happening?
sorry
ModMail you are an idiot. lol
i dont know how to upload a mod to bethesda.net so my friends can play it
i have the mod made
so what do i do to upload it so that people on ps4 can play it
2 votes and 8 comments so far on Reddit
ty
Check that out and if you need anymore help let us know.
Here is a video tutorial. https://www.youtube.com/watch?v=kIBG0vCd0j0
By request I've created this small video on how to upload your mod to Bethesda.net. Please make sure you follow all the rules as a mod author or someone who is porting a mod. Always ask for permission if you're porting and make sure you only upload your own original content.
Thank you for the QliQ. If you like my videos please
Like, share and...
i did what the guy said in the video but it wont let me "Upload Plugin and Archive to Bethesda.net", in it all the options are grayed out
Did you login?
yes
You when into the creation kit and logged in?
yes?
Make sure you logged in.
i am
Lets see a screenshot.
okie in dms
Your esp is loaded and you are logged in. I have never seen that before. Maybe someone else can help.
Could it be the spaces in the name of the esp?
Is Bethesda.net down?
i dont know
@echo pivot While we are dealing with this. If you are uploading for PS4 your mod can only consist of an esp. I suspect your music replacer may contain external assets.
If it contains anything more than the esp, unfortunately not.
That does not explain why all three are grayed out.
ya
If you were simply able to attempt to upload the CK would let you know exactly what issues you had with your Mod.
I just tested with janessa. She followed me in no problem.
Nevermind. Idk why it worked 3 times but now she will NOT follow me into the home.
Take it easy. I got that result going in and out of a vanilla cell. Go up to her and talk to her. Tell her to wait there and then to follow. She will start again. @compact plume
I also have something you might be interested in testing. Have you thought about making the house a door instead of an activator?
Lol I'm not upset
I have yes
Problem is the xheading yellow marker won't move with the dollhouse.
Then you would use the house like you are now.
Also, You could easily move an xmarker heading with the house.
When I was doing testing if I bumped into her she would sometimes ( often ) not follow me back.
?
I'll try the xheading marker red with a door then.
What are you using when you leave the house now? As far as using the house itself as a door you would just teleport to the heading in the house.
You could also add a sound.
Did you check the follower?
I see what you are saying about the door. I wonder what will happen. If you use the house ( door ) as your teleport door after it has been moved. It might work.
The heading is placed at the door automatically. It is attached to the door. Will it move with the door?
This is an interesting test.
Oh S%^% are you saying you have already tested it? If it does not work properly then it is a waste of time. Just use the activator. It would work great to enter the house but leaving may make it a no go. @compact plume
When i leave the house i use a regular door with a script
check the follower how?
The yellow xheading marker that is automatically placed with a door doesnt actually move with the door. It stays where the door starts at in the exterior worldspace.
The issue is the navmesh when using a door. if the npc doesnt see a triangle "green" on the other side of the door, they dont want to follow you through
Thats what i am using now. an activator
And that is exactly what you should be using. The door is not going to work. Tell her to wait and then tell her to follow you and see if she follows you into the house again. It appears your house works fine with the vanilla followers.
I know about the navmesh. I do not think it is going to be and issue with followers ( at least vanilla followers ). I do think you could have an issue with kids and a spouse.
just tried several times
she will not come inside
have you tried the mod?
why do you think the spouse and kids will be a problem?
there is a location center marker for the spouse to teleport in when you tell her to move
As far as them going into and out of the house on their own.
I have not had a chance to yet but I will.
Without the proper navmesh that is not going to work.
I will try the Mod. If she followed you three times and stopped it could be something other than your house. Even a game save issue. Like I mentioned, you are moving the player, any teammate should follow as she did 3 times.
The house is fully navmeshed and there is no reason for them to go out the front. There is an exterior cell for them to "go outside" also the hearthfire multiple adoption mod teamed up with the house perfectly. Will try with family tonight.
Is there a way that mods can damage the main quest? Cause I can't get past Delphine in riverwood. Did you encounter something like this?
