#skyrim-se-mods
1 messages Ā· Page 32 of 1
Lol
Although cannons would be soooo much fun, I still want this to remain immersive to skyrims world
cannons have been in tes
they appear in a legends card art there is barrels of gunpowder in redguard and they have appeared atleast once afaik
In tesv?
in elderscrolls in general
i dont think nords would have used a cannon but many other races did
Hmmmmm
at the very least the redguards did
But cannons sure would be nice in a civil war
theyre also a bit more clunky and require being emplaced
Skyrim mods; all catapults are cannons
then say a mage or a moveable catapult
but on a boat where you cant just actively refresh people
and mages arent expendable
Lol ardvark likes the sound of that mod
remmember this is tes everyone and their mothers had a space program and sotha makes androids underground
Install cannons. Install mages. Prepare package of cannonball, powder bag, wadding. Mages begin binding ritual. Enter combat, fire cannons, mages reload by conjuring bound packages.
install mages
lol yes
i just imagine someone picking up a mage
can't have them wandering around
and setting them down
Lol
"I'm working on a very importan...." Quiet, Arniel, and put your wrist in the shackle.
š
arniel you are now boat gun
This is the internet. That could be taken many ways.
i⦠think that was intentional
smh
No mage?
Sorry I had to post in my channel first lol
man, gotta fire it the old fashioned way
No mages required lol
It's awesome.
And this means you're already familiar with naval mounts, so you could use the Stroti modder's resource and just change carriages.
Absolutely
Thank you Dragon
I have to try to remember what is a disc-shaped mesh, without any kind of protrusion, to shrink down and texture into hard tack.
ooh maybe that dwarven gear
brb
Your welcome
Ok, here you go @compact plume . Tamrielic ship's biscuits, the bane of all sailors.
I need to get a better pic of a ship's biscuit and tinker with the normal map, though. We'll call it stone ground, for the moment.
Have the mages move the canons with levitation.
Mobile canon placements.
Put some shielding around the canons to protect the mages.
Boom, you invented tanks.
@hearty flare itās not going to be THAT easy. Then again, what ever is?
spooky
In all seriousness, I would see cannons also being very heavily tied to magic too.
pitch and firesalts
that makes things go kaboom in tes
Thereās those enchanted cannonballs.
So you can have cannonballs that release a spell that knocks everyone around the impact area asleep.
Or that binds people.
Also defensive cannons.
Load a cannon with frost salts, fire it at a building on fire.
Put a giant healing poultice in a cannon and launch that at friendly troops who managed to climb up and take tower wall.
direct hit resurrection canonball
almost as rediculous as the cut medics legendary in fallout 4 where you can do exactly that
Would probably be better if you made a high-poly sculpt and baked detail down to a low-poly. Hardtack biscuits are pretty easy thing to sculpt.
You could do it in blender even, no Z-brush needed for something basic like this. Just my own suggestion though. š
I was wondering has anyone who worked on Skyrim ever tried making an official coop mod? I never actually played Skyrim longer than an hour since it is a single player game and I rather play games with friends or watch my friend play while I watch. But I am waiting for the Skyrim Together mod to become more refined before I actually play.
Skyrim together is the only thing I've heard of
Oh okay thank you
I have nifskope and GIMP. That is all.
Poor mage cannons - fireball staff clamped into an oar lock. Middle class mage cannons - bundle of 6 fireball staves clamped into a larger oar lock.
Get blender
Good morning!
Speaking of blender, do you now where to get the nif extension for it?
I got it a while back but for some reason it goes into error state everytime i try to import or export a nif š¦
Morning!
I have a question about Reference Alias, I don't know if this is the right place to ask
It is. What is your question?
So, I'm attempting to give horses commands (follow/wait)
This is what I'm doing
I'm filling a quest alias with the lastriddenhorse (the quest starts on game load).
The alias has a keyword and a package similar to the follower package (these are thus given to the last ridden horse).
Then a script attached to this quests listens for a hotkey and change an Actor Value (WaitingForPlayer) on the referenced alias (i.e. the last ridden horse)
So far so good, this works on every horse and even on modded mounts
The only horse where this doesn't work is Shadowmere
Now, Shadowmere is also filled in another alias set as "reserved" (in a DB quest), but setting my alias to "allow reserved" and giving my quest a higher priority than the DB one won't work either
However the alias is being filled correctly and Shadowmere's ref is getting both the alias' keyword and package, but pressing the key won't change his Actor Value. Changing it from the game's console works tho
I've been dealing with this for the last week and I can't figure why it only happens with Shadowmere š¦
It does not sound like an issue with the alias. Your issue seems to be with setting the AV on Shadowmere via your hotkey. Work on trying to run that down.
How do you verify that the setting has not changed?
Yeah, I've been doing that, thing is, the script never really references any specific horse, only the alias, and it does work with other horses (owned by the player or not)
I use More informative Console to see the AV and current package
And several debug.notifications to see other info xD
That is fine. GetReference()
Yup, GetReference() as Actor
Correct
I'm really losing my mind xD I know Shadowmere, just like Serana, are one of those "it's your horse/follower but no really" situation, you never own shadowmere and it's never added to the playerhorsefaction
But even if I add him through alias or just straight editing the base actor, it won't work
Ok, Then the packages is being ignored.
Without seeing your Mod and looking over the code and knowing how you are testing it is hard to say.
Try setting your quest to 100 and see what happens.
You also need to test from a clean save.
The package is not being ignored, I can see it as current package with More Informative Console and if I set the AV with the console, shadowmere waits/follow (which he wouldn't if he didn't have the package)
I'm testing on a clean save indeed (or at least is claimed to be clean, is one of those 100% clean save files from nexus xD)
Good.
You just said that even when you have him in the package and have the value set it does not work.
Oh sorry, I meant the key doesn't work, the AV doesn't change
I guess the script doesn't change his AV, the key is being recognized as pressed tho
Ok,Have you tried setting it via script another way? If that does not work then you are going to need to find another method to do what you are trying to do.
Have you tried checking it via this? https://www.creationkit.com/index.php?title=GetActorValue_-_Actor
I've tried, the only thing I have yet to try is to use the shadowmere Alias from the DB quest instead of mine
How did you do it? The alias will not change anything you are setting it on the actor.
I did yeah, in fact the script gather the AV with this function, changes it and sets it with SetAV, it works for all the other horses
I forceRef the alias to use the playerslastriddenhorse reference with https://www.creationkit.com/index.php?title=GetPlayersLastRiddenHorse_-_Game and https://www.creationkit.com/index.php?title=ForceRefTo_-_ReferenceAlias
Then I move from there
Yes I know exactly what you are doing.
Verify for a fact that you can not set his AV via script and then you are simply going to need to use a different method.
Will try that
Try a different way than your hotkey.
You did say that you know he was successfully forced in the the ref of your quest?
Yes, he is being forced succesfully
He gets the keyword, the package (both from the alias) and also I set a debug.notification showing the name of the base actor in the alias and it showed Shadowmere
If you can verify that you cannot set his av via script then you will need to look for an alternative to do what you are trying to do.
At this point, I think I might just send to hell that literally damned horse and make it canon that you can't control Shadowmere, not even with mods xD
LOL
Maybe you could give it a rest for now, but you will figure out something eventually. Think about how you can get him to do what you want without needing to set the AV. If it is indeed impossible to do.
I had a quick look in the kit and I was able to find one significant difference between him and the other horses. His aggression is set to "aggressive". That may be interfering with the AV setting you are try to set.
Aggressive/Brave/Helps Friends etc is much different than Unaggressive/Cautious/Helps Nobody.
@fossil boughI suppose you could try asking sevencardz. He made the Immersive Horses mod and could likely help you with info about how to do whatever it is you're trying to do.
I think I remember reading, somewhere, that people have been using outfit studio to convert nif to obj first, then taking the obj into blender and reversing the process afterward. I don't know about the newest nifskope (dev7 or dev8?) but as of pre-alpha 6, the export was disabled.
I do that too because blender wasnt working with nifs lol
Unfortunately, I don't know a thing about blender or 3d modeling, so it's not something I looked further into at the time.
If I can't snap pieces on or off in nifskope, I'm pretty much out of luck.
lol i hear ya
@compact plume just found your pirate worldspace. I wanted to mention a resource called Ships and Boats of Tamriel, in case you wanted additional ship meshes.
yes, on the SE forum
So how many people have rated it "YAAAR"
I wish!
If I recall correctly, it includes interiors and wrecks also.
jesus this is going to be huge
Hey this maybe far off from the right place to ask. But back in 2017 I created a mod for Skyrim SE only for Xbox One. I uploaded it Bethesda.net and kind of just forgot about it lol. But now I'm curious is there anyway to get my mod from Bethesda.net and update it? I really curious if its even possible since I don't have the original files. Please help.
Maybe it is online somewhere to download. Search the name of the mod after Skyrim se. I have seen old mods online. I'm not a modder.
What's the name of the mod?
@inland galleon Dark Souls Weapons Mod
Is it the same name as on here?
Yep
@echo pivot Dude yes, I found an old file of it stashed on Loverslab, thank you so much I didn't even think about just googling it!
Yeah I found a few very similar ones on LL
i spent way too much time on this station https://media.discordapp.net/attachments/493793083566063617/880684465360359424/ScreenShot10.png āļø
Love it! More pics please!
nice
thank you!
will share quick video of exterior in a little.
Sweeeeeeet
Any reason I have to keep putting my email in on Skyrim for Xbox? Kerps ssying server error. After I put in email I have to put in my username and password to login. Getting ridiculous.
That usually just means the server is down.
Do you get in after doing that? When servers are down that doesnāt help.
You shouldnāt have to if servers are up and running.
Might be worth checking if your router is staying connected to your ISP in case that's doing anything weird with your sessions.
Very common btw
Thank you for your help.
I was able to login after putting in information. Than goes back to server error when I try again. Does the same on Fallout 4.
