#skyrim-se-mods
1 messages · Page 33 of 1
Damn, ignore me, I'm not sure I know how DLLs work
Oh its Trainwiz ooo
I was just thinking like, if the issue is the memory positions changing
Wouldn't it be possible to have something that scans the file and has its own dictionary of update positions that just changes it and recompiles it
No idea, I'm not sure how the whole SKSE plugin system works. It would appear though that the change in compiler versions has thrown a wrench into things. So it might not be quite that easy.
Yeah they said it's DLLs so I'm guessing it's already compiled and not something a program could easily just read and change up.
sorry, bad wording on my part
it's late and I'm tired...
Yeah, most mods, mod authors, and mod users will be unaffected.
However, I'm still working to see what can be done to minimize the disruption for those that use SKSE.
Thank you for doing what you can! You people rock!
That would definitely be great if the disruption could be minimized. The sheer number of bug fix mods that require skse alone…po3 tweaks, engine fixes, display tweaks, scrambled bugs, private profile redirector, bug fixes sse…
It will indirectly affect many more mods, with MCMs requiring SkyUI, which in turn requires SKSE...
I don’t know what I’d do without those, so it would be great if updating them were made easier for the devs
Yah but those will prolly be fast updated...hopefully
well... it all depends on the SKSE
Ah ofc becuse they require skse
So they cant be updated before skse is uodated right?
Skse will probably be updated quickly, it’s the address library and dependent mods that are more of a concern
SkyUI requires SKSE
I don't think you need to update the MCMs themselves, but you need SKSE for SkyUI for the MCM
Yah skui is kinda essential
Why not just make it so the new AE is uploaded as a DLC on Steam? That way people can choose whether to keep their SKSE mods or try the new version
Could the people maintaining the address library be given data access earlier than the general community?
This is an update of the base game, including the executable. It isn't DLC.
If folks want to maintain the older version, they can do this by disabling auto-updates and not launching through Steam itself.
Does anyone know of some entertaining mods for the ps4?
ah, I've been hoping this wouldn't be the case - especially since steam updates and other things make it very hard to keep an old game version in this way
I've had no luck finding sources but I'm hearing that the ability to disable auto-updates on Steam may soon be removed on a future Steam client update and apparently already is removed on the beta client.
It might also be made to also auto verify files at some points.
I'm not sure how true that is, but Steam has been hitting what few games I still have on it with little micro-updates for weeks now, and that includes SSE and FO4 for some odd reason. Both of which have had no actual content updates from the developer.
All of those updates were installed the second the client started and paid no attention to the "only do this on launch" setting.
steam does that with damaged files
randomly
as in when its own database of where games are gets damaged
it does that to rebuild them quickly
Not a very reliable client then if its files are getting damaged this often.
see thwts the thing they dont do this often normally this is an issue on your end
i NEVER get these micro updates
Every game I have installed in it right now has had one of these updates done to it numerous times over the last few weeks.
maybe check your hard drive make sure its in good condition ? i dun o what to tell you but it clearly isnt an issue for everyone
There's nothing wrong with it. The SSD toolset says it's in perfect health.
obviously as a first step maybe validate your entire steam install
somethings screwy and its not on valves end or itd effect everyone
Personally i'd much rather just throw Steam in the trash, but unfortunately not all of the devs distribute everything on GoG.
the actual steam files themselves could have been damaged by things that are i possible to predict aswell
hard drives and ssds have protection for bits being messed with by just nstural radiation of the world itself but thwt doesnt mewn its impossible for it to hit the wrong thing in the right way to make the file damaged
unlikely but this has caused some weird stuff in the past
i am happy that valve doesnt force drm on steam
Steam IS DRM though.
this is incorrect
steam HAS drm but its something you can opt out of
many games dont use it and can be launched without steam even being on at all
Hey Arthmoor,just wanted to say that your mods are great.
It will soon do this with outdated files too apparently. Damaged or outdated will be treated no differently
Well maybe that's what those games were doing was somehow taking care of outdated files.
Which is great for non moddable games since you will never be in-game with damaged files. But not so great for moddable games or for stuff like Skyrim where we'll want to defer any update for a while in case the Script extender stuff could take months to sort out.
The thing is, whenever one of these microupdates takes place, I can never find any modified files in the actual game content.
It doesn't matter which game it is either.
its not modifying files its not a conspiracy its most likely rebuilding damaged files because of some issue undiagnosed
usually they really fast to update script extender, it's other plugin that become a problem, lot of plugin author either retired or doesn't update their mod for a long time
its nto a widespread issue
valve isnt out to get you and theyre smaller then the people who run gog
Who said anything about them being out to get someone? I just want to know what's being modified, because it sure isn't the game content.
its likely the manifests
I thought xbox one couldn't use script extender mods? That is why we can't get a flying mod except Rudolph reindeer one.
Called festive flight.
That’s right. This whole discussion does not apply to console.
If AE is already switched to the new compiler, what can Bethesda do to minimize the disruption?
It probably isn't a question you can answer, but I am curious what options there even is at this stage.
We've been looking at way to expedite any updating.
Release the source code, ez. kidding
Cool, I guess we'll just have to see what that looks like.
Hey hey, if ANY Microsoft affiliated game is going to release its source code, I demand Freelancer first. We've been waiting 20 years on that!
I suddenly feel way younger now.
I saw several threads about it on the Steam forums. It's apparently shader pre-caching, which was previously downloaded automatically but not shown in the Downloads window.
Interesting. That's probably it then.
What happened to the Natural Forces mod?
It was taken down because people didn’t like Inferno.
Just a heads up for anyone. Lanterns of Skyrim II and Cities of the North need patches to work together on Xbox.
I didn't care about the Whiterun braziers big flames. I loved the bundle that had water in it. Saved a few slots.
Miss the creation club bundle too. Thwack, etc in it.
Can't use Divine cities mods. It makes a loud weird noise and crashes the game at start. Guess it works fine without using graphics mods, etc.
Can anyone make a village or town near the Hendraheim home from Creation club? Nice home, bad location.
AE will change modding forever
if they wanted to break it then… why would they be trying to help them
that seems… like a conspiracy theory
Yeah a lot of people like to claim things like that(or future games not being moddable) but no evidence and no real reasons/advantages for it.
Obstructing or outright preventing modding would take development time/effort/money and for no apparent benefit to BGS. I feel the opposite is true, that allowing it has benefited BGS greatly. New ideas to improve their games from mods, modders doing Creation Club for BGS to make money from, and even some modders who ended up working at BGS. I think BGS are very unique in the game industry in terms of design philosophy, they seem to approach games differently than any other studio. Hiring from the modding community seems like a good way to find people who share BGS's unique mindset towards games. Another highly unique game studio, Valve have also hired people who have modded their games.
Damn. It was close as I could get to Elements AiO.
Sheesh, I can't even imagine patching those two on Xbox without FOMOD
If you aren't already doing something like this, would it be possible (or even worthwhile) to release to the SKSE team ahead of time, to give them time to work up their updates?
the issue is not with skse, but with skse-like mods
what makes you say that the issue is not with skse?
https://www.reddit.com/r/skyrimmods/comments/q6czcc/pc_sse_an_important_psa_regarding_skyrim/
https://www.reddit.com/r/skyrimmods/comments/q6czcc/comment/hgbente/?utm_source=share&utm_medium=web2x&context=3
I can probably sit there over a few nights and bang out an updated version of SKSE, but my main concern is for the rest of the plugins out there. The plugin ecosystem has been around long enough that people have moved on, and code is left unmaintained. Effectively everyone who has written a native code plugin will need to do at least some amount of work to support AE. This realistically means that the native code mod scene is going to be broken for an unknown length of time after AE's release.
So the issue is with both then is it not?
After all, if they can "bang out" an updated SKSE in a few nights, so can anyone handling active mods.
And abandoned mods... well, they'll just have to die or be replaced, as is the case with any major update to the base game in any environment.