What do you mean "get past"
I need to rent the attic room and this option does not appear in the dialogue
I can only rent a regular room
Created like 5 new characters and all the same
even reinstalled the game in a folder without mods and loaded a savegame before speaking to her
there is little that mods cannot break xD
you can toggle disable the mods 1 by 1 and test to determine if it IS a mod that broke it
but what if I disable all of them at once?
like a loaded a game without any mod enabled
you will get a long list of disabled mods appear and possibly alot will not work properly
if the mission works then you have determined that there is A mod causing it
and if not?
and should I keep them disabled until I figure which one is causing the bug, or should I just enable the last one and disable a new one?
imo just disable them one by one until it works starting from the bottom
let us know
My goblin companion bugged out and got stuck in his reference pose. He's from the Creation Club addon. Anyone know a fix for this?
Save and reload or Reload a previous save.
oh ok oof
well i figured out how to get followers to come into my house and teleport in and out of the house no matter where the player places the house without a quest
@balmy hearth the goblin will stand in a doorway blocking you many times too. Have to use the goblin mod that changes his sommon to a durzog to make him a little worthwhile. He falls down too quick in battle too. Not much of a follower in battle.
enlighten me
Oh it's super simple but complicated to explain but I will try
super simple but complicated
aha
lol ill explain shortly
It's so nice to see Miraak parted ways with his former self and decided to set up a respectable, honest bread business in Whiterun. https://media.discordapp.net/attachments/521383493503025152/877599211347116042/108793-1629145527-845464609.png
lol
Better bread than dead.
Ugh disregard
There is a new posses mod available but I just wanted to say it’s broken been waiting forever for it too the chest spawn but it’s in the ground and I can’t loot em
The posses mod that adds three small chests behind the mages stone
Certainly not with any help from me. My memory on the subject was not correct. He basically created a cell, and properly navmeshed it , that has a door liking to his house so the follower can find it. Much better than having to move the follower via code.
kinda
lol
but def much simpler than i wouldve explained it
Never mind I just had to update
Arthmoor, glad you were finally able to update. Thanks!
Does anyone know if there’s any way to adopt children in custom homes?
I’m using the Tiny Houses mod on Skyrim and I’d love to be able to have children in it, but it doesn’t support adoption, and Multiple Adoptions doesn’t let you assign it as a family friendly home.
If I could just get adoption it’d be the perfect house mod, but since the Bethesda comments are gone I can’t directly post to the page.
Maybe I can reach out to the author and make it work with multiple heartfire adoptions.
I can't even FIND the mod you are talking about
That link is for tiny houses. Tried to favor and add to my library. Bethesda giving failure for some reason.
Log out. Log back in. Bethesda.net often shows you are logged in when apparently you aren’t.
ahhh its xbox only
It’s a cool mod
yea but there is no way to reach the author because not on nexus
Message them on bnet…oh wait.
lol
Now I am not trying to dissuade you but have you seen this one?
https://bethesda.net/en/mods/skyrim/mod-detail/4230164
lol its brand new but its small and has space for 2 followers and 2 kids and works with multiple hearthfire adoptions
self promoting done lol
The thing is Tiny Houses does so much nice stuff, has a bunch of extra features, and even secret features, and is only 6mbs.
Plus not a lot of custom player homes use Hearthfire construction.
Just wish there was some way to contact them.
Or to just make it work.
I have no experience with tiny homes or multiple adoptions, but I am curious as to why it won't let you assign the home as family friendly. Is it looking for a certain keyword that you could use CK to add to the home, relatively easily?
I just downloaded multiple adoptions and also Elianora's Breezehome, which was listed as supporting multiple adoptions. I can't promise anything, but maybe I can find what causes them to be recognized.
OK, inside the archive for Hearthfire Multiple Adoptions, there is a txt file called HFMK-Modders.txt, with a step-by-step guide for modders to make their custom homes work with it. If you are familiar with CK at all, it doesn't look like it would be too hard for you to tweak your microhomes mod, for personal use, to match it.