Sounds like a server issue
When I look on the website it only mentions creation kit problems for past 4 days.
Website often doesnāt show problems. Not sure why. Maybe when they are localized. Just part of playing a Bethesda game.
Maybe it will be fixed tomorrow. Thank you for your help.
trying to theme it off of nightblades, right wing of the house focused on the arcane aspect, the left wing themed more towards the rogue side.
Sounds very cool.
https://streamable.com/83w8tu
Doing a special lil something for Skyrim's 10th
I can't wait to see more!
I remember seeing this mod but haven't tried it yet, it looks seriously impressive.
Itās because mod support on consoles is bad. Yes, it is.
Does anybody know if LBGSHI has a discord server?
They are a member of this server. @echo pivot
Why don't you ask them?
This is something new. It's not out yet.
Ah
Does anyone know if the Bloothirst sword ( from Dawnfang and Duskfang ) benefits from the Hack and Slash perk ?
thats one hell of a boy for sure š
Why would it? It's a sword, not a war axe...
Hello! I'm having an issue uploading for PS4 that I was hoping someone could help me with. I'm trying to upload a mod that allows the player to craft light armored versions of the spell knight stuff from the creation club. Problem is, the kit keeps crashing after I pull the mesh and texture files out of the data folder before upload (this is a necessary step I found for uploading to PS4 or else things get flagged as external assets).
I was hoping someone had a trick I don't know about when it comes to uploading for PS4. The file pulls from the data folder worked just fine for the dead mans dread stuff but not for this one. I would be grateful for any tips.
I can't seem to post a screenshot here of the issue so I will post in the screenshot section.
Also to note, the item in question changes at what seems like random whenever I try to upload. One time it was an āebonychitin cubemapā that was supposedly critical and needed and caused the crash. So not sure what is actually causing all this headache.
It has a bleeding effect. So, I was curious.
It is hard to say without seeing your esp, but is sounds like your mod may be using them.
If they are not included in the bsa the kit will crash if you remove them.
Thing is Iāve done nothing that would use whatās outside the CC item itself š¦
Iām literally duplicating the armor and adjusting itās values and keywords. Then just making recipes and tempers
I feel like the same tomfoolery is at foot when I first had issues with the pirate clothes.
But in a different way.
Have a look at the files and determine exactly what they are.
I will. But as I said the āitemā in question changes. Itās not like itās a cube map every time. Thatās why I think something else is at play here.
Ok it looks like I had to pull the files out of the data folder even before I start up the kit.
I really wish there was a better, more streamlined option then clicking and dragging folders to the desktop lol
@hasty geyser can you go into the advertisements issue here?
You are free to. We were having a privet conversation and bringing that public ( or threatening to ) is totally unacceptable. I also asked you to show me one Mod hosted on Bethesda.net that is running an advertisement but you could not. I told you that my position has always been that modders should be reimbursed for their work and I am not the Mod police so I am not responsible for what others put in their mods as long as I am not connected to it. As far as I know commercial use of Bethesda's games is not permitted. That would mean that you could not run advertisements in Mods. If @night rover or anyone else feels this is incorrect I would appreciate the clarification.
I did show you
All 200+ of mine among others
And this isn't a private discussion
It's a public one about official Bethesda policy
If it were private I'd have communicated via DM which at no point in our discussion have I done so
We're not talking about mods for money or modders being reimbursed for their work
We're talking about Bethesda policy on mod contents
@hasty geyser I was hoping you'd explain how Bethesda policy prohibits it, as you have asserted
You've said it plainly that you believe it's official Bethesda policy and I've provided my logic for why I disagree. I'd like the same from you, as you are the one going around telling everyone it's official policy.
Even to the point of instructing other users in this discord on what they can and cannot say
Which, as you are not official Bethesda staff or discord personnel is... interesting behavior
You have 200+ mods that are running adverts?
I'll restate my interpretation for the record.
The Creation Kit EULA, retrieved August 29th, clearly states the limitations and requirements of mod contents in section 2-D, paragraph 3.
Yeah, every single one just about has the nexus mods version, links to other Bethesda mods I used as assets, and even one commercial site that I must legally mention as a requirement for their material in my mod.
All of these are advertisements
There is nothing in section 2-D at all prohibiting advertisements of any kind for products/services real or imagined in mods
Because I'm lazy, can you link the EULA?
There may be ethical concerns about them, but no legal or regulatory limit
The EULA is only available by downloading the Creation Kit through Bethesda's official launcher
you're putting links into your mods???
It's standard procedure to link to the nexus mod for ports
There's also a difference between a link in the description or read-me to the source of the mod and so on, and an advert for a product in the game.
Many modders require porters to provide their information
Having the courier deliver a flier isn't prohibited
The relevant section makes no mention of advertisements at all
Even tangentially
Although I'm still upset about the censorship of farticles from my daedric and divine cloak mods
It's the best word
Vain, You know this is simply false. I was only trying to help someone who I felt may be unaware of the fact that you are unable to use Bethesda's content commercially.
No, you asked Aardvark Chips to remove his post
Or did you simply threaten him that he'd get in trouble for leaving it up
And you're so hesitant about explaining Bethesda policy
You were quite verbose about it earlier
Any communications I have with someone else are none of your business.
I find it highly concerning that someone may be going around spreading misinformation about official Bethesda policy
...Found the EULA online. So it's not "only" available by downloading the CK.
That's the business of all modders since official Bethesda policy
On the creation kit wiki. š
For LE skyrim?
Oh neat
Do tell
It seems to be the same EULA for SSE and LE.
Hey folks, this conversation is getting a little heated. Let's try to keep things civil, or I'll have to ask you to change topics
I'd have to say that part 1 of the CK EULA does suggest you can't "commercially exploit" anything you make with it, which an advert for a paid, real product would seem to be.
Let me have another look at that
I always considered that regarding availability of the mod, not its contents
As mod contents aren't discussed until section 2
Vain, Please calm down. I am not sure what is going on here but you seem to be attacking people for no reason.
It is common knowledge that Bethesda's games cannot be used commercially without explicit permission.
It's not my intent to attack and I apologize if you feel threatened.
I would like you to go into more detail about my alleged copyright violations as that's of significant legal concern.
Naturally, no one can use Bethesda's IP for their own commercial use. That's not at question.
Having come into it part way through, what are the problematic adverts anyway?
That's what we've been trying to get established
Hey there, I'm going to ask you to discuss this privately, since it seems like it relates to personal concerns.
Thank you.
Fair. I'm mostly just curious, so I'll duck out rather than join a chat about it.
Personal concerns, not official Bethesda policy? Do you agree with that position, Dragonblood?
@native field I wish that were the case but it is not. I have no personal concerns about Vains mods at all. I did not even know she had any up. I simply told her that as far as I know using Bethesda games for commercial use is prohibited.
Dragon blood. If you think a mod breakers Bethesda ToS then just report it. They will make the final call.
Oh
Weird
Do you have a link for a mod that is seeking commercial gain?
That's a bit different than what you explained to me earlier
its mine
No I do not.
We can't comment specifically on that, but Tanis is correct, if you feel someone is in violation of the Terms of Service, please just report them at help.bethesda.net.
We will investigate. In the mean time, let's change the subject.
Thanks again folks.
So this is just a theoretical/hypothetical discussion?
No Tanis, Please go back and read my first response to Vain.
Official Bethesda policy isn't a mutable or private issue
It's quite concerning
And if it's officially against the rules that's important information for modders to know
Like the explicit content rule although easier to quantify
Since this is a public conversation Iām curious of the specific situation/mod that is of concern to dragonblood.
We don't discuss whether or not modders are in violation of ToS. We would like you to change the subject or take this conversation to DMs. Thank you.
Anyone know if Kamal900 is here?
Try pinging them
do I still need to launch SKSE through it's own exe or does it work through the normal exe now?
If you intend to have SKSE stuff working the game must always be launched via the SKSE exe.
ah alrighty. asking because OBSE doesn't seem to need to launch through it's own exe to work, so I wondered if it was different now.
I think there was a steam version of SKSE, no idea how that works
There is for old skyrim, but not for SE.
will total character makeover conflict with cbbe?
Just made a small tutorial on how to make decals, for real beginners. It's a PDF, you can find it on the nexus, search for Creation Kit - NTN Basic Tutorials. Around ten files to download: Heightmap tutorial for using the CK tool, basic navmesh by region, using the Object Palette, grid paper to print as help for worldspace builders.....
I made those tutorial to mainly to help myself when working on this: https://staticdelivery.nexusmods.com/mods/1704/images/48761/48761-1630502902-269761723.png
A huge world of 100x50 cells, ever expanding
I have seen that a game was bundled with the Creation Kit, it's called Skyrim. Anybody already played it? š¤£
nah, never heard of it...
I've seen potential leaks, but should take those with a grain of salt. I hope it comes out soon. Heard it takes place in the land of the sload. Sloadahkiin.
Wait, that's not Skyrim's map, is it? What worldspace is that?
It looks so similar but somehow different. Maybe it's just the angle and position.
It's two maps linked. I'm working on the left map called "The Hall of the Mountain King" - an expansion to the right map, called "Chanterelle, a Savage World to Explore" - already published.
Chanterelle is a huge and empty forest, with an animal density higher than Skyrim. Almost no quests, only a few books giving indications on treasure places.
Hall of the Mountain King will be inhabited by the Lost Legion (forgotten soldiers of the empire keeping an outpost here), and Tribals (Kthulu cultists). The Tribal are totally in the LORE! Hermaeus Mora is a tw*at and read book to know about Kthulu.......š
A third map, lot smaller, will be added in the south - the City of Ruclonburg (Trashburg). With an approximative 100 houses. Then a fourth map, the east expansion, huge swamps.
Special crafting stations are to be found: Cheese, booze, pottery.