Free real estate amiright
Well, if you can replace an old, outdated, abandoned mod, and do it quickly it might make your name. 😛
(Generic "you" there by the way)
I hope that is in fact the outcome 🙏
Hopefully the address library can catch up quickly, and hopefully most mods needing it are hooked into that already so that they'll be ready to go immediately the library comes back up.
What other native mods/frameworks are out there? Do shader mods do native stuff? I wouldnt know never downloaded one.
for what its worth adress library was already built with vs2019
Yeah, it's just that the places it's pointing will need to be updated.
This update is disruptive enough that popular mods may take years to update
The changes required to update are not trivial, and the people who made these mods are busy and and can not just drop everything to reevaluate 100s of hooks at the drop of a hat
Address library will not help
Additionally, address library is a resource and is not compiled. Visual studio has nothing to do with it
Do you mod a lot? Because people who I've spoken to who do have said the address library will be very helpful once it's updated.
🤷 I'm inclined to believe them considering the scale of mods they work with.
Unless you can explain why it won't help?
Not to be rude, but "I mod a little" doesn't really sound like you do, either...
knew that name seemed familiar 😂
So... a vested interest in making everyone panic about SKSE and the library not getting fixed so they jump ship. I see.
wat
There's a note about how that library isn't compatible with SKSE.
commonlib is like one of the most used stuff for skse mods
And indeed that it "is intended to replace it as a static dependency".
Just reading the notes on the page you linked.
Literally CommonLib is incompatible with SKSE and is intended to replace it as a static dependency. However, you will still need the runtime component.
whats your point lol
my sole point is that he knows
what he is talking about
more than prob anyone else in this discussion
and there is no such thing as a "vested interested" in modding
just have a look at skse mods and see how many credit it
🤷
Alright, that's enough.
:Shrug: fine.
We're looking at a couple of things, but we aren't in a position to discuss them.
Nah, there's no reason to expect that it will take any longer than normal for most things.
ill be sure to remember that when im rewriting everything from scratch
uh… yeah it is it literally requires the 2019 visual studio redistributables to run
will we fight a zombie train with spiderlegs in there, o magus of trains?
I assume the train at some point gets reset somewhere else in the cell before getting too far from the origin? I'm very curious how it works 👀
Looks awesome btw!
i dont think the trains the thing sctually moving
it seems similar to the effect used in fallout 3 with the elevator being in place and the tower itself moving down
what about the other train?
im not to smart with this stuff i just know how the tower elevator in 3 worked
"Then who was flickering the lights?"
I will always remember the horror story of accidentally creating a black hole in ck from things falling too long away from the center. Static objects were sucked into it, everything, nothing could escape it.
dark sorcery
leave something havok settled into the void for a few hours running and then come back and watch. actually ill leave it running overnight, then save the plugin and start the game tomorrow.
Yep
ah
Don't forget to make the horn go "TRRAAAIIINNS!"
It is not a compiled binary. You can not run it. It does not require anything.
Can someone port a mod to console?
good luck 😦
Yes
For example, there's PowerOfThree's Papyrus Extender, which adds new Papyrus functions, for use by other mods. Such as Frozen Electrocuted Combustion.
I meant stuff outside the xSE ecosystem.
I don't think there is any.
Any mods that encourage players to completely read books? I’ve always wanted to read, but I rarely find the motivation to stop playing and reading. At least, completely
Well, potentially if a mod has extra information later on in the books associated with it - say the book starts a quest, but around 3/4 of the way through it mentions a weakness of the enemy, or a backdoor into the area you need to go to - it would have this effect.
you could read the books at https://en.uesp.net/wiki/Skyrim:Books
that way you don't have to interrupt playing and still have the information of their content 😉
Anyone here knows a way how to remove dragon corpses? As much as I would like to see some of these skeletons displayed here and there, they're kinda cluttering up some cities here and there. Quite literally the College of Winterhold is a Dragon Graveyard based on how many dragons I've killed there.
On PC you might be able to open the dev console, select the skeleton, and type disable
I'll try that out, hopefully it doesn't screw with the AI with Immersive Citizens because some of the locals are just standing around lol and I think these skeletons are to blame
i usually combine that with markfordelete
or is that not needed
It doesn't hurt, I can say that much xD
Just dont do delete, markfordelete will only delete something if it can be without causing issue.
I'm guessing you're in and out of the College pretty frequently. The "cleanest" way to clean up corpses is to stay away from a cell for over 10 in-game days. The reason is because each time we re-enter a cell we reset that cell's respawn timer back to zero. If we continue to re-enter a cell every 9 in-game days that cell will never reset and corpses will never disappear.
Yeah, I kind of run a immersive spell learning mod, and one of the perks to better study spells is to be at the Arcaneum at the college to shorten the time needed to study. Playing survival as well so there's that to consider as to why.
😄
I wish I had a mod that replaced Natural Forces.
I thought Cells reset every 30 in-game days, or is it specific Cells?
The default is 10 days. Cleared dungeons respawn in 30 days. More information can be found here: https://en.uesp.net/wiki/Skyrim:Respawning#:~:text=10 days (240 hours) of,any other game location respawns.
@final timber Oh ok I didn't know that, thanks for the info.
Cluttering work looks nice
11 hrs straight doing node branches, only quarter done..yesterday i was sucked in for 12 hrs, always lose track of time. wish there was a way to directly export realtime implemented baked simulations into nif (Houdini, etc.)..
Is it possible to port the Rupert the Teddy Bear mod to Skyrim for Xbox One?
I saw somebody on YouTube playing with him and I thought it was such a funny and unusual mod that I really want it in my own playthrough.
Were you watching Koubitz, by any chance? 🙂
Yeah, why?
Modpage says it requires SkyUI, so no.
Koubitz is famous for using that mod in her videos.
@final timber I know it's a PC mod, but is it possible to get it ported over to Xbox One?
🙃
I'm afraid not. Rupert requires SkyUI (to take advantage of the Mod Configuration Menu feature) which, in turn, requires Skyrim Script Extender. Skyrim Script Extender is not available on consoles.
Damn, that sucks!
If it’s just an MCM thing that can often be worked around. But then you are stuck with whatever settings the porter selected.
Would somebody possibly be willing to get the Death Knight of Tamriel mod uploaded to Bethesda.net for Xbox One?
It's a really cool, but old mod. I want the mod in my playthrough, but the mod author took the mod down for some unknown reason(s).
Links to mods you want ported are helpful. And before that ensure it is open perms and doesn’t have external requirements like SKSE (unless it’s just an MCM thing).
It was on Bethesda.net in the past, so, as far as I know, there's no extra stuff in the mod that would make it impossible to ported over.
Do you have a nexus link to the mod?
@echo pivot Here's a link to the mod:
It's not on Nexus anymore, but it's still the same stuff on there that was on Nexus.
You will need to get permission from the MA to port it.
Did you take a look at it and find the name of the mod author? I looked, but didn't find his name. I can't get permission if I don't even know who the heck he or she is.
No I don’t see it. But permissions are always required unless the MA states open permissions.
And I’m not sure I’ve ever seen anything ported from steam workshop. Maybe there is a reason for that.
It says it's under this person's profile: https://steamcommunity.com/profiles/76561198035391503
I've seen at least two mods, and one of them had been uploaded to Nexus Mods without the mod author's permission.
I meant to Bethesda for Xbox. But I’m sure it’s possible just never seen it myself.
Possibly because mod author info and permissions status is not readily stated.
Lagrie has a lot of content on Bethesda.net, if there's a reason they're excluding this one (especially having uploaded it and then taken it down) your chances of getting a port may be slim. This doesn't mean it isn't worth trying, but it's worth setting reasonable expectations.