*Tiny Houses, not microhomes. Too much youtube.
Unfortunately, Because the Mod is only on Xbox there is no way to update it or create a patch for it.
The author has a old account on AFKMods. It may be worth a try to contact them there. If they are e-mailed when someone pings them it could reach them.
Ah, I missed that part. I'm sorry.
At least you were trying to help.
I thought you might like to know that before you spent too much time at it.
Yes, thank you.
USAEP when?
Talos preserve us!
Well, I'm worried for the SKSE team
From a modding perspective, just think of Anniversary Edition as a patch for SE. Mods won't need to support both, and while Script Extender will need an update, that's true after all game patches.
So it will utilize the same SE CK I'm guessing?
Yes and that list is extensive. Not hard but one thing off and it wont work. It is really amazing the tiny things that are necessary for it all to work.
Not really a modding question, but I don't think they've revealed any prices yet.
most mods are free
There was a question here. I answered it. My answer doesn't make sense without the question.
I wonder if the current CC integration mods will work as is with AE.
would anyone be able to assist me in getting a certain mod to work for xbox one?
It refuses to work and tells me i’m missing files however it doesn’t tell me what files i need
it’s the Lykaios Reborn mod and i was hoping someone could help me figure out how to get it to work on Xbox?
link?
looking on nexus it seems it might require racecompatability. But not sure.
or maybe this one? https://bethesda.net/en/mods/skyrim/mod-detail/3272886
@echo pivot it’s actually Lykaios Reborn Xbox one
fhis one but whenever i click the link it says how bethesda is closing the forums
but here
it was a glitch it seems
but hopefully someone can help me with this
as i can’t get it to work on xbox one
it seems for some reason to do this whenever i go on bethesda.net on my acc?
“bethesda.net forums to be sunset”
I know. But sometimes Bnet descriptions are incomplete. So reading nexus help. Try using racecompatsbilty (as per the nexus deaciription). There is one available for Xbox. https://bethesda.net/en/mods/skyrim/mod-detail/3241963
okay i’ll screen this as i’m not near my xbox right now but i can look at this once i am
the search bar isn’t the most
amazing thing in the bethesda mods loader
Search on Bnet not Xbox.
Hey everyone, I'm having a bit of trouble getting something in one of my WiP mods to work. I'm trying to make a new shrine that you activate for a different God. Only trouble is I cannot figure out how to make it so it cancels out whatever current shrine buff you have, and also the other way so that other shrines cancel out the new shrine buff when activated.
I can't figure out where it is that I need to edit. Any help would be greatly appreciated, please and thank you.
Each shrine has an attached blessing spell that is cast on the player, and one of the effects has the MagicBlessing keyword on it with the "Dispel Effects with these Keywords" enabled. That is how it ensures only a single blessing is active at any given time.
ooooh ill try that out, thanks!
i was hoping i wouldnt have to make a new script because i want to release it for playstation as well and that hopefully means i won't have to
Yeah that's perfect. Testing now
yess it works, thank you @pulsar wing you're an angel
np glhf
i suppose
Ah, neat.
Yeh. I've put a lot of work into the mod, particularly in some lore books which set the scene.
That's my biggest hurdle at the moment, but, I can feel it coming close.
nini!
Hello again. Finally was able to identify the mod that was bugging the main quest I think. In the end it's the Immersive Gameplay https://www.nexusmods.com/skyrimspecialedition/mods/41844
Disabled this one and loaded a save-game from before enabling this mod and the main quest went along.
Thnaks a lot for the help ^^
@harsh oar No problem! Glad you found it! Reach out to them and politely inform them of your findings!
@night rover How can people report detailed experiences with updating their Mods "Below' on the modding-news page? Are you talking about the thumbs up and thumbs down?
@hasty geyser carto said to drop it in modding general channel
Right because it is effecting both games. Ya that would have been a better place to post the question.
"We’re still seeing failed mod updates in the logs. If you try updating a mod, please report it as detailed below." - Carto
So far there are two thumbs up and a heart. Looks good.