Working on it since 2016
If Mr. Todd want to pay me to do this job, I will be glad to accept a huge pile of septims???? š¤£
nice 
my first skyrim ck exterior was around 3/4th's the size of Forgotten Vale. unfortunately for me i lost all progress on it.
I still have to learn how to make good exteriors
I first gotta clutter my root dungeon
I don't want to...
i hate doing clutter
Use the Object Palette for clutter: you add all the clutter stuff in the list, save the palette, then select 5 or 20 objects in the list. Each time you click Ctrl-Alt-LClick in the render window, a random clutter object is added. Way faster with a programmable mouse: only one click/no shortcuts. You can randomize the orientation and size of objects added by the OPAL. I use this a lot for tree planting and clutter.
I always personally preferred manual placement. Takes a million times longer, but it gives me much more freedom.
I think I'll place the things I want placed at certain points manually, and fill the rest with an OPAL
Just fill the entire clutter list with cheese. š
given that my dungeon has a strong sheogorath connection, tha twould even work š
Oh man... Saints and Seducers is being a blast so far.
Even more fun as I have two different versions of Ruin's Edge in my little party, so stuff keeps exploding in fights.
Can a location (as in, not just the cell, but the whole location that the area is in) have more than one LocationEdgeMarker? For example, if I want an NPC to escort to a location's edge marker, and there is more than one way to get to the location, can it have a choice of more than one edge marker?
A location can have several LocRefs, of any kind.
However, when a quest fetches one of these, it fetches a random object with the LocRef
You can't control which one it gets
I don't think edge markers correspond to a way to get to a location, though
Im messing around with skyrim VR, and i've got that HIGGS mod that gives weapons physical interaction with objects.
I was wondering if anyone had a baseball bat or golf club mod i could use for... reasons?
thanks
Also, I can't find this on the CK wiki: What is the purpose of LocationCenterMarker, and if I need to place one in a large dungeon with branching paths and such, where is the best place to put it?
the purpose of all of these location ref markers is to be fetched by radiant quests, which then proceed to place quest-related stuff there
I see
Is there a rule of thumb for the placement of center markers though? Just a way from the entrances/exits?
As the name implies, they're intended to mark the "center" or "middle" of the location. So generally speaking it should be roughly in the middle of the cell you want, in a spot where any spawns it might generate can access.
Alright, thank you.
If you aren't worried about allowing the radiant quest system to use your dungeon then you don't need to use those marker types.
Got it š
If a cell has multiple linked rooms, which gets the centermarker? Or do they all get one?
You can only have one in a location, so I'd pick the cell closest to the middle of it.
The concept doesn't exactly work as well for multiple linked interiors though.
Yeah that's what I've run into.
They're all the same cell, just linked by door markers.
I just chose the "main" room as the one that gets it.
anyone know what setting affects carriage speed?
huh, savage skyrim makes horses go faster so that was affecting the scene
Anyone who are able to help me to get a obj. file of Azuras shrine from Skyrim?
I think NifSkope can export as obj
OK. So.
I'm playing through the storyline for Vilja (follower mod), and I've been asked to find a flute and a lute in Fort Felhammer. I go there and there's a quest marker sat in the middle of the floor, but no sign of the items.
Is there a sensible way to locate where they might have managed to get to?
Or is that entire quest line just going to be borked for me for this playthrough now?
If you're on PC there are a few options via console commands. You may be able to find the item with the "help" command and spawn a new one, or if you could find it's ref ID with "save funclist 1" and then "moveto" it.
If you're on a console, you may want to try loading a recent save, or looking up a YT walkthrough in case you're supposed to search for it and you've simply missed it.
I've had a look around on line, and apparently spawning the item in breaks the quest. š¦
I'll have to see whether I can moveto its location then.
Thanks, and I'll see what comes up. I'm hoping it's not an unlisted incompatability bug with anything else in my load order.
Are you familiar with save funclist, or the difference between base ids and ref ids?
I'm not.
Don't worry, it's easy to explain!
Base IDs reference a generic item, and are useful when spawning more copies of something.
Ref IDs reference one specific instance of something in the world. They're used when interacting with what's already there.
There are several ways to get a specific items Ref ID . . . but the easy options all require that you can already see it, or that it's spawned as part of the base game. Your situation doesn't match either of these.
I've managed to find the items FORMID in SSEEdit though, so that might help, and it's unique.
That may be sufficient to let you move yourself to it, so you can pick it up.
If not, you can use "save funclist 1". This is an atypical command, as it will generate a massive text file of all ref IDs. This can take a bit, so just wait for it to think. You'll know it's done when it minimizes the game and opens the txt in wordpad or the like. Then you can use a word search to try and find it.
It should be possible to move the item to you, instead of you to it. But I mostly use this when playtesting content and I can't find where something is hidden.
So for me, moving it to me doesn't solve the problem.
OK, well trying to use the formID I get "invalid Object Reference"
Chances are that form ID is a base ID instead of a ref ID.
You can test that out be opening the console, and clicking on a random object. The ref ID should display at the center top of the console window, and you can interact with it like that.
So with the funclist I get "Item not found" when I try to use the code from that
Huh. Scratch that. I re-entered it, and it teleported me to where the quest marker is, but no sign of the item.
If you TCL can you check underneith?
There's a lot of blue emptiness below where the marker was.
Strange. Perhaps it never spawned at all?
There are console commands to advance quest stages. They can be pretty finicky, so I recommend making a hard save before messing around with them. I tend to avoid them, so I'm afraid I can't be much assistance here.
I'll have a look elsewhere and see if there's anything specific about this.
Thanks for trying though.
Best of luck!
If you know what the form ID for the item is, you can try prid <form ID> on it in the console, and if it locks on to it, then use enable to see if it's just a matter of it being disabled when it shouldn't be.
Trying the formID I get from SSEdit, "Invaid Object Reference". With the one from funclist I get no error, but enable doesn't seem to do anything.
What's the form ID?
5B056FEB if I take the one from SSEdit
From a mod then?
Yeah. I said that back at the beginning of the chain here, but that's a way up.
One more option I think. Reboot the computer and load up before I went into the dungeon for it, since it's very short.
It can't hurt.
If it helps, it's the mod that adds Vilja, and I'm trying to find the flute and lute that should be in Fort Fellhammer that I neeed to eventually get Vilja's instruments back.
First off, 5B056FEB is the id for the base item form, not the reference. The actual reference is generated by an alias and should have been in the inventory of a bandit. I'm guessing no such bandit spawned?
Several bandits spawned, but none of them seem to be the right one.
GDI. I hope it's not clashing with OBIS or something stupid.
You can try SQV AAEMCompViljaFlute in the console. That should give you a listing of all the variables in the quest, and all of the aliases. Check the alias for Wilbertlute and see if it has a form ID listed for it there.
A conflict of some kind with OBIS is certainly possible since that's bandit focused.
Might also want to see what ID is listed for the Bandit1 alias on that quest.
OK. So with that I get an ID of FF000EDE for the Lute, and an ID of 5B056FEE for Bandit 1.
Having killed the bandits, trying to player.moveto the bandit's ID puts me nowhere near the dead bandits, but in the vicinity of where the quest markers appear to be pointing.
Will it let you use the prid command on FF000EDE?
it locks on and comes up as FF000EDE [D], but when I try to enable it nothing happens.
A second prid also comes back as FF000EDE [D]
The [D] means the object has been deleted, possibly because the dead bandit's corpse was deleted.
I hate to be that guy, but there's a pretty high chance this has left the quest in a broken state.
Bandit 1 is also marked [D] now I prid him.
sigh
Bandit2 and Bandit 3 are there though!
But they're not relevant.
Yep. It appears it's because the bandit and the lute are not marked as "quest objects" which will allow the culling system to remove the corpse.
This is with having come into the area where he should be fresh, and before anything should have a chance to remove him.
Unless he's spawning in and immediately being deleted before I even fight him.
Are there a lot of NPCs in the cell?
I'd have to unpack the scripts to see what's ultimately supposed to happen here, but it sure seems like something told the game to delete that bandit for some reason.
My likely culprits off the top of my head. OBIS, and a "Fort Takeover" mod.
Is there an easy way to find out what might have deleted him without going script diving?
Nope.
Ah well. My only remaining hope is to search SSEdit for the bandit's ID and see if anything comes up there.
Cheers for trying to help.
would a mod only containing game settings (Realistic AI Detection, to name it) be alright to compact and make into an ESPFE?
You might want to double check the tweaks it makes, vs the settings tweaks you can add right into your bashed patch. There is a whole slew of stuff you can change, including crime alarm distance, etc.
are there any mods to improve the interior lighting for psn?
I can't personally vouch for any PS4 interior lighting overhauls, but you may want to look at one of these. Is there a specific improvement you're looking for? Lighter? Darker?
ELE Interior Lighting Overhaul
https://bethesda.net/en/mods/skyrim/mod-detail/3872785
Relighting Skyrim
https://bethesda.net/en/mods/skyrim/mod-detail/4084645
Realistic Interior Lighting
https://bethesda.net/en/mods/skyrim/mod-detail/4113325
Hey Iām looking for some combat mods that transform Skyrimās combat into something reminiscent of assassins creed Valhalla/Odyssey.
There are alot of mods that change skyrimās combat to dark souls, or sekiro style, but I personally donāt think those fit.
If anyone does have a mod or few mods that could deliver that style gameplay, Iād appreciate it
I don't know if they'd fit the them, but I've got on well with Wildcat, and heard good things about Valrafn.
Any reason divine cities on Xbox One S crashes when not using city, etc overhauls? My game makes a weird sound when I choose new game then crashes. Only used small graphic mods like paragon gems, snazzy furniture, etc.
Divine cities is a city overhaul.
Would animal and item retextures be a problem for it?
Because DC is known to crash. Crashing in Whiterun is āstandardā according to her discord. But if you want to improve your chances find some optimized textures like Skyland AIO.
Or any thing that is 1k (or less).