Lagrie has a lot of other great mods you may want to browse: https://bethesda.net/en/mods/skyrim?author_username=Lagrie&number_results=60&order=desc&page=1&platform=&product=skyrim&sort=popular&text=
There are also a number of armors with similar aesthetics being featured right now for Halloween, so you can grab them from the top bar of the in-game Mods menu:
Revenants of the Forbidden Order: https://bethesda.net/en/mods/skyrim/mod-detail/4159551
Drakul Armor: https://bethesda.net/en/mods/skyrim/mod-detail/4209278
Reaper Paladin Armor: https://bethesda.net/en/mods/skyrim/mod-detail/4082143
The whole reason why I'm asking somebody for help on getting it ported is because it's already been ported over in the past. I think it'd be worth it to get it ported over again, but I don't know how to port mods... that's why I'm asking for help.
And Lagrie may not have any issues with someone porting this. It really depends on their reason for taking it down in the first place.
It's worth a shot to send them a PM here: https://www.nexusmods.com/skyrimspecialedition/users/2230673 (I haven't found other methods of contact information other than Steam)
It was up for a really long time before it got taken down. I wish I knew the reason for it being taken down, but I don't.
Likely only one person does.
Can you make a travelling cut scene, like the Solstheim boat, where the scenery of Skyrim passes by the windows, but through the trees you can see a giant Gomez Addams with a detonator?
Huh?!
Not everyone will remember
Well, don’t keep us in suspense! Tell us! Tell us!
I rember
I remember the docking sequence in Solstheim, dont remember the part about the boat animating away from Windhelm
It doesn't. You just get that momentary travel and then docking.
Ah
Gomez loves his trains but he likes to dynamite the rail bridges even more.
Heyoo
👋
With anyone who runs with "Dev Aveza" does anyone know how to make the ship wheel active again? For some reason, whenever I try to go to the wheel and use the LOTD fast travel system, I can't use the wheel.
do you have the dev aveza patch
For LOTD? Yes I do. It used to be working, but now for some reason whenever I go to the wheel, there's no "Activate Ship's Wheel" nor "Activate Dev Aveza"
It might be a memory leak or something, I'm like LV84 or something and I've been noticing a bit of some issues here and there, nothing too serious but noticeable in terms of scrips.
its not a memory leak skyrims just super cpu intensive
Well, there goes my fast travel system lol, oh well. Still got the Dwarven Compass and I think a Milestone or two I can use to better teleport around long distances. If not, I still got me horse.
Hi Everyone
I'm wondering if there are any kind souls out there who might be able to do me a favour? I play Skyrim SE on my Xbox One X and have had nothing but problems trying to get mods working, the game crashes and freezes .. I have no doubt that I am making a right mess of the load order and/or mixing the wrong mods.
Would there be anyone out there willing to share their list of mods and the load order so that I can try to copy that on my system and hopefully end up with a functioning game with a decent range of mods to make the game more enjoyable? Has anyone documented their mods and load order anywhere I could refer to?
Thanks!
OK, so. I've got a bit of time to start trying to make the "nerf patch" for a couple of the mods I've picked up, to bring their weapon damage (and armour ratings) down to vaguely reasonable values.
I just don't know how to start. Any good tips on where to look, since most of the modding tutorials assume you want to start by adding a new dungeon or whatever to the world?
That looks like it might be a starting point. Thanks.
Is it possible someone can make a mod that replaces the Party Clothes with the Saturalia Clothes?
The party clothes are kind of a one-time instance thing though, right? You only wear them at the entrance and main room before getting your equipment back on. 😅
t
The Saturalia Clothes feel like Atmora Fine Clothes to me.
https://www.nexusmods.com/skyrimspecialedition/mods/57275/
New dungeon, utilizing the root dungeon kit
looks cool 👀
How is the file size 0kb?
The last zone, Roots of Madness, rearranges itself as you travel through it.
That's going to be annoying with some followers.
Sounds fun to me.
I think the upload isn't working properly, or it hasn't finished?
@sharp helm in case it's something you can solve, the main file is file size 0.
yeah, that's why I included it in the description - don't want anybody to loose their treasured companion in there, but that's an integral part of what I wanted to create.
If you have any follower mod that does teleporting, you should be fine
If a follower does get lost in there, will the usual fast travel to two distant places trick get them back?
it should
I haven't tested it, as I have a follower teleport mod
for some reason, stupid me put everything into the Creation Club Patch zip... fixing now xD
3.2MB 🥳
@sharp helm Are you going to port to Xbox as well?
I'll give it a few days on nexus should I have made any big mistakes, and then upload to beth.net, as I find that more of a hassle than nexus
Fair enough. Bnet is a huge ass pain. Thanks! It looks fun!!
I do hope it also is fun
Knowing all the mechanics, I cannot really judge that xD
Smuggling things into Creation Club
wouldn't it be a better venue to smuggle things out of Creation club?
Hi
Anyone have a good mod set to absolutely destroy a high end laptop
what i got rn aint good looking or performance crushing enough
I have an RTX 3070 so really get out there with the suggestions
Anyone else having crashes with ‘Cities of the North: Falkreath’ on Series X? Fine at the start of the game, then it just explodes upon approaching or fast traveling there.
Probably a tipping point issue if you have mods grass, trees, added NPCs, HPP, etc that can happen with city overhauls.
Yeah. Just tried out ‘The Grass Your Mother Warned You About’ Foliage Overhaul. It’s beautiful, but it seems to be the cause of the conflict.
Hmm. I heard that one is pretty lightweight. And I doubt that alone is causing it. It’s usually a collective tipping point caused by multiple mods.
Hmm. I heard that one is pretty lightweight. And I doubt that alone is causing it. It’s usually a collective tipping point caused by multiple mods.
Is it possible for someone to make a dismemberment mod for Xbox One?
I locked it completely down to ‘TGYMWYA’ Grass Mod. Ran through the problem areas with it uninstalled. Ran perfectly. I don’t know how it crashes the game though.
You tested it with only the grass mod and COTN?
Falkreath has always been the most sensitive to heavy grass and tree mods.
Oops, my bad. Turns out it wasn’t low enough in my load order. I think area edits were conflicting with the grass mod. Haven’t had any crashes since I moved it and a few other mods lower and past my area edit section of my load order.
who can make CardBoard Box armor mod
i hate the normal immersive armor mods, i need something wacky
And again…Nevermind. Crashes are still there. Don’t know what it is. Time to give up.
Time to see if it explodes with just the grass mod I suppose.
Hi is there a mod on Xbox that removes enemy aggro?
Ive looked for too long and haven’t found anything, i just want the equivalent of the tcai console command
Cheat room probably can
As Tanis suggests try seeing if Cheat Room has a feature for it. If not, then keep your eye out for Debug Menu that will be released very soon as it has options to disable/enable NPC AI, among many other things.
Curious if someone with real inside knowledge can finally explain the technicalities for the real mod space limit on Xbox. It’s not 5GB. And it seems to vary between around 4.96-4.97GB depending on if CC content is used or not. Why is it not really 5GB? And why does it seem to change if CC content is downloaded?
Just joined so apologies if this has been asked before, but is there a Ps4 mod that allows you to marry multiple people or to get a divorce? Lol
@echo pivot Thanks!
Coooool debug menu sounds awesome! Thanks! Xbox right?
Hi , is there mod for PC to add windhelm prison escape route? I mean all major holds have their own escape route except windhelm.
That is correct. I'm aiming to have the first release out before AE arrives, ideally sometime in the next couple days.
JK's Windhelm has at least 1 secret route that I know of, but I don't think it's directly connected to the jail.
Connects between the market stalls and neighborhood streets.
For escaping the jail itself, I'm not sure of any.
Thanks for your reply, I feel windhelm pit arena could be alternative "escape route". sadly, I never seen one that could be function as that.
Happy to 🙂
Hey! I was wondering, would somebody possibly be willing to make a glowing eyes mod for Skyrim SE on Xbox One?
I think glowing eyes would be really cool, but I don't know anything about making a mod.
Found a few, but the selection is limited unfortunately
Blue: https://bethesda.net/en/mods/skyrim/mod-detail/4016881
Black/Red: https://bethesda.net/en/mods/skyrim/mod-detail/3094460
Try fatherland grass, its the most lightweight of all. If its still crashes with that its probably your lo.