I think carto meant "above"
If you look at the post above it is explained what and where to drop it in
It is actually kind of ingenious. He will get much more feedback using the Emojis and people have several hundred of them to choose from. He already has two thumbs up and two hearts.
I did not know he is changing is username to Carto. I would have thought he would have went with Grif or Griffi. Any thoughts?
I think he can make his name whatever he wants.
Yes, But people also have the right to give him feedback on it. In my opinion "Grif" is much smoother.
where on earth is this coming from?
Why? Allot of people change their usernames or nicknames. Whether it is changed by them or others. It is not a big deal.
Agreed
Yes, "Grif is smoother than "Carto", but it is up to him. Can we at least agree on that?
Disagree! Carto with two syllables rolls off better. Fight me!
I did not think of that. I was thinking only in terms of a slick smooth alternative to "Cartogriffi" and in my opinion that would be "Grif". If you preferred two syllables then yes you are looking at either "Carto" or "Griffi".
Darn it. I was expecting some intimidating gif from you so I can say something like “I cannot best you” and flee haha
Careful. Don’t write a check your tush can’t cash. I’d hate to see your tush bounce.
I tried to copy and paste @night rover's username ( for the previous post ) and Discord has now put me in a phone chat session with him.
Just trying to help you with your username buddy.
Let's split the difference. They are now "Togri"
😬
Fixed, now says "above" as intended 🙂
Yesterday: no energy, no ck work done.
1 am ~ 6 am: feeling internally hyper and the urge to do tons of ck work, cleaning up vigorously at 5:30. seriously wondering how strong that coffee was...
Happy to help Grif. Keep up the good work. We all appreciate it. 👍
Up, Down, Left, Right, all the same
Are you saying a 👍 is the same as a ❤️ ? What about these three 👻 💀 👽 ?
Red is Black, Plus is Minus, and the rest goes on Mass
Hello Can someone help me when i try to DL mods ingame for Skyrim SE it says Process cannot be completed
my mod loader isnt telling me whats stopping me from launching skyrim
i have the latest script extender
i deleted the stuff thats stopping me
whats going on
I would like to make the cautionary point that Grif sounds like "that guy," from every fraternity, everywhere.
Yes, but you also have to take this into consideration. https://www.sheknows.com/baby-names/name/griff/
Welsh Baby Names Meaning:
In Welsh Baby Names the meaning of the name Griff is: Fighting chief; fierce. The fierce "Gryphon" of Greek mythology and medieval legend was a creature with foreparts of an eagle and hindquarters of a lion.
In this case, "Cartogriffi" comes from my love of mapmaking, and my surname, Griffiths.
My prior name on the Bethsoft forums was "Hungry Donner." It came from my 10th grade American history teacher after I turned in a rather over-the-top video assignment with a friend.
It’s an excellent name 👍
But we should really keep this channel on topic, which is mods. And I am not a mod.
I used to be a mod. But not a mod mod, obviously. That would be impossible. And anyway, I'm no longer a mod.
I am featured in a mod, which we have also featured. But it's not really the same thing, and it's a FO4 mod so it's still not applicable to this channel.
So to recap. Please keep the discussion to mods, and I am not a mod and am no longer a mod even if I featured a mod I'm featured in.
Well you are now, too late: Cartogriffi.esp
I am clearly an ESM
I find it scary that this will be the 10th anniversary of me suffering through Creation Kit.
Entered Todd's prison age 11, approaching 22
In a few years I hope to be promoted to an ESM
I was born as an esl
Skyrim CK is a lot to pick up if you didn't get your feet wet with the earlier versions, especially at 11.
Even the GECK was a bit of a handful compared to the original Morrowind Construction Set.
I toyed around with Morriwind's CS a tiny bit, didn't know the editor had maintained the same classic toolbar icons throughout the years, its pretty neat
I remember not even knowing how to move around in the render window all those yeaaaaars back..I think breezehome was the first interior cell I ever touched
Ya, but you are a big part of Skyrim Modding. Interesting history regarding your current username. Pretty cool. Do you mind if we still call you Griff once in awhile?