And minimize anything high poly or even SMIM. Also script Heavy and NPC beauty/body mods are a bad mix with city overhauls.
And Iām assuming this is on a new game after a hard reset.
Guess I can have either better looking people, or better cities. Not both
Depends on how better looking.
Windhelm is an especially picky area and is prone to crashing even in a 100% vanilla game.
Skin textures like WSCO, tempered, fatherland, etc are fine and even help a little.
WSCO I didn't like. Will try the others.
Yea Windhelm is an easy place you can overload using JKs. DC has problems in Whiterun.
They all look about the same to me.
I just go with vanilla NPCs usually. Get some good optimized clothes. Makes them look better.
@pine crown are you making anymore town mods?
I have a couple in the hopper but no idea when those will be coming out yet.
I will keep an eye out. Thank you both for your help.
Typo fixed. Should have said Whiterun not Windhelm.
If one part of a cell is an "inn", and another part is a faction residence, it gets both keyword types, yes? But does it get two center markers?
Nope. Location records are a singular entity. They can't be broken up by individual parts of an interior cell.
I see. So which part would get the center marker? You said "roughly in the middle of the cell", but does that apply here?
Yes, because the marker is associated with the Location data. So you can only have one of them in the cell.
can't it have more?
If you want this to have more than one type of location, then you need to break things up into more than one cell.
Also, I notice that Whiterun has a town center marker (not even close to the middle of town, but that's besides the point) but also a market center marker. Is this because it's its own worldspace and it can get away with it?
Yes, because each cell in a worldspace can be assigned to its own location.
Got it
Has anyone tried Valravn, and what do they think of it compared to Wildcat?
I'm trying to decide if I should change over.
Anyone know any good armor mods for xbox
YAAAS!
@pine crown Is it one center marker per cell, or per location?
Or does it depend on whether it's exterior or interior?
Per location.
Okay, thank you.
My favorites are Noble Armor, Rebels Ranger Gear, and Black Mage Armor
Rebels ranger gear has a dark colored theives guild inspired set and black mage armor lets you craft a black face mask you can use with any hood
Noble armor takes the standard armor sets and adds some trim and extra materials in parts. Looks really cool on followers
Old Kingdom
Wish they had finished old kingdom clothing.
Strange how a mod made in 2017 is still more popular than recent ones
Itās the most complete armor and weapon option on any platform I think. Itās nice to have BoS if tight on space but a complete retexture that also includes Uniques and thane weapons is hard to beat.
FotFE is basically OKC in my mind. Goes very well with OK.
Thanks I'll check it out
Variations is pretty solid too
Variations/FotFE is a great combo.
It's so nice to see Solitude citizens looking out for other people's hydration in this summer heat. https://youtu.be/xYKZF3DI9rA
Mod: https://www.nexusmods.com/skyrimspecialedition/mods/22243 (The Great City of Solitude)
Lol I've never run into that before.
Are market stall markers a thing? Or are they just center markers?
is that video supposed to have a duration of 0? because it has a duration of 0 for me...
You gotta click on the link
Oh, it's a mod. Thought it was vanilla
Makes more sense given that this is the mods channel š
My b
playing with xVASynth?
No, I think it's an NPC added by that city expansion mod. VAsynth was uploaded this year, last update to Great City of Solitude was the year before. Unless they used a different AI model.
I guess I now know what it feels like to be walking along the city streets and have some complete one-time stranger remind me that I should top up on fluids before they walk away.
Hello
I love Skyrim but until recently I've been playing it on Xbox. Couple of months ago my cousin built a gaming PC and one of the first things i did was get Skyrim, for the most part it's been great but I'm running into some problems. Sometimes when I load an old character, their head will be missing and they'll be shooting an Frostbite spell out of where their head used to be, other times my character will be t posing and I can't get them to stop. I've never gamed with a PC before so I don't really know how to troubleshoot these things. I need a way to display the mods and plug ins i'm using. Can someone help me, i'm getting really frustrated here.
Is this a character you started on PC, or have you tried to import a save from a console?
Made on PC
now that is some grade A nightmare fuel 
im just picturing a t-posing headless dovahkiin hovering down a city street spraying frost from nowhere as npcs run away confused and terrified 
I think something I put into a report made my 8th grade science teacher do that.
not sure why you'd want to fix that, that sounds like a step up in quality
Playing on Xbox⦠looking for recommendations for a good mobile home mod
Trailer parks of Skyrim
Love the idea of Kagrenacs Instant Fortrrss but it crashes
Saw a cool mod called Historical revival the Roman Era by Youpi1304. Unfortunately it is French. Read online that there was an English version at one time.
Also get newsletters from Bethesda. Seems like most of the mods listed are already deleted. One was called Rugz. Clicked on it and it was gone.
So, i take it no one has any ideas on how I can fix my problem? Can you recommend someone/something that might be able to help me?
I mean a place that could help me, not an actual individual, obviously.
There's a version on Nexus, uploaded by Lucazzi. Are you on PC?
Kaiser, there are some pinned topics at the top of the steam discussions tab, for both Oldrim and Skyrim SE, which will help with troubleshooting and modding basics, including load ordering, various conflict resolution tools, etc. It would be as good a place as any to start. At the very least, it could help give you a better idea how to tailor your question for more accurate answers. Based on what you asked above, it could be anything at all, and we don't even know if you've sorted your load order or not. If you haven't, that is the first thing you should do. Use LOOT for that, and then in LOOT, there is a 3-dot button, which will allow you to copy your load order to a document for posting in places like this. Suggest you do it before and after allowing LOOT to sort, so you have an idea of what it changed and where it put them.
About to make my game a complete masterpiece
https://cdn.discordapp.com/attachments/399755514105430017/885035856111480902/unknown.png
wonder why images are not allowed here but are okay in fo4 channel
anyway, in Lost Grimoire spell mod, there's a spell that buffs speechcraft called Silver Tongue. the MGEF is largely like the Amulet of Articulation's with the ARchtype being Peak Value Modifier and the AV is Speechcraft Modifier. the difference is that with the amulet, its casting type is constant effect (due to it being an enchantment) while Silver Tongue is fire and forget, but Silver Tongue speechcraft bonus doesn't work and i cant figure out why.
self-port to SSE, btw. not sure what the law about talking about those is
if you're referring to the Persuade checks in dialogue will almost always succeed effect, that's because technically, that isn't an effect, but a condition on every persuation check checking for the player to wear one of the Amulets
nah, the "Speechcraft is <mag>% better." part
define "doesn't work"
doesnt buff the AV
It is legal to modify your personal copy of a mod in any way you want. What you would need permission for is to distribute that modified copy.
And the descriptions on some magic effects, perks, spells, etc tend to be a bit misleading.
@craggy turret on Xbox One S.
Ah. I'm sorry. I don't know of any other versions for console.
How are people good at making main menu replacers?
Practice, i guess
Anyone know what happened to my home is your home in English canāt find it anywhere
https://bethesda.net/en/mods/skyrim/mod-detail/3405088 The search bar is...less than optimal, but the German version gave a couple of search terms that brought it right up. Why it doesn't come up by the actual title is beyond me.
Does anyone got a load order for Xbox series x, looking for graphics and characters mods
The names of these markers are pretty self explanatory, but what are Outside/InsideEntranceMarkers used for? World encounters, or?
OutsideEntranceMarker
InsideEntranceMarker has no references in quests, just REFRs and LCTNs
Thank you! How did you find that?
xEdit
So it looks like it's used for creating things at the outside entrance when the player is within a specified distance.
like all LocationReferences, it's used for quests using the radiant system to grab a certain object of a radiant location
(In this case, a marker that's close to the entrance of the location, but still "outside" (i.e. in the overworld).)
InsideEntranceMarker is not used in vanilla skyrim, but mods-added radiant quests could still use it
I see. I've also noticed that not all dungeon exterior have LocationEdgeMarkers and I wondered why. Just not necessary to put one at all of them I guess?
I made a practice mod that was a world encounter quest and based if off of an existing one.
well, LocationReferences are not required at all for a dungeon to function on its own, they're only required for a dungeon to make it work with radiant quests. A quest that requires a specific LocationReference can simply not run at a location that doesn't have that one
It used LocationEdgeMarkers with LocHasRefType: LocTypeDungeon. I looked at some dungeon exteriors and just saw that not all of them had the marker
right, I know it's for the radiant system!
make sure to check for wether that dungeon has the specific LocationReference
wait, for LocTypeDungeon, you need to check for Keywords, not LocRefs
That's what I meant, hehe
I guess I just wondered what BGS considered worthy of having edge markers.
Or rather, what determined a dungeon having such marker.
maybe they forgot to add edge markers to these locations
There's a lot of them that don't. maybe they just picked a few per hold/region.
no idea
as long as you check for LocHasRefType: LocationEdgeMarker in the location alias of your quest, you should be fine
I have actually added some more LocationEdgeMarkers in my Radiance - Radiant Quest Enchancements - Locations mod
https://www.nexusmods.com/skyrimspecialedition/mods/45419
oh yeah I already got my quest working, just was curious about the markers :P
Nice! While I was testing my mod, it only picked from maybe 5 dungeons, haha. But I guess it depends on the hold/region.
Obviously you don't want the quest to point to a dungeon across the whole map.
there's 153 locations in vanilla skyrim (no DLCs) that have a LocationEdgeMarker
not all of them are dungeons, though
Is the puzzle solver mod available alone on xbox?
Missing dovah can relax mod. Not interested in the wintersun collection mod to use it. Where can I find it?
This seems like a dumb idea, but could I possibly copy and paste my load order in MO2 from one computer to reinstall on my laptop?
it's not a dumb idea and is actually a selling point of mo2 since your mod folder is inside the mo2 folder and you can just copy your mo2 folder from one machine to another @chrome olive
Oh sweet! I was thinking of reinstalling Skyrim and wanted to do just that. :D
of course, there are stuff like enb or a part of sse engine fixes which are in your actual skyrim folder, so those need to be redownloaded as well. you can also just copy your skyrim folder to a pc lmao
yeah, the move from NMM to MO2 was worth it just to be able to do the above
No wonder I like MO2 more than Vortex lol
Not that Vortex is horrible.