Is it possible for anyone to make a Miraak Follower mod for PS4/PS5? There was one last year but I think they removed it… would be much appreciated I’m sure it would get a lot of downloads 😁
Still trying to figure out why everything still crashes with the Cities of the North Falkreath Mod and I had a thought. Does anyone know if the Guard Armor Replacer can bork things up?
Edit: Removed COTN Falkreath and my game ran perfectly. Weird.
How do I contact a mod author about a mod a mod they posted?
City overhauls can do that. Just got build your LO around that mod like it is all that matters.
If your looking at an author on the game's mod menu or Bethesda.net, and they don't have contact information listed, try searching their username up on other mod websites.
You can even try a reverse image search on some of the mod page's posted images to see if you can find any leads that way. Google Lens seems to be the most useful over other ones.
I've showed this for the Armor before but I was wondering if it's possible that the sword could be made?
For the rest of the sword.
It's an Ankh for the pommel.
Nearly any mod you can think of is possible.
It's all a question of skill
Hey, so I'm on Xbox on a modded version of the game and the Skall Shaman doesn't have a quest marker when I try doing Fate of the Skall
the mods I have: USSEP, Multi-Utility, TKAA Ep 1, Weapons of the Third Era, Cheat room, Stones of Barenziah Quest Markers, Sheogorath's Cheat menu, Magical College of Winterhold, Hearthfire multiple adoptions, Phenderix Magic Evolved, TKAA Cutting Room Floor, Cutting Room Floor itself, Ars Metallica, Quality World Map, Free Crafting, Mor Kill Moves and Decapitations, Dovahkinder Craftable Clothes, NPC Clothes Changer and Maintainer, No Hearthfire Material Required, Alt version of Adopt Helgi Ghost and the TKAA patch of that version, Adopt Aventis Arentino and the TKAA patch of it and that's it
Will skyrim anniversary edition break most of my mods on the pc version
no just skse mods
So basically most of my mods
you can yknow…
set steam to not auto update the game
backup your skyrim folder incase you do update on accident
Sp0ckrates here. Feel free to ping me with any comments or questions about my mods.
Is it possible to make a Miraak follower mod on PS4/PS5? Or does Bethesda even allow that? There are no current Miraak follower mods on console
It's likely that would require scripting to make it work and that would run into Sony's external asset restrictions.
There was a mod that worked last year and it’s gone now I don’t know why
So it did work at one point but idk
You would just have to make a new actor in CK, add his gear, etc. unfortunately. So it wouldn't be the Miraak, especially since barely any, if at all, of his original dialogue is follower-esque.
Well, he does have some neutral idle banter I guess so it could kinda still work out.
Bethesda would allow it. PS4 puts limits on it. For example, one cannot add any new scripts or new voice audio files for a new follower dialog. However, I could make a mod using existing scripts that changes the race of an existing follower to make look like Miraak, and use existing scripts to equip the existing follower with Miraak skin, and using existing scripts to equip the existing follower with Miraak spells or shouts or abilities. If you have a follower in mind, let me know who I might transform.
Hi, Arthmoor. Love your mods! (if you are the Arthmoor). So, I can give you a list of existing scripts that will change races, equip skins or clothing or armor, and add spells (such as abilities). You may use them to make your own PS4 mods, if you like.
Does anybody know if the Thunderchild mod is compatible with the Ultimate Player Start mod?
But wouldn't that NPC still have their old dialogue? It would be much simpler to just make a separate actor, add the equipment, implement the existing dialogue lines with new conditions, etc.
Yes, that's a much better solution for PC and Xbox. But I'm thinking of PS4, and creating a new dialogue quest with a new quest script wouldn't work for that platform.
Can I make a request for a patch on the XB1 for "Apothecary - An Alchemy Mod" the following I wish to be added.
-CC Rare Curios
-CC Survival
-CC Saints and Seducers
-CC Goblins
-CC Plague of the Dead
-CC Forgotten Seasons
-CC Nix Hound
-Konahrik's Accoutrements
-Wyrmstooth
-Growl - Werebeasts of Skyrim
-Cannibal Draugr on Solstheim
-Reliquary of Myth
Is there a mod that fixes Delphine in Alduin's Wall?
She just stops moving completely.
Is this during the quest when you first enter the room? Does it keep happening after reloading a previous save?
Yes.
Dudes here have no idea what they are talking about or to, rofl, @solemn bone. Almost all the essential SKSE plugins for Special Edition on Nexus are made possible due to Ryan’s CommonLibsSSE. He also fixed tons of bugs and crashes in Fallout 4 with Buffout 4, before that we even CTD on pipboy because icons! I sincerely thank you very much FudgeDuff, keep up good work.
been a while since that popped up.. but ^ exactly that lol
@wanton peak Bro, take a look at who made address library for Fallout 4
https://www.nexusmods.com/fallout4/mods/47327
@hexed notch haha people are unaware. I hope they see the value Ryan has provided to the community. Programming isn’t easy and very time comsuming.
Address library in skyrim is almost essential as skse, lot of mod dependent on it a LOT
https://www.nexusmods.com/skyrimspecialedition/mods/17230?tab=description Created by: aers, Nukem and @solemn bone.GOD BLESS.
Their work has been invaluable to this scene.
hey thank you for digging up something that happened a while ago
and going out of your way to continue an issue in the past
i actually cant use adress library and cant use the normal skse engine fixes as i dont use se for much i play in vr
i just wish people would stop doomsaying all the time and calm down and be rational sorry i did something wrong by wishing that
im so sick of people treating me badly
Answer for #skyrim-chat message
'Touring carriages' mod - simply travel throughout each needed location https://www.nexusmods.com/skyrimspecialedition/mods/15948
Why does it have to be an existing follower? Couldn’t you just add Miraak or a copy of Miraak at a fixed location, go to him, and ask him to follow you? That’s what the old mod did and it was on PS4
The mod was called Friendly Dragon Priests btw and i haven’t been able to find it since, in case you need to look at it for any reason
An open-ended question to anyone here with Skyrim on Xbox: If you were to have access to most/all of the debug console commands that are available in the PC version of the game, which ones would you consider the most essential ones to have?
setstage <quest ID> <stage #> Set the current stage of the given quest. Useful when a glitch (or a mod) breaks a quest and you don't want to load a previous save.
BTW, this is my go-to console command reference: https://en.uesp.net/wiki/Skyrim:Console
Yes, I use that page frequently. The reason I ask is I'm working on a debug mod for xbox that'll be released soon and I'd like to make sure I've gotten as many of the important commands implemented first as I can. Prioritizing and all that.
(bbl
)
I don't play on XBox, but if I did I'm pretty sure it would be the same three commands I use most often on PC: "coc", "player.additem" and "player.addspell". I consider these to be essential roleplaying commands. With these three commands I can start a character anywhere I wish and with any items or spells I might need to tell a character's story. Together, they are a great alternative to alternate start mods.
Probably setstage, completequest, tcl (for getting unstuck), prid, moveto, additem, removeitem, addspell, removespell, etc. If multifollower mods are a thing on XBox, then probably playerfollowercount as well, to unbug things like the blades recruiting quest.
I'd value StartQuest more than CompleteQuest
sqv, setpqv & setpv are super useful too, though probably more for modders than users
Unfortunately, those are not commands that can be implemented in a mod on console as there's no papyrus functions that emulate what they do. 
The closest thing to it they provided is the ModObjectiveGlobal function.
I believe the console is disabled for the Xbox, but any mod you can upload to Bethesda for PC can be uploaded for Xbox. Of course, that means the Skyrim Script Extender is not an option.
Yes, I know.
OK, I think what your asking is what script commands are there that are similar to console commands?
No.
(Listening with my pointy ears)
I am simply asking for what console commands people use most frequently so I can better prioritize my work on my debugging mod, as said mod is being created to implement as many of the console commands as it can, among other things.