Not at all.
I also don't mind a little OT chatter. 🙂
I have both skyrim se, skyrim le and skyrim script extender in steam, is it possible to use skse for both trough mod organizer?
Just wanted to share my WIP. A pirate haven. World space creation is new to me: https://youtu.be/WsaOkmIuyVY
A walkthrough of my current project. A pirate island.
srry i forgot i had to create another instance
No, You must use the SKSE SE version for SE.
Is there in steam?
ok thx
Sure, You are looking for the current SE Build.
you mean this #screenshots-and-video
I do not see anything that says the version. It is not on steam. This is what you are looking for: Current SE build 2.0.19 (runtime 1.5.97): 7z archive
On this page: https://skse.silverlock.org/
https://skse.silverlock.org/beta/skse64_2_00_19.7z Here is the download link. For SKSE SE 1.5.97
ok
https://youtu.be/WsaOkmIuyVY Incredible
A walkthrough of my current project. A pirate island.
There has got to be a map making mod concept out there, waiting for this name.
Well this may not be exactly the same thing, but i "think" Jumpers was going to be adding a quest related character to his Pirate Mod called "Carto". He is a map maker that has mapped out all of the shipwrecks in the area. Actually because this is nautical I believe they would be referred to as charts. I am going to try and get him to change his name.
So a mod with a mapmaker, working under the sign of the Gryphon?
Quests include getting materials for maps, travelling to various places that you wouldn't usually go to get measurements for directions and distances between mountains and the like.
That would rock. What say you, cartogriffi?
This does pose another question? Is the characters name going to be "Carto" Togri" or "Griff"? That will be up to Jumpers in the end but we may have some sway over him.
wtf? lol Yes i will have a cartographer but not Carto lol
although.......he would then BE a mod again
To Chartogriffi? 😛
A man was once a mod, but is no longer. He may be a mod again, someday, but not the same. Would he be a mod again, or just a mod?
This probably needs to be spoken into some stone carving, at the corner of one of the pyramids, to gain access to the greatest treasure of all time.
Perhaps we need to address his musical tastes. After all, he could be a mod, rather than a rocker.
Great we are getting OT and he will arrive fuming lol
Griff?
Joking and having fun aside that does have a ring to it as a name for a Pirate.
Cool Symbol Too.
Hell yeah
ISO someone that is good at quests who wants to help on a project. New world space in the middle of an ocean. Pirates. DM me if interested and I'll show what I have and we can chat.
Sadly, I have zero quest experience. I did want to mention, if you haven't already seen it, that one of the Nordwar collections...spinoffs?...compilations...has pretty nice pirate clothing.
Thanks ill have to look into it.
I just have to remember which one it is.
I've been on a mission to find an all-inclusive bank of them, but so far I just have umpteen different mods with a lot of duplicates and a few uniques.
i know there is CC content with some pirate clothes
Minor, minor modding. My stuff isn't on nexus anymore, but I did the sleeved guards and the Whiterun stables guards, a small tower home outside Whiterun, and a few spells and spell power increasing mods.
There's another one with a straight and a curved pirate cutlass. I want to say that's a JaySus mod, but not 100%.
ok ty scribbles note
Are we allowed to link nexus mods here?
If you have a look around on Nexus there seem to be several "I've made these models, feel free to use them in your mods" type things, so there might be some nice weapons in those.
The pirate clothes are in NordwarUA's Minor Factions Armor, and the cutlasses are in Weapons of the 3rd Era. The SE port doesn't, but the original LE version has open permissions noted because they've stopped modding.
Northpoint armory has permission to use the assets without permission or credit (!), but some assets belong to other authors, and I'm unsure how to separate them.
"Another Weapon Resource" has some weirdly shaped but nice blades that might go piratical.
If you can find the original authors "Skyrim Weapons Expansion" has some nice blades as well that might work. Some nice falchions and boarding axes.
If you could contact him Jaysus Swords has some pretty blades as well. Same for Immersive weapons.
Thank you both for the info!


)