Still looking to add someone to the team for making npcs and outfits for the huge pirate worldspace project! Hmu if you are interested!
Are there any mods that change Skyrim's combat system into in Kingdom Come: Deliverance's?
i wasted a small portion of my lifespan making this stupid thing... https://youtu.be/mdZjeCfz2qI
I could've done anything better with my time, but I decided to make this I guess...
yeah, true..
Wre there any mods that improve dragon riding on xbox
guys is there any good mods for better graphics on xbox
Yes, there are almost too many to list these days. The OG options are Graphics Pack, Skyland, and Noble Skyrim. But there are quite a few newer compilations/ports available as well.
Why does Noble Skyrim have an all in one on pc, but not xbox one?
Sounds like a question for the mod's author.
The odds that any of us know the answer is nearly zero.
Because Xbox mods have a single mod size limit if 1GB. All of Noble combined is about 2GB.
And itās also nice to have module options in case you want to mix and match with other graphics mods.
And on PC itās a FOMOD that allows you to pick and choose which modules you want. Kinda the same thing.
Can you reccomend a good all in one graphics mod?
Also any good replacement for the Daedra overhaul mod. Too big and hasn't been updated since 2017. Dremora player weird colored, etc.
Skyland AIO. And grab any of the stand alone Windhelm 1k texture options as it doesnāt cover Windhelm yet.
Thank you.
Oh and this is a nice new addition to Windhelm https://bethesda.net/en/mods/skyrim/mod-detail/4233247
Is the Scimitar Replacer mod deleted for Xbox? I deleted the game and when I reinstal it I couldn't find that mod
Are you talking about "all pirates wield cutlasses?" Mod?
Nope, I'm talking about "Scimitar Replacer SE" by RonnieMagnum
Hmm. I don't see it either. Not sure what happened there.
Odds are the mod author deleted it or moved to the Nexus etc. Search the username and see where they are on the internet
Probably was a TwoSecond port. He deleted most of his ports.
That's too bad. I always recommend making a backup of all the mods downloaded. On console I doubt you can do that though. Maybe it will resurface when SAE releases.
What happened to the mod that combined knight of the North with other CC related mods?
It saved 4 spots. Now it is gone.
Wish sky elf was on xbox one. It was made for PC and PS4.
It was taken down by the MA. Have to use the individuals now.
What is the New House of Dragon mod supposed to do?
does anyone know what happened to the mods on xbox that helped you level up 1& 2 handed, destro and such faster while in helgen instead of taking hours to do- been a long time since I played and just deleted everything to start over
Don't know what happened to half the mods I've used before on Bethesda.
anyone one know the visual mods fudgemuppet uses?
OK, so I want to try to make this game prettier.
What do I need to do?
Weather overhauls were mentioned, and I keep seeing references to ENBs and LODs. Not sure what they are in context here.
enb is what will make the biggest difference in making your game prettier imo
it essentially deals with the colour and lighting of the game
LODs are lower quality versions of textures that are used when very far away from the object
and they get replaced with the proper texture when you get close
OK. That makes sense.
do you know how far you want to go? you could be entering a deep rabbit hole yknow
I don't know yet.
right now I've just got an enb with mostly upscaled vanilla textures and I'm pretty happy
I'm just finding it's a bit... flat on my new monitor (4K, 27 inch, has decent blacks)
screenshots in the relevant channel if you wanna see
enb will defo help with that, increasing contrast and saturation where it's needed
if you want extreme detail you'll start looking at texture mods
I'm running SMIM for textures
smim only does a small handful of textures
Hm. I've also got a couple of shield/banner textures and something for enhanced ore veins.
Mostly though I think I'm looking for getting the whole thing to just look generally better.
better in what regard, if you want better quality textures but still vanilla style I recommend the project clarity series
which are upscales with some minor tweaks
That's partially the problem with not knowing where to start.
Maybe I should start with lighting/weather, and then consider textures?
I recommend having a look at other people's screenshots and seeing what you like
if you're unsure of what sort of mods they're using people are usually happy to answer questions about their load order
I'm honestly not sure which is better to do here, I think I did textures and then enb
but you might end up getting an enb and deciding it's enough
Sounds a good idea. I'll lurk through the screenshots on a couple of channels and ambush approach people who've got screenshots I like the look of.
..of course it'd help if I had Discord on my main monitor when doing that.
You can also hit up some of the youtube videos on graphical improvements. Many of them will have the items used listed in the descriptions. When you're ready to consider lighting and weather, Michael of Gamerpoets has done a couple of very nice comparative videos. https://www.youtube.com/watch?v=gFb_-WW0kPg https://www.youtube.com/watch?v=-dVqv6TZOf0 So you get to see what each of the popular weather/lighting mods brings to the table, before you get down to the business of choosing. I think he also has some tutorials about combining some aspects from each.
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Oh thanks for those.
You're welcome. I found them very helpful. The weather one is broken up by mod, and you watch it go through the phases. The lighting one is broken up by location and you watch it rotate through each mod in that specific area.
@desert pawn For "normal" ebony I'm using a "vanilla armor" replacer (again NordWarUA is the mod maker, but not necessarily the uploader
Not as much fun as the glowing one, but still pretty nice.
ill see if they have something like that later on
Yes, those are some beauties.
They are both originally plate armors from the Witcher 2 and Witcher 3 collections, respectively, but if you are able, you're better off using the Nordwar version. He has made some quality of life changes, such as attaching the calves to the feet, for a single set of boots that matches the rest of the game. Same with the gauntlets. So you don't have to worry about having blank spaces if combining with other armor.
I have those, Madcat's robed ebony and steel plate armors, and a few others merged into a big personal use armor mod.
I made leveled lists of complete sets, and then put them into their own leveled outfit list and finally into the outfit, so if an NPC is supposed to have ebony armor, they may have vanilla, they may have this one, or they may have the robed ebony.
Whilst I'm thinking about it I should check that the right mod is winning in my modlist for that armour now...
I used to have an absolutely beautiful black gothic armor, but I lost my hard drive and when I went to re-download everything, I couldn't find it anymore.
OK. So I've checked, and apparently the ebony helmet - but not the rest of the set - is losing to another mod.
So... GDI. Time to delete some mods (since the one that's winning is going to affect all the closed helmets) and dispose of my current (level 3 ish) save.
Using improved closed face helmets?
lol
I was going to suggest that maybe you could run veryquickshowconflicts in xedit and try to move the items you want into the bashed patch as an overwrite.
If I'm overwriting a lot of the point of the mod, why keep it~?
true
Removing it and the patches relating to it reduced my mod list by 5, so that's got to be a good thing.
Nice
I do like the very knightly armours when I can find them.
I don't think I've got one that makes Daedric look more sane though.
I think I might have just found my daedric replacer : https://www.nexusmods.com/skyrimspecialedition/mods/46811?tab=description
Don't forget to run ReSaver. Uninstalling mods is dangerous to your save file.
Ah well that works too
I'd run it anyways just in case something is baked into the main esp's
I had old artifacts from Helgen Reborn even after doing a completely new game, fresh files (I thought) there was still some left over
That's weird. I think it's clear now, but I guess it's worth a go.
Can I get you to just tell me if you think the helmet and armour match well enough in a screen shot?
Over in screenshots š
Yeah it works
Excellent. I wasn't sure if the helmet not being red (since the Noble helmet in that Fantastic Daedric set clips with itself) would make it look wrong.
Is it too soon to tell how the anniversary edition might mess with mods?
It shouldnāt at all. Unless the. Odd conflict with the CC content that is included.
Survival mode and Frostfall for example.
But I guess you can disable survival mode still in SAE.
is there a mod on the xbox for the hearthfire where you can switch witch side of the home has what parts of the building on it, like say I want the armory on one side, but also want the library
We're hoping the mods can be disabled, and not baked into the game as a complete game. If it's all one game and designed to work together then you will need mods to disable parts of the game you don't like, INI tweaks etc. Nothing you can do on console at least if they remove the CK entirely.
Yes
My guess is AE will handle CC the same as regular SSE does - with the exception that you have already bought it xD
Anyway, this isn't really #skyrim-se-mods...
While discussion of Creation Club generally does belong in #skyrim-chat, how creations interact with mods is OK for either.
Mods can be disabled, official content cannot, this hasn't changed.
On PC, there are a number of options for disabling official plug-ins, whether DLC or creations. This is trickier on consoles.
It's worth noting that for Survival specifically, you can toggle the system on/off in the settings menu. Although it's loaded either way.
So does that mean SAE will just be Skyrim with the addition of "500+ mods", and not be a feature complete game?
it has already been stated that AE will be a bundle of SSE with all current and some (I think it's 26) new Creations.
Given that SSE in itself is already a feature complete game, AE will be, too
there won't be any mods included in AE
They said the total number of DLCs is 74.
The "500 things" bit is just how much stuff those 74 DLCs offer in terms of content.
its 500+ elements its good wording to avoid people being stupid again like with fallout 4
"The Anniversary Edition includes Skyrim Special Edition and 74 creations, all 48 currently available and 26 to be released. These showcase over 500+ individual elements such as quests, items, armor, houses, etc."
The survival mode plugin will always be active
Its gameplay elements can be enabled and disabled
Really? 500 elements is a meaningless description to me. What happened with FO4?
people sued them over creation club and the season pass
of which they had already changed the description of prior to say exactly what you get from the season pass prior to the launch of creation club
How does 500 elements vs 26 new creations help with that type of problem?
the fanbase is an interesting beast
Let's please not discuss legal matters here.
allright
Yeah I was just confused how it was going to work. I'm on PC so I'd be able to do whatever with all of the files, but you're on console all we can do is wait and see. It sounded like they would all be "baked" into the game as if it was a single thing, and not what it actually appears to be as DLC's you can enable or disable, that's where my confusion came from
How are you enabling/disabling DLC in Skyrim SE?