That is the primary target, yes.
And you know people cannot use the console commands on Xbox?
I don't think you understand.
While on console there is no debug command line they can open, yes, there are still enough papyrus functions to enable reimplementing many of the console commands in a mod to effectively create a debug console on xbox.
If I wanted to I could create an actual command line for it too, but in practice it's too slow entering commands that way so they are instead selected from a menu.
Got it. Sounds fascinating!
Here's a demo from earlier that may give you a better idea of it: https://www.youtube.com/watch?v=Z7IO2iKVCGk
Though that demo doesn't display the text input systems.
Kill any non-essential NPC with no bounty? I'm in! LOL!
Mmm. So far I've implemented most of the essential console commands and some others, such as AddItem/Perk/Spell (and the Remove counterparts), AdvSkill, DispelAllSpells, PlaceAtMe, the various AV commands like ModAV, GetAV, SetAV, etc, the race menu commands, COC, TGM, TCL, and so on.
It's just that some commands also can't be implemented, unfortunately, such as sqv.
morning everyone ☕
Morning Skeletor! 🥓 ☕
Several of those can be done using existing scripts, so you could also make a scaled-down version for PS4.
Taking Requests: I'm going to start porting all of my mods from Bethesda to Nexus (currently 185). If anyone has any requests, please let me know.
Server created: Ping me if you want to join the "Sp0ckrates' Skyrim Mods" to ask questions or make suggestions about the mods I've authored.
It's not worth the effort.
to continue from #skyrim-creations:
this is, for example, my work on the Dwarven Mail
Left: Creation Club Dwarven Mail
Center: Base Game Dwarven
Right: My Take on Dwarven Mail
looks nice.
That's their version? I liked the contrasting bronze and beige of the metal and its inlays from Blades, why'd they remove the only interesting part? Honestly, their version looks way too flat but yours kinda has the opposite problem in my opinion, the grime making it so pronounced in spots it reminds me of movie props made of foam but painted to look like it has depth but going overboard to the point of looking fake. That being said in other spots it's a marked improvement.
Left is what they have released in the Creation Club
here goes them breaking our mod list again
Remember that the textures have to be heavily modified for Skyrim as Blades is a whole different shading engine
yes
so far, I've only had to change the cubemap for steel
but I haven't gone through all yet - I know dragonscale is missing a cubemap completely
👌
It's not as much effort when you use GrepWin. It searches every file in the source folder for specific strings.
I know how to search text files, and again I don't think you understand. Mangling my mod to fit the PS4's very limited restrictions is simply not worth the effort, particularly when I can just upload it for xbox as-is with no modifications from its PC version.
I am only willing to bother with a PS4 version of a mod when it is reasonable to do so, and beyond that those users are SOL. 
Understood.
So, I have a question: How do I request that my profile show my role as a mod author?
Debug Menu (v1.0.0) is now available for Xbox. This is a mod primarily designed to bring the power of the debugging console on PC to console players, allowing the use of commands such as TGM, TCL, ModAV, PlaceAtMe, PlayIdle, COC, and more. In all, there are currently 21 player-target commands, 23 NPC-target commands, and 10 other commands implemented, with more on the way in the future. Additionally, there are "convenience menus" implemented and in the works that allow for doing various debugging things but in even more convenient ways. You can find the mod on bethnet: https://bethesda.net/en/mods/skyrim/mod-detail/4240482 Enjoy. 
Thank you for the server roles thing
Awesome! I'll definitely try it out! Please let me know when you release it to PC.
❔ Question for mod authors: Does anyone miss the Bethesda forum? Are there any forum alternatives besides Discord? I miss the immediate feedback to know what players liked and what I could improve. Discord is great, but it's linear. Each mod cannot have its own place for feedback that is easy for players to get to.
I do miss the bethesda forums to an extent, yes; years of information were lost when it was removed. As for forums outside discord, not really, no. I avoid Nexus, and reddit isn't really well suited for it. There's a mod website coming that I'm aware of that may be an option, but hard to say how that'll go until it gets opened up to the public.
What's the name of the site?
I apologize, but currently I'm not at liberty to say. It's their site and I was told about it in confidence so I'll be leaving it up to them to announce it etc. 
Oh, you're fine! Let me know if they go live.
Mmm. Word will spread fast once it does, so I'm sure you'll hear of it.
I was thinking of porting all my mods from Steam and Bethesda to Nexus. But please tell me why you avoid it.
I would elaborate in detail, but it is against the rules of this discord to speak ill of other sites/services, whether they deserve it or not. Keeping my statement as neutral as I can, they made a certain change in policy/practice that is not acceptable to me.
As a result, I do not trust them.
I think that's probably all I can say and not run afoul of the rules. 
For the time being, I've opted to just host my mods on bethesda and my own discord.
I was thinking Reddit might be convenient with one place to post comments about all my mods. I'd just have to edit the description of each mod on Bethesda to include the link.
Reddit and/or a personal subreddit would also be an option, yeah.
How would I install a Xbox mod?
TES Alliance is a fantastic site for modders of Bethesda games: http://tesalliance.org/forums/index.php
AFKMods is another (run by Arthmoor): https://www.afkmods.com/
Awesome! I'll check them out.
So, in the game, before you load a save, select Mods on the menu. You will then see the mods available to install. You can search for a word, like, "Halloween" to see all mods that have the word in the title or description. Once you view a mod, you can select the author's name to see all the mods he or she has available. You can also preview the mods on the Bethesda website: https://bethesda.net/en/mods/skyrim
iirc you can also favorite a mod on the bethesda site then when you're looking up mods on the in-game browser you can go to your favorited mods and find and install it that way.
I think there's some forum discussion behind the scenes on Nexus, but I've not touched it.
Yeah, I find the NexusMods mod author's forum extremely helpful. Helped me figure out more than one thing that had me stuck. For mod users, each mod you upload has it's own forum page, and you have control over when and how users can post.
Any idea if mods such as the Unofficial Patch and Cutting Room Floor will work at day 1 of when Anniversary Edition arrives or they will need some adjustments?
ae only effects script extender
They may have some conflicts with Creations, but that is always a risk with mods
Is this channel appropriate for posting mods we created ? SFW stuff on Nexus
Sure, show us your projects. #server-roles will let you get the author role as well.
Hey looks like thats your first release and today is release day, congratulations!
Thanks a lot !
They'll probably both need some updates but they won't suddenly just stop working entirely. Neither of them requires SKSE.
Nice! Thanks for the reply, your mods and True Storms are actually the only ones I use, thanks for making such great content friend!
Does anyone know why after a while of playing, every time I want to save my game, it crashes?
So @cunning socket I did even more research and still found no Miraak follower mod on console; ugh so frustrating. Do you think you can you make one?
It's on the first page of results.

Mind you, I've never used the mod so idk if it's any good, but....it is there.
It’s on Xbox I’m in PlayStation
On
@pulsar wing still none on PS4 I searched every result page for PlayStation and tried random mods and even used the Ring of Peace and Ring of Following on the real Miraak, and if it would let me talk to him instead of him just saying “The time for talk has long passed” then it would work but it doesn’t
@sharp helm
thanks to the user mentioned,
it is sure that all mods connected to Skse64 are broken,
even RaceMenu
The Unofficial patch and CRF won't break, the Unofficial Creation Club Patches will likely be incompatible with the new creations sure to their changed starting conditions
I don't know where the others require SKSE
they dont
Also keep in mind that the basic SKSE will likely not be broken for long; after that it's just the mods that have their own custom DLLs that still need updating
… anniversary gate
god do people want bethesda to support their own product or not
understood when in doubt I uninstalled everything and wait
"Gib new content, but don't change anything!"
its rediculous
how dare bethesda give a update to the game for its anniversary lets all collectively pull a fit because the free update has unavoidable changes because of a compiler upgrade that will more then likely make the game run better overall from this point forwards
ontop of any other updates or fixes like the other cc updates did
Unless it requires SKSE (or similar exe hacks) or directly modifies creations, it's unlikely to cause major problems
i wish the version of skyrim (vr) i actively play was still recieving updates i cant even use esls
even if i had to wait for a long time for the sksevr mods i use to update it would be worth it for that alone
a) if anything it ll be minor perf improvements
b) i am sure if you made skse based mods you also wouldnt be happy rn as you would have to redo everything you worked on for years lol
as for people being annoyed... if it means that if they ever reinstall skyrim its very well possible that they wont be able to use mods again that they have come to love
That last can happen with even a minor update.