So if I get the anniversary edition and want to use a mod that conflicts with a creation included in the bundle, will I be able to clear the reserve space like I can currently? Will those creations be a part of the package permanently and I will need a patch, or if none are available/possible due to the nature of the mod be out of luck?
Never mind, I think this has been answered, just not as directly as I would have liked.
Which mod?
Near Ciri Armor
yesterday it worked fine, but today I loaded my saved game and it has a bug in the boots, they seem stuck to the ground and the knees look deformed, I tried everything, uninstalled the mods and just leave that one, delete cache and all saved games, reinstall the game, the only thing that I think that could cause that is that before it had a vanilla body and I installed a UNP body, but even after uninstalling it, the bug remains
There are two versions of the mod, UNP and CBBE, however it worked well for me with a vanilla body, in the comments section of the mod I saw that many had the same bug for several months, however it worked for me
I doubt it is an update of the mod, I have not updated it and it does not have any new updates
You have tested it with only that mod on a new game?
Is it necessary for map markers to have MapMarkerRefType?
does anyone know what this armor mod is and if its on xbox
nvm cant post the screen shot- buts its the main photo in this link
https://gamerant.com/skyrim-best-skills-mage-ranked/
It isn't necessary, but without it, radiant quests won't be able to add the map marker to the player's map
I see. Thank you!
Keep in mind that the cell they're placed in has to have the location it belongs to defined
You mean like cell BlahBlahExterior01 needs to have BlahBlahLocation?
Yes
This whole conversation above is still leaving me slightly confused. There is (once again) argument going on in Steam and I wanted to clarify: can we actually disable SAE creations as plugins? We can't do that for DLCs and this is causing a bit of ruckus.
If anyone knows for certain, feel free to ping me.
Short of deleting the respective file, no
To quote carto, *"Mods can be disabled, official content cannot, this hasn't changed.
On PC, there are a number of options for disabling official plug-ins, whether DLC or creations. This is trickier on consoles."*
I read that.
My point was that they will still be separate files and not merged to main files, like official DLCs now have.
If they are still separate files (or separate file) then that is fine and I can confirm this to forum.
It is the certain answer that I need. Otherwise forum will just go around and around.
I would assume on Xbox you will be able to disable all of them by clearing reserve space. Then only activate the ones you want.
I need to step out of the house. Please ping me if Cartogriffi or someone else from BGS confirms this either here or another channel.
I am well tired of watching things brewing in Steam and then exploding around Discord. I like to give guys straight answers, if I find one, to cut nonsense right there. š
Official DLCs are still separate files, to allow save games to be compatible
AE will be no different
Hey all! Is there a formlist of vendor sell/buy formlists?
did Creation Club ever add any type of exploration music from Oblivion to Skyrim?
i think so
I believe both S&S and Goblins added in Oblivion music
from S&S: This Creation includes the track "Wind from the Depths" from the Oblivion soundtrack; it will play while exploring Solitude Sewers.
Umbra: This Creation includes the track "Daedra in Flight" from the Oblivion soundtrack (named "MUSCombatBossUmbra" in the files); it will play during the final boss fight.
There is also Tension, Ancient Sorrow, Deep Waters and Unmarked stone all added in other creations too, but I'm unsure which
All of them are usable as a modder resource too
i wish if you were downloading a mod, that all teh relevant other mods and patches were linked or included
anyone know where the open cities skyrim mod went on nexus
I believe Arthmoor removed it and it's now available from his website.
i have it from teh beth site, but the nexus vortex thingy wont read it so i can install teh patches and clear out errors
screw it, just gonna delete all nexus mods, too many dependencies on other mods for jsut one to work
Really wanted that legacy of the Dragonborn mod and the dawn guard ones
I think you can just drop the download of the mod into vortex and it'll work with it.
Overall though, I'd say you've got a better environment with the Nexus mods than without them though.
Is it ok for users to post new mods here?
@night rover, excuse the ping, but I can't find any solid answer on this.
The Anniversary Edition Update will give Fishing, Survival Mode, and Saints & Seducers for everyone, yes?
Saints & Seducers came with Rare Curios when you bought it on the CC. So will you also be getting Rare Curios for free in AE since you're also getting Saints & Seducers?
I think that's more about what the mods touch than it is about where the mods come from.
Welcome Cecell!
Hi :D
Correct, if you have Skyrim SE you'll be able to pick these three up for free.
https://elderscrolls.bethesda.net/en/article/REybYU3Gy2InVlHmus4UC/skyrim-10th-anniversary-fan-celebration
Well, four I suppose, since Saints & Seducers includes Rare Curios.
it's the author of gladys the corgi mod!!!
Thank you Cartogriffi!
So even if the other creations remain āambiguously canonā, we can now confidently say that saints and seducers is canon?
They were in oblivion in Sheogorath realms. He is in Skyrim too for a short quest.
ā¦huh?
all official releases (except for promotional crossover material, such as space core or the LoZ items of switch) are canon until retconned
What is the doomstrider
So far unrevealed. But it sounds like it's something nasty.
I consider the space core canon too. Heās KINMUNEs sibling as far as Iām concerned. š
But iirc cartogriffi once said on the forums that the creations are not quite as āhard canonā as the vanilla game is. I could be remembering wrong
Anyone on Xbox have an issue with ineed disease mod causing a crash when you open the potions tab on a merchant?
Nope
Very helpful
Thatās all I got. š
ugh time for the lengthy process of figuring out which mod is making my dual spell casting crash my game
I specifically demure, as I'm not in a position to comment on "canon." Both because I'm not a designer or lead, and because for myself personally, I find matters "canon" are antithetical to why I enjoy TES lore.
Imperial Library and UESP did record my official non-comment on lore, so you can read it here: https://www.imperial-library.info/content/cartogriffis-posts
All this being said, I can confirm that the Space Core is Kynareth. Bet you didn't see that one coming!
She could've at least sent a meteorite or two, when I was fighting with hagravens, to restore the Gildergreen.
Will we be getting an idea soon (ish) of what the other 25/6 items in the Anniversary edition will be, and what the upgrade path will cost? š
One of the Divines came down to Nirn themselves, and literally sat on your head to help out, and you think they should have done more?
I'm sorry, I do not know of this divine hat you speak of.
If Kynareth is the Space Core, does that mean she wants to be Magna-Ge?
At least it's not the early Imperial Space Corps.
Lol I love it. You know Iām going to have to add this quote to the library.
If only it was ported to SE.
now if only we knew how the Legends of Zelda amiibo items got there...
There goes my head canon that I had that the Half-life universe was connected to TES universe through portals that also connect to the portals from Doom to explain all the Easter eggs out there.
Meteorites from Kynareth would actually be a pretty powerful weapon. Much smaller and more affordable than asteroids for the 9 Divine's mortal plane military operations budget. Particularly deadly when detonated as an airburst.
MOAB = Meteorite Of Aedric Benevolence
The mercy of Stendarr does not extend to Daedra worshipers, but there might be some benevolent meteorites in it for you.
š
This sort of thing cracks me up, because I see my wife running around Riften with a mace, saying "blessings of Mara" every time she cracks somebody in the head with it.
Does anyone knows how to start the Brhuce Hammer mod?
It was originally made by trainwiz. Never saw Sotha Sil expanded available on Xbox.
Head to blackreach pump house
Link, please?
Thank you
Appreciate the take on what is 'official canon'. The nature of TES canon is something that can be taken for granted (and likely often is)
Is it possible for someone to create an Ankh Pendant and Circlet?
By the way, there's a problem with the Eragon | Zar Roc mod.
Speaking of Eragon, Is it possible for a Brisingr mod to be ported to Bethesda?
Is there one on nexus. Does it need perms?
Brisingr is on Nexus but I don't know if the creator of the mod is still responding to comments. And even if I had permission, I don't know how to Port mods.
Step one is making sure it is open perms or asking for perms. Then find someone willing to port it for you.
Under the permissions tab it says no to upload. You would need to ask.
Okay. I had found a mod like that ported to Special Edition Nexus and The Author of Oldrim's version hasn't replied to the mod's comments since 2014.
The MA of the one I linked was active in July.
But in the case of the other mod if the mod is not open perms and the MA is inactive there is nothing you can really do.
learn how to mod and make one yourself
I barely know how to use blender.
so did I when I started
I'll try my hand at making a model for a mod on Blender.
I've got a good one. The Gem of Immortality.
Sotha Sil Expanded is a Morrowind mod.
Has anyone made Circlet or jewelry mods?
which doesn't falsify the previous statement
Small favor im in need of. A mod for some stormcloak mage robes.
Search for āstormcloak mageā on nexus. There are a couple of retextures.
Just realized i didnt fully detail my need. Thats my fault lol. Im on xbox1 for mods. So im limited to bethesda mods.
Hmm. Not much specific to stormcloaks that I can think of on Bnet. Maybe try Fashions of the Fourth Era. It retextures most of the robes adds some nice ones too mostly for monks. But there are the court wizard robes you can get once you make friends with them. Kinda cool. Just not stormcloak specific.
How hard would it be for someone to make a mod that adds a set of stormcloak mage robes?
Can I wish for another gore mod like deadly mutilation back in skyrim?
Would it be possible to create armor based from an image or box-art?
Image example in #modding-general.
does anyone remember the Xbox one mod that allowed you to change your characters height in teh creation menu- besides the cheat room mod
think it was this one thank you
its what i get for taking an extended break and deleting everything and starting over
Yea itās like staying fluent in a foreign language.
esp when you get older and everybody wants to play COD or pukenite
Does anyone know what would cause a mod that works perfectly on PC to have missing/broken voice on Xbox when the only difference is whether I used the āexport to pcā or āexport to Xboxā button in the ck?
Because apparently Brhuce has missing audio on Xbox when itās literally the exact same files as the pc version, just packaged for xbox with the CK
Is there a mod that gets rid of pottery clutter?
I had a FPS Spike when I entered High Hrothgar in the quest: The Throat of The World.
Tools of Kagrenac is not starting. The locations are there and I did Arniel's Endeavor side questlines.
It was Hearthfire when it started. It's now 13 days into Frostfall.
I even have Keening.
But it hasn't become a quest item.
Have you tried the drop it/pick it up ; put it in a (safe) container and then take it out approach yet?
I got rid of Sunder and Wraithguard. It was creating interference with the mod.
I replaced it with Wild Horses.
Where can I find Aetherium Ore? I have Tools of Kagrenac.
Never mind. I might have realized just now that I can't return to the Silent Halls. So I've reset my character since I'm too far saved into it.
sometimes my game bugs up where my equipped spells dont have any visuals anymore. anyone know what's up with that?
it goes further where summons and conjure dont appear, although with bound weapons, i can still hit people as if have them on hand
Who here takes mod requests or considers the requests at least?
Hi there, would someone be able to port a mod from the nexus to Xbox?
I got permission from the mod author, itās just that I donāt know how nor do I have the ability to port it myself
Since your asking something for nothing you could at least mention the mod.
It might not even be possible to port.
^ Doing that first will probably net you an answer from someone faster.
Fully Flyable Dragons mod + Daedric Armor. Possibly Wyrmguard?
Hard to make this screenshot too.
Will Skyrim AE allow for a higher mod size limit for Xbox Series X|S players? I think the answer was no but I can't remember for sure.
Will XB1/PS4 SSE game saves carry forward seamlessly onto AE on the new consoles, or will players need to start new game saves?
Not sure why mods no longer on Bnet is a concern to Bnet. And give people a month or two notice and they will adjust. IMO
Thanks. Ah I guess they'll have it so saves and load order/installed mods carry over, importable from Xbox One SSE over to Xbox Series X|S Skyrim AE.
Therefore the mod size limit won't increase, as this would mean carryover of saves + mod data/load order wouldn't be possible. We can probably go ahead and assume the same for any Fallout 4 Special Edition too, in order to guarantee compatibility with current Fallout 4 saves/mod data.
Anyone know if Mr.Kelleher10 is going to fix his Bijin aio & Improved follower dialogue Lydia patch?I downloaded it as well as the improved follower Lydia mod and it says There are files not present.I also have Bijin Aio installed as well any feedback would be appreciated.
This is a real longshot here, but does anyone happen to know is Drakon, the author of Sārendarrās Arsenal, is a member here?
https://bethesda.net/en/mods/skyrim/mod-detail/3054627
I was hoping to contact him to request the use of this mod in a bundle.
@cedar bridge
There is a pinion mod that has odin, etc and puzzle solver mod in it. The shout or power for puzzle solver never appeared in menu. I read about it on nexus and it didn't say how you get it.
Which mod in pinion adds that?
https://www.nexusmods.com/skyrimspecialedition/mods/28516
this one. substill may have just accidentally taken it out doing one of the updates as it was in there originally. Heās very active in the HoY server if you want to ask him.
I was wondering why I never got the shout, etc. He has it listed in all 3 magic, etc combo mods.
@echo pivot are you adding more hearthfire mods like the library one?
Iām actually building a bundle right now with the other ones Iāve put out. It will have:
-Unique Display Room
-Convenient Hearthfire Majicks
-More Growable Plants
-Storage room becomes a library
-Hearthfire Shrines Expanded
-More Useful Ingots
-Better Hearthfire crafting and items
Iām hoping to get permission to add Automatic Item Storage. I wanted to add Mystic Condenser but the mod author doesnāt want it in a bundle, so Iāll have to just release the updated version of that on its own. I can try getting the perms for an armory replacer as well if thereās interest:
https://www.nexusmods.com/skyrim/mods/50218/
Sounds great.
Can't find ho y server.
Oops, I canāt link it here apparently. Itās Halls of Ysgramor
Thank you
not sure if i am asking in right place but i keep trying to access the mod through my skyrimse games and i am unable all i see is a create a account box and under it is$CreatAcct_BNET_INTERNAL.... iv rebooted swiched hared wired im at a loss now
Have to go to bethesda.net and create a account first I think. Then do it in game.
Login in skyrim game.
Very interesting addition to the modder's arsenal today:
https://www.nexusmods.com/skyrimspecialedition/mods/56212?tab=description
@echo pivot@echo pivot I am sorry but I am not a developer š
Thatās OK- there are numerous Drakons here apparently. Bethesda shutting down any way to contact mod authors was a real bummer
Yes I know, not only here but in the net generally. I always have problems to create new accounts. Bad choice
I'm a bit surprised that there's no mod devoted to bringing back acrobatics. Jumping from building to building in Oblivion was cathartic.
There seems to be at least 2 or 3 floating around from Skyrim's earlier days, but I have never tried them and cannot give my opinion of them. https://www.nexusmods.com/skyrim/mods/30968/?tab=description
Whoever created the Sky Haven Temple Balcony Garden, Needs to update it. There's color patches in the garden pond.
There is a jump 5 times mod by Sp0ckrates I use. Very good.
Visible editor markers related to that particular issue are only something I've encountered on Xbox, but not PC personally. Are you on console?
hello, anyone familiar with https://www.nexusmods.com/skyrimspecialedition/mods/29661
im not good with meshes, i was trying to make one for the temple hood (from dragonborn) but it just looks wrong and parts of it werent being completely pulled back
Anyone use the Realm of Lorkhan Alternate Start mod?
Can anyone add this as a replacer or standalone to the Emperor's Robes in Skyrim?
The original robes can't be used, they'll have to be remade, that is if you meant porting them.
It's from Oblivion, It can't be ported.
Technically, yes, legally, no
It's probably got a model made for Skyblivion.
If I knew how I would not only Reskin The Vigilant of Stendarr Hauberk but I could change the legs to be chainmail, Remove the pauldron straps on the arms of the light variant and add a mantle like the one on the iron plate armor. But I don't know how and I don't know anyone that would be willing to create this and I also don't know if we're able to get the necessary permissions.
Version 2.8 for my Serana Dialogue Add-On mod is Now Out!!!
It comes with much more functionality added to Serana (gift-giving, radiant forcegreets, teleportation, etc...), complete Companions Quest Commentary, an enhanced Drinking Buddies experience, Auri Banter* (read changelog), and a lot of bugfixes. 
https://www.nexusmods.com/skyrimspecialedition/mods/32161?
Thanks, and that's it! Got to go! 

Anyone familiar with how the quest for "Vilja's Missing Flute" works?
I've got the quest objective to go to Fellhammer to get the relevant items, but the bandit they should be on isn't there, and when I check with the console he's marked with a [D] (which is apparently "deleted"?).
Checking with More Informative Console, the first and last things to touch him seem to have been his parent mod (Vilja), so I can't figure why he'd be deleted like that.
Can someone please port the puzzle solver mod by itself?
Breezehome by Lupus is on Xbox
Fare Thee Well - Spouses and Children Give Blessings has been unleashed into the wild! š https://www.nexusmods.com/skyrimspecialedition/mods/56366
Hopefully this can be used as another reference. There's no concept art or 3d model for this Avatar.
Reference... Who's keeps count anymore?
My game wife already tells me to "take the world by storm, dearest," right after she gives me my allowance.
Did you watch either of the videos on the mod page? These are actual conversations that can result in granting special temporary effects. Such as increased damage with weapons or elemental spells, stronger potions, higher carrying capacity, an easier time picking locks... Things like that.
Mod request. Could someone port a patch for JPsteel's Cities of the North and Holidays for Xbox please. It would be greatly appreciated.
Three of the North on Xbox and Holidays. Just aggravating to search for. Many mods listed ahead of it on search.
I put my other corgi in Skyrim.
https://www.nexusmods.com/skyrimspecialedition/mods/56433
Who uploaded the Unplayable factions armor mod?
On Nexus it was JDJ3? Not sure about other platforms.
Can someone please port the puzzle solver mod by itself?
Links and perms are helpful.
Substill had it as part of his pinion mod collection. https://www.nexusmods.com/skyrim/mods/92346
Can't wait for Arthmoor to release a city all in one on xbox one. Hard to find his mods. Had to search town name with new behind it. One I searched moth to find falkreath listed.
Search on Bnet. Not Xbox. Click on his name under the USSEP patch. Usually one of the first mods listed. It will show you all his mods. Favorite the ones you want to download. Then log in to Xbox mod menu and download away.
Thank you
Weird problem time. I attempt to upload a mod for XB1, and the CK CTD after clicking XB1 on the upload menu. Upload for PC and everything works fine
Make sure you don't have a preexisting archive for XB1 sitting in your Data folder. The CK will lock up if you do.
The aliens are hecking my instagram
They probably will shoot me with a gun in the knee and steal my sweet rolls
Nope, no Archives at all for this mod.

using sqs, is it possible to unfinish a quest
Fare Thee Well is now on version 1.2! š
New additions include full voice support for Ulfric Stormcloak and Serana.
Hey Guys
Does anyone know whom to contact to get a bugged quest added to the āThe ring (and scrolls) of Quest fixingā mod? In the documentation only this discord is mentioned
Link?
Did you try and message them or ping via discord?
No because I couldnāt find them. I think weāre talking about LBGSHI right?
Did you type in the @ symbol and their name. It comes up for me.
Yeah that worked⦠the @ was missing. Sorry for the inconvenience and thanks a lot. Iāll try to give him a ping directly
Thank you!
Anyone know what would cause a CTD with "Growl"? At certain points when I feed on somebody, my game just crashes. I'm in the process of uninstalling mods to see what is causing the problem but I'm wanting to know what type of mod specifically would cause that issue? Because I'm not opening their inventory or anything, just feeding. And sometimes I would be able to feed on the first person that originally crashes my game only to then crash on either the second or so person, and sometimes I do crash when I feed on that first person.