Even then, most mods will update, be 3rd party patched, or new versions/replacements will be created if they're popular enough.
and fact is that a lot of this is made by very few people so even in the horribly unlikely case that all of the mods get updated it may take a very long time lol time and work
Address library fixed that. It doesnt for this one and this one is a lot lot more problematic
prior updates didnt require complete rewriting lol
meanwhile ryan with commonlib and sseengine fixes
yeah.. gl
We should be thankful for all bethesda does to make mods happen (although, I suppose, this is at least part of the reason why we're getting another release after 10 years)
I know of other games where even the most basic mods were a really hard endeavor, and each update did break them in a major way - and some mods still don't work in the DLCs
whats your point?
just because i am happy i get to mod doesnt mean i cant be frustrated and/or annoyed with them lol
my point is to be happy for what you have, and not want for more
and if i was an skse modder and i had a few years of my life No Ued i can totally see why one would get pissed
its like that with work too
if you work on a feature for half a year and then your coye is effectively nixed because the customer doesnt want the feature after all
you also get pissed or annoyed
despite getting paid for it even lul
you put hard work into it and now its dead
its annoying lol
really dont think that feeling that way is inappropriate lol
Address library should solve most of the problems again once it's updated.
Which has been suggested will be a couple of weeks at most.
by whom?
i ll believe it when i see it. And id also like to see the source for saying that it should fix most things
There was a discussion with people on the SKSE team, I didn't save the link.
discussing the things that will be broken/fixed with the anniversary edition?
More or less discussing the expected timeline to get it back together and have the new address library pointers found and available.
address library?
Basically a tool to make SKSE plugins "version neutral" and simplify writing them by having them point to something in the address library, that then points to the relevant memory location.
Being annoyed by changes in a program you're modifying in an unofficial capacity comes across as petty at best. These people knew what they were getting into when they started. Just like the rest of us who don't rely on 3rd party engine hacks to make our mods.
I agree with this even though it sucks. Beth should be able to edit their own code and recompile binaries as they see fit.
It would be nice if Beth also finds a way to ease the pain when that happens some how, not that their obligated.
Yes, and I recall having seen them say they'll see what they can do to make it less of an issue.
Carto is in active communication with the SKSE team to see what he can do on his end
That's the best any of us can hope for then.
If he can make the memory addressing more transparent to speed things up that should be a massive help to getting things going, or even if he can lend them half a dev for enquiries if something is being stubborn.
Hey has anyone managed to work around this 4 light-casting-shadow limit? ELFX adds more light sources and then they flicker while i look at them.
My trains will still work.
Hello, would anyone be able to help me with my load order? I'm on xbox and been having issues. Game crashes when I load any recent saves.
9 days until Skyrim AE
👍
So, yeah, maybe, but I still need an answer to my question: What existing follower in the game do you think would work best to be transformed into Miraak?
Doesn't alidon's have one?
Less is more? 😆
Mod issue debugging strategy I use: Disable one mod at a time and load a save. If the game stops crashing, you've found the mod that is the culprit (e.g., that is creating a conflict with another mod). Stop using the last mod you disabled and enable the others. Another debugging strategy I use: Disable all mods and load the save. If the game doesn't crash, enable one mod at a time and load a save. When the game crashes, the last mod you enabled is the culprit. If the game crashes with no mods enabled, the save or game files are corrupted.
Doesn't always work though. Sometimes taking all the mods out will crash the game because the game now depends on things in one of the mods you've removed.
You mean when one mod requires another mod?
No, I mean when your game depends on information in a given mod.
For example, you're using a racemod, and your race would now be invalid. That can cause crashes on its own, even if the mod was working fine before.
Or the cell you're stood in is modfied or provided by one of the mods, and you're now stood in an invalid cell.
Got it.
This might be a solution. Woro said recent saves won't load. He or she might try this: (1) Keep loading previous saves until one is found that does load. (2) Exit the game. (3) Disable all mods. (4) Load the same save that loaded successfully before. (5) When the message appears that lists mods not present, write down every mod listed. (6) Exit the game. (7) Enable only the mods you wrote down. (8) Load the most recent save. (9) If the game doesn't crash, one the mods you've added after the ones in your list is the culprit.
Seems not unreasonable - I've seen people suggest doing it by halves. Load half the list (split by requirements) and test it.
The other option (easier on PC) is to check if the saves are suddenly an unusual size - either too small, or too big.
But they're touchy even so. I had a crash that only happened near dragonpriests, and it turned out not to be a dragonpriest related bug per se. An otherwise unrelated clothing mod was causing it, even though the error log pointed at the dragonpriest.
Yeah. I once made a mod called GET Skull Displays that added a skull with an arrow piercing it. Every time I entered the room to see how the skull looked, the game crashed. Turned out I had given a string in the mesh I created a duplicate name. The Creation Kit had no issue adding the mesh, but it crashed the game. Changing the name of the string and reloading the mesh fixed the issue.
That's the way I have always done it. 👍
oh ok
I do wonder what opinions of mods in games without moding tools would be like
I can't speak for anyone else, but aside from the CK itself I only use one tool: Wrye Bash. I only use it for two things: to create bashed patches and organize my mod lists. (EDIT: this post was supposed to quote NickNack, not Loki.)
Would be nice if if beth was recompiling the exe to fix bugs, instead they are breaking bugfixes lol
hopefully it's all speculation and they actually don't recompile the exe
They have to recompile the exe with every update. This one is no different except that they're using an updated compiler to do it.
yeah basically, hopefully they don't actually recompile it with visual studio 2019 and break address library, hope that's clearer
It's already been confirmed that they have recompiled it with 2019.
well that sucks, hopefully it's isn't too much work for the ppl who made engine fixes, display tweaks, scrambled bugs and etc, pretty sad seeing bugfixes stopping working
Who knows, some of those things could have been fixed with this update. Plus not everyone uses those things in their games either.
It's their games.
Fixing engine bugs and removing the lighting limit should be top priority, tired of seeing flicking light turning on and off on meshes.
Rewrite the game shader to use full deferred rendering instead of foward rendering.
Very ancient in 2021
I’ll buy 10 copies.
hopefully they do that, otherwise it would be too tone deaf to update the compiler for no good reason, i don't think Bethesda would do that.
I can't think of any that it'd be logical to do it to.
No, if you could find it and send me a link if you’re sure it would be appreciated
Ah, you already answered my question, sorry. So I know now that you can change their race, spells + abilities/equipment, but can you change their name and their dialogue too?
Hello! Got a question for any of you in regards to a mod issue I’m having on my Skyrim SE XB1 version. Hopefully y’all can help me out. It would be much appreciated. So here’s my issue. I’ve installed a mod that allows the player to become most if not all creatures in game. Example being wolf or falmer. The mod itself is relatively flawless when it comes to receiving the spells etc. However, when I initiate an attack/press the button to pull out a weapon the game crashes immediately. I found a mod “patch” if you will that is supposed to fix this issue apparently having to do with the “biped object” or something but it’s through nexus. And as I’m on console I can’t find an equivalent. Is there something I can do to override this issue or is it hard locked into the game. Thanks
I assume the new Ayleid tileset in AE was ported from Blades? Will there be exterior pieces? I don't think Blades had any.
I second this
Not really ported but converted
Skyrim's tilesets are different to Blades' room presets.
We do not know yet if there'll be any exterior pieces
Yes and yes
Then why does it matter which follower it is? Or does it
Do you have a link to the mod you are using?