EDIT: Found the problem! Turns out there was an issue with a texture mod "Sanguine - Enhanced Blood Retexture" where the game would crash upon being exposed by one of the texture files. That would explain why with some NPCs I would crash and some I would not. Thankfully the mod author have uploaded a hotfix file for it so the problem should be solved once downloaded.
are stack dumps treated as unnecessary boogeymen?
Stack dumps aren't of much value unless you write scripts and know how to read what they're telling you.
Can someone make or port star wars race mods? Zabrak race, twilek, etc.
Uploading to Bethesda.net: http://tesalliance.org/forums/index.php?/tutorials/article/164-skyrim-se-ck-64-bits-uploading-mods-to-bethesdanet-how-to-create-the-archives/
Porting regular Skyrim mods to SSE: https://wiki.nexusmods.com/index.php/Porting_Skyrim_mods_to_Skyrim_Special_Edition#Install_the_original_Skyrim_mod_in_the_SSE_folders
Load all the mod's assets in their loose form in SSE CK, ensure everything is functional on PC, then follow the guide in the first link for Bethesda.net upload. Second URL is for LE mods to SE, plus common issues and fixes for those common issues.
^ Provided that nobody is able to assist you with your requests.
I can't port mods. No computer and when I had one creation kit never worked right.
I'm not a modder.
I see, yeah that's what I was going to assume. No worries! š
Does anybody here play Skyrim SE?
I'm playing with the Skyrim Grandma (Shirley Curry) mod. On the mod page, it says that there's three custom made weapons, but I can only find two.
somewhat new to modding and would like to know the proper priority for these mods. I used LOOT to order the plugins properly but need to know what priority order I should use for the left panel
Ignore Lake Ilinalta Shack mod I am no longer going to be using it (hence why its disabled) due to it being a skyrim LE mod and not a skyrim SE mod
The left panel determines the order in which physical files are installed. Files installed first can be overwritten by files installed later. The order to install things sometimes doesnt matter if mods are not trying to change the same files. But sometimes they do and its just a matter of preference. For example two mods both try to replace the same dds texture file, maybe one makes coins in the game red, another mods makes coins blue. In this case there isnt really a right or wrong order, it just matter if you like red or blue more.
Other times its not a matter of preference and mods need to be installed in a certain order. Unless your following a guide where your replicating someone elses load order, or following specific patch instructions, its just something everyone figures out on their own. Gotta read all the mods descriptions too make any vague sense of it.
General rule of thumb. If something has something else as a requirement, put the requirement first unless things say otherwise.
Patches go after the mod(s) they're patching.
Side note, I had some nasty and weird crashes with Cloaks of Skyrim, but I never tracked down if it was specifically Cloaks, or it interacting with another mod. For me it happened everytime I met a dragonpriest.
And I found Immersive Wenches got annoying.
@sharp helm I'm wondering if animations that are custom or modified can send those same events...
That's something I don't know - custom animations are still beyond my knowledge
@maiden sapphire You can disable some mods but not others? Which ones specifically can you not disable?
Some mods wonāt disable if other mods are dependent on them.
its some clothes one
Which one?
I canāt remember
I canāt link it on my phone
What happened to the natural forces bundle? It saved 3 slots at least. Had fire, lightning, water and ice mods in it.
It was taken down due to complainants about inferno.
If you already have it in your load order you are fine.
What was wrong with Inferno within the Natural Forces Dry bundle? Also does anyone know why Better Embers was removed from it?
Infernos fires were huge in braziers. Even true for the stand alone I think. The porter didnāt change the original mod. Just bundled it with the others.
Oh yeah I did notice that inside of Whiterun.
So I did a quick test run and it looks like just the Braziers inside of Whiterun have fires running wild and it looks like they try to simmer down to normal but get wild again. The Braziers outside of Whiterun function like normal, wonder what's causing this š¤
This happens with the Natural Forces Dry Bundle and with just Inferno Fire Effects Redux + Smoking Torches and Candles + Candle Glow bundle along with Better Embers loaded after.
Nothing is ācausingā it. As far as I know that was just a personal choice by the Inferno MA.
I see, just find it weird that it would only be the ones inside of Whiterun and not the ones outside š¤·š½
Right. I guess thatās what people were complains about. So since the porter dinner the OMA he just took it down.
That's sucks, definitely saved some space.
I prefer Ultimate HD fire effects and Embers HD so I never bothered with Natural Forces.
It would be nice to get a complication with those instead.
I had those 2 mods originally but the Embers HD version I had was taken down, think it was from TwoSecond.
Yea you have to use Divine Embers now. Same mod. Different porter.
Yeah, unfortunately my OCD was bothered by the little Embers inside of the Alchemy Table being removed from Divine Embers LOL.
Ah. Never noticed that.
Also there used to be a patch for both Ultimate HD Fire Effects and Embers HD that helped with the Braziers inside of Whiterun not taking on the new Embers, but that disappeared too.
Still the best embers mod around IMO. Be nice if someone could port the full version.
Yeah it definitely is.
I like the new embers.
yeah i figured that reports about it are people scaring themselves with what they dont understand. unless continuous happenings of it do impact gameplay? i've ran > 200 hour characters that had them repeatedly and nothing really happened
@sharp helm looking at a video for skyblivion it looks like someone has managed to get a bloodskal blade type effect working on a onehander. https://www.youtube.com/watch?v=H9wOrN-SMTk 1:35 into the video
Today we take a look at some of the largest and most ambitious mods on their way to Skyrim and more specifically Skyrim Special Edition. Very soon Bethesda is re-releasing Skyrim yet again, despite that The Elder Scrolls 6 is still years away. In the meantime Skyrim mods are largely what we have to hold us over and in this I highlight some of th...
Tyrobag/HeirofTheSeptims was working on that effect for us. Maybe could ask him, dunno.
I'm not sure how compatible their animations would be with other animation mods
wouldnt you just need to put the object enchantment from the bloodskal blade to a 1H weapon?
Oh sure, I just thought I'd pass it on that they've managed to do something to get it functioning for 1h weapons.
No idea what, since I've only seen that clip for it, and I don't do Skyrim scripting.
Animation is something i haven't looked into
The most i did was what i did was for my bloodskal test, where i looked at the animation events from the outside
anyone tried the recently updated Skyland AIO?
No, the enchantment doesn't actually do anything (or, not much, at least).
The effect works via a script, but it listens for animation event that don't seem to exist for one-handed animations
Yes. Itās fantastic
I could of course be wrong and they do exist, but i haven't been able to find them and this is the first mention I've heard of anyone getting it to work on a one-handed weapon
nice, im planning to nuke my visuals portion and just use it
kinda like a "talos take the wheel" scenario
Ha, yea for sure. The only big thing missing from it still is Windhelm. Sounds like he plans on adding that at some point but probably not soon.
Also recommends using RCI with it
It's possible of course that Skyblivion built a custom script from the ground up that listens for 1h animation events and just looks like the bloodskal effect, but fire based.
They'd still also needed to have changed the animations themselves because the animations don't send any suitable events from what I've gathered
Of course it's a new script, but a new script doesn't help you out you can't reliably trigger it
what's RCI? and do i still have to get better dynamic snow/ash with it?
peesee
I would try it without BDS/BDA first.
https://streamable.com/tizsr8
Back to work on the train mod
Up to your old tricks again I see š
Industrialized Nirn will be a hell of a sight
Are these going to be rolling around Skyrim?
Nope, just a small dungeon to celebrate Skurm's 10th
Nice
I've only ever managed to make static stuff by combining parts in nifskope. Never been able to animate or anything like that.
It's easy.
What do you use? Blender?
Nifskope
https://youtu.be/23-JjWs_nrg
In this live lecture, Kettlewitch (Thras, Skyblivion, Beyond Skyrim) introduces us to animating almost anything in Nifskope. The lecture covers a complete walkthrough of .nif files with the practice example of creating a moving ship.
Download the files talked about in the lecture:
https://drive.google.com/file/d/1t3CNAgIFYH-KUT7UTZdeBQ9AxnxMI3_...
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^ I have been trying to validate the claim. Any official source I am missing?
Skyrim AE does use an updated compiler, which will disrupt Script Extender updates. I've been discussing the matter with the Script Extender team, and investigating options on my side to see if we can make the post-launch updating process any easier.
Anything to make the transition smoother would be much approved.
I for one am looking forward to see what is in the new batch of CC, but I'd be sad if I couldn't use them for an extended period of time due to the issues with SKSE.
Oh man, this is going to make updating my mods fun.
Hopefully something can be found to make it easier, I donāt know what Iād do without engine fixes and display tweaks
Too bad Skyrim AE canāt be pushed out as a steam beta now for the skse devs to get a head start
It's the amount of mods I have that use MCMs, and (more worryingly) some of the old mods that haven't been touched in a while.
according to the SKSE dev's post the problem is less SKSE itself but the fact that every DLL mod will need updated to work for AE
he said he could probably update SKSE within a few nights
and any mod using SKSE functions but NOT a DLL would be fine
So in theory mods using an MCM would be fine once SKSE itself updates? Assuming SkyUI doesn't need an update as well?
So will all mods except those that use adress library and skse work? Or am I gettinf this wrong
I would assume the Address Library itself is going to need an update after SKSE64 itself gets updated.
all "regular" mods without SKSE, dlls, or any other fancy stuff (like, mods with esp, esm, or esl files, bsas, or pluginless replacers) will work fine
they might conflict with creations, though - but that's something that's a possibility already
I might be misreading this, but don't most mods have esp/bsas/esl files? In which case, those would have issues?
I think they mean those are those who will work but couls be wrong
As long as the mod doesn't require SKSE, there's nothing to worry about.
Other than the usual minor differences in the master files, but those are easily dealt with.
ah alright