The enemies are from Blades, I do not believe the tileset is. At least, not primarily.
- carto
I'm still curious if there will be exterior pieces.
unknown, but the dungeon named is in cyrodiil
so depends on how we're getting there
it could be a cave that becomes a ruin
idk, I hope there will be exterior bits
@night rover can you confirm if the ayleid dungeon kit will include exterior pieces?
The Ayleid dungeon kit does not have an overland component.
thank you 👍
Mixing an matching the BS Ayleid set could give it the appearance of more exclusive chamber rooms, upper class chambers if you will.
yeah these assets are pretty different from Beyond Skyrim's
Beyond Skyrim's is more faithful to the Oblivion tileset
but these are really interesting. I like them
The Cause is supposed to take us to Rielle, which is a dungeon in Oblivion
also in Bruma
I am wondering if it is a recreation of the entire thing or not
linking the Creation Club Rielle to the Bruma Rielle would be cool
give us another entrance into Cyrodiil
i imagine we'll find a portal or something to teleport there
oblivion gate gone wrong gone ayleid
I'm not a big fan of portals, they feel like poor excuses to get players to locations (looking at you Falskaar)
but there is an Oblivion gate in the Cause
so maybe
is that tate taylor critically acclaimed mod genius creator of GLADYS and MERLIN?!
maybe I am inquiring about these Ayleid assets because I am going to make an Ayleid dungeon for Merlin that will explain his mysterious origins
no I am not doing that
@pine crown do you think it’s possible you could transform a follower into Miraak on PS4? Like sp0ckrates said it would probably pass by Sony’s external assets rule.
Is nexus down ? i can't loggin no matter what
i'm just able to browse mods but can't log in
I'm also unable to login.
that's annoying i had to download something to play lol
I just logged in and got to the TOS screen. Apparently we've reached the next phase.
I am looking for anyone who could help me figure out about a problem I have with skyrim on certain quest. Three are 3 place two of them are similar. The first is with the Civil War quest on the imperial side when going for the wagon outside of Riften. I get to where I need to go and Hadvar is not there just a marker spot and some men. The second involves going for the Bow and finding the Forge with the Ghost. When I get into both these locations the room is completely dark not even using a light spell works. I am not sure what is causing each of these issues.
any mods that simply reduce the amount of potions on loot? or at least healing potions? i always end up with tons of potions and wanted to feel encouraged to make my own
I can't think of any off hand - most seem to go the other way.
But the trick with alchemy is making potions that heal and do something interesting.
Or hundreds of poisons that do fun things, and applying random choices to weapons.
Yes I do. Can I send you the link directly?
Just post it here. That way others may know something about it and be able to answer your question.
Great thanks
I take it you read the comments.
It does say it's very crashy.
If the nexus mod is needed. Then I would message the MA and ask for permission to port it. Then hopefully you know someone who can do that.
Oh except that it requires SKSE
That won’t work on Xbox.
Yeah I’m super unfamiliar with a lot of how modding works etc. I’m trying to learn exactly what to do if there’s anything I can do but I don’t know. SKSE is Skyrim special edition?
Oh I see. Well I found this mod on nexus that’s supposed to fix the issue. Is this something that could be ported?
No it requires SKSE
Well then I’m kinda stuck. Well I appreciate the help.
anyone know if the mod author for the Old Kingdom armor and weapon overhauls is on the discord?
No. And he is retired.
oh darn that bites
am i allowed to say that one?
i really like the ebony retexture with the gold filigree was hoping i could tell them how much i like those mods
if anyone could pass along the message and also thank the person who ported the OK weapon/armor mods to Xbox it would be much appreciated
Well they aren’t his creations. They are all a collection of ports from nexus. With a few tweaks of his own here and there.
But it did take a lot of work to collect the perms and put it all together.
Old kingdom as it is on Xbox does not exist on Nexus
not sure what that means, is it only on xbox now or?
It has always only been on Xbox
But the individual armors exist in some form on Nexus created by multiple mod authors. Campolo and his team collected perms and compiled them all into a single mod for Xbox.
There's a nice gold filligree ebony in aMIdianborn's stuff.
You can have it in silver as well if you prefer.
There's even a glowing variant someone made. (All PC of course)
oh ok i get it now
naturally PC gets all the good stuff lol
AMidianborn is on Xbox
oh is it
Yea there are a few ports since it is open perms now.
The bane of my existence is pc skyrim
is it just the ebony or does it have other armors too?
There may be an individual of the Ebony. Not sure
Just search on Bnet for Book of Silence
Here it is
Are there any first person combat animation mods for XBOX? presume all the good new stuff requires DAR
I wonder what the reasoning was for making the limit 100 on playstation
Was it won't or Bethesda?
Perhaps a combination of the two
Allas we will never get an answer
Theoretically it could have been "do you want 100 mod slots or 200 mod slots - but 200 mod slots will be more expensive".
it might have something to do with the security sandbox
The mod cap for Xbox and PlayStation is a technical thing, nothing nefarious. 🙂
yeah
Thanks for the info carto 👍
Just annoying.
Hey be grateful we got modding at all
Anyways
Anyone know how I could combine some mods?
(Aside from getting permission from the mod devs)
Depends on the mods I suppose.
Well it's playstation mods so probably on the easier side right?
Nooooo??
Also it's player homes
For PC it's theoretically making sure nothing clashes and moving all the records into one larger mod.
That said, you have to make sure everything is still connected properly and that the records point to the right places in the new mod.
I wouldn't know how to put two PS mods together though.
The only way to merge console mods is to have a copy of them on PC and merge them then upload them. For which you would of course need permission.
And if the mod has never been publicly released on PC, you'd have to ask the author for a copy of the original file(s).
Impossible to change dialogue. Sony won't allow it. (Changing dialog requires making a new dialog quest. A new dialog quest requires a new script file. PS4 won't allow adding any new script files. It's the same reason one cannot add new armor or weapons that are not already in the game to PS4.) One can get creative with existing quests and scripts, using them in ways the game designers never intended, which is what I'd be able to do, or what other mod authors can do, if they don't think making mods for PS4 is a waste of time. I find it a challenge, which has helped me learned more about making mods. I also find it satisfying, as I tend to get more downloads of my mods from PS4 users, now.
Well, no new meshes or textures, anyways. You could get creative with effect shaders, but that's about it. 
I feel sorry for anyone that went for the PS4 version before hearing about the restrictions.
I'm ready
My recommendations for content: -the vicn trilogy (vigilant, glenmoril, UNSLAAD). Probably the top tier content mods out there. (These get pretty dark)
-beyond reach. (Be prepared for a very very dark story)
-wyrmstooth
-all the trainwiz mods (shameless plug because I’m the current maintainer of those! Wheels of lull is the most well known but there’s a whole overarching story for most of the mods).
-legacy of the Dragonborn
-interesting NPCs (written by Kris Takahashi, who went on to do most of the writing for the CC content). This one is interesting since at first it seems bland or simplistic and then the more you play the more you start seeing connections between the different little quests and the more complex and intricate the story gets, ending with some really major plots.
It’s not really new content as much as restored content but I’d also recommend cutting room floor and my own mod that restores Collecting the Edda
Neat
Now if only I could play those
cries in ps5
These are all on nexus, I can’t speak to Bethnet though I know at least my mods on Bethnet are out of date ^^;
I don’t know what’s a worse system to be playing on, switch or PlayStation 😛
Switch
Portability doesn't make up for the lack of cc or any mods
I've never had any crashes on Switch, if that counts for it
I've had one on ps
well there we go then, we have an (un-scientific) answer
Then again the switch version probably made Bethesda rewrite alot of the code
So they must've caught a lot of bugs then
Switch ports suffer a lot
It’s too underpowered
Blame Nintendo
So basically I can have a Miraak copy transformed but some follower and you can change eveything accept his dialogue?
From)
Vicn's trilogy all requires SKSE, I believe. I haven't played them yet, just read about them and see some videos and screenshots, but the more mature themes may also go against the Bethesda.net rules.
I think it does for some of the features, yeah. Not sure if the main quest needs them or it’s just optional spells and stuff. It might need it for the karma system in vigilant?
Vigilant and especially glenmoril are definitely too dark for Bethnet though.
Shame, since the story is amazing and totally based on existing lore.
Quality wise I can’t recommend them highly enough though, other than the warning that the first two acts of vigilant were made way before the rest and didn’t age as well (I think vicn has said he wants to redo them one day) and that new players should not speak to Orlando since he’s the “skip to the ending” option 😛
Beyond reach is another that’s really good (if kinda buggy) but also definitely too dark for Bethnet, considering it’s based on Berserk
(As the maintainer of the trainwiz mods id also recommend against using the Bethnet version of lull, it’s on 3.1 and nexus is on 5.1.2. I am going to update the Bethnet version but I’m waiting on 5.2 first since there’s some more bug fixes I want to add before I push it for Xbox. Mainly there’s one broken weapon that can crash vr and I really want to fix that first. The other Bethnet trainwiz mods are all mostly up to date)
I wanna learn to mod but may i know what is minimum spec for creation kit?
CK doesn't really have a minimum spec beyond the lowest spec you can run SSE at, tbh.
The main things I'd suggest is having it on a SSD and using the SSE CK Fixes mod by Nukem.
You can even run the kit on a machine that can't even render SSE, so long as you don't try to load any cells into the render window. I know this because at one point I only had an old i3 toshiba laptop that could load SSE and the SSE CK but couldn't actually render the game; I was still able to load some of my LE mods into the SSE CK to save them to convert them successfully.
Why it need Fixes mod?
Well, because it has bugs.
The fixes mod fixes bugs as well as makes it run faster and smoother.
Thank you.
I cannot imagine using the CK without the fixes mod
How long does it takes to create a quest?
Meaning what?
Creating a custom quest? Depends what the quest is
A “go to a place and kill a generic enemy”? Maybe half an hour if you’re decent with papyrus.
A long and intricate storyline? Weeks at least, months if it’s especially complex.
I haven't played Skyrim in a while. My PC was outdated. But now I have a new system.
Would appreciate advice what mods you consider essential/top mods in a modern high spec pc.
Any advice also on how to install said mods with minimal bugs/conflicts. ?
Please also message me directly if you want to
Anyone know of a mod that adds a cheat room with cc stuff for ps4?
If you like collecting and displaying stuff, Legacy of the Dragonborn fills that niche.
If you want "more quest", Clockwork works well, Helgen Reborn works well, I hear good things about Vigilant, Unslaad, and Glenmoril (with the translations); Project AHO is fun a couple of times, but the start is very forced.
I'm also very fond of "Alternate Start, Live Another Life" because it lets me either play through without having to start in Helgen, or let the game settle and load all the mods and scripts before doing the cart ride (and thus the cart doesn't explode...)
Forgotten City is also meant to be good.
Thanks . noted.
Anything else like a leveling mod? Because I remember playing oblivion. Being a thief seemed bad. Because as you levelled and spent skill points on pickpocket or stealth, enemies leveled up with you. But their points went on attack. Thus you became very weak as you progressed (at least that was my recollection playing as a thief)
I know there was an oblivion levelling mod..
Btw I suppose there's a script extender?
Is there a tool similar to fallout to load and put the mods in the correct load order?
Any other utilities or tools similar to the above?
Anything which improves textures. Weapons/weather etcetera..
I know there was on previous games.
Anyone want to chime in with what they consider essential I'm happy to make a note and consider them all
oblivion can use loot
all bethesda netimmerse gamebryo and creation games can use loot
xedit only works from oblivion to fallout 4
SKSE is the main script extender that people use.
People variously use Vortex, Mod Organiser 2, with Wrye bash for helping to sort clashes.
There's a version of xEdit that works with skyrim perfectly fine.
Lots of weather and weapon textures - I'd advise looking through Nexus ( https://www.nexusmods.com/skyrimspecialedition ) and seeing if any mods take your fancy.
A levelling mod shouldn't be needed for Skyrim, although there are plenty of perk mods out there (I'm using Vokriinator at the moment - the more basic version rather than Vokriinator Black).
there's not "a version of xEdit that works with skyrim perfectly fine"
there's only one xEdit program with several modes, between which you switch by renaming the exe or adding a parameter to the link
the only game xedit doesnt work on is morrowind
yeah, that's because morrowind does not use FormIDs to differenciate records, but xEdit was build on that.
Sorry, I might have been imprecise there.
There's a mode for it was probably more where I was going.
Anyone know of a PlayStation mod that adds a room or house or something that has enough displays for all armor and unique weapons?
Are there any mods you guys would recommend for Xbox that give Skyrim an extra boost to gameplay mechanics in general? Like any of your favorite modes that feels like it modernizes Skyrim in some ways?
CombatGameplayOverhaul
(which will have to be disabled until SKSE is updated to AE)
What system is this even for? Console? PC?
Xbox
Hmm. Well, I was going to suggest Mobile Enchanting but I haven't uploaded it for xbox yet.
Oooo that sounds fancy
Yeah, it's a mod I spun off from a larger project that adds enchanting on the go (but with a penalty based on skill) since morrowind had such things, and some other new things like dispelling staves (to remove a staff's enchantment) and disenchanting staves (to learn the staff's spell).
That would be cool! Keep up the good work!
I'll see about getting it uploaded later today when I get a moment.
Simonrim
Is that a mod author or mod?
General term for the collection of mods created by SimonMagus616
There is a Simonrim AIO ported by Snipey as well. It includes a couple the Simon hasn’t gotten around to ported just yet.
Ah ok I’ll give it a looksy thanks!
One caveat: The class of the follower must be the same. So a mage follower would work best. Otherwise, the follower won't use any shouts.
@trim igloo
Right now i have a college of winterhold quest fix mod thats really nice and ill loose it if i wipe my R space
Which one and what does it fix?
@pulsar wing The mod was taken down so i can't really say for sure. It did some fixes as well as QoL changes. I think it was TwoSecond's port or made it i'm not sure. It did stuff like add more dialogue options for when you first join, gave you robes based on what sort of magical test you decided to take, that sort of thing.
I've recently gotten into installing mods on PS4 and was wondering if there was some kind of player owned journal mod on Playstation? I doubt it due to the restrictions but wouldn't want to give up without trying. Or otherwise cool roleplaying centric mods.
How about the Nord student from the college of winterhold?
Player owned journal?
What do you mean by that?
I don’t believe there is a journal mod you can notate in for PS4/5. I recall a mod that did it but had dependencies on SKSE and the SkyUI mod
Performing any kind of text input without custom scripts is an ordeal, is the thing.
Bordering on impossible.
@keen fog
Wouldn't text input require modifying UI files?
Can a mod for being both a werewolf and vampire exist on ps4?
Nope. That would require overriding both the vampire and werewolf scripting.
I think there was even glitch for that? I do not know of the side effects it would have on your current playthrough however...so, use at your own risk.
What is it?
Found this way back in the day: https://gamefaqs.gamespot.com/boards/615803-the-elder-scrolls-v-skyrim/66636847?utm_source=reddit.com
Better instructions here: https://www.reddit.com/r/skyrim/comments/8z59iv/psa_it_is_possible_to_be_a_werewolf_and_a_vampire/?utm_medium=android_app&utm_source=share
Some videos of it out there as well.
Thanks!
Happy to! 🙂
(But yeah again, not sure what kind of issues you may potentially run into later down the line somewhere.)
your character can get a lil screwy
turning into a werewolf makes you visually not a vampire
and the vampire lord pushes you the other way
i dont think the face sculpter will work regardless
the vampire lord sets your race to your races vampire race
and wereolf setsit to your normal race
this is the part i see most likely to cause an issue
It would be something to mess around with a little, but yeah I would not recommend it in more serious playing.

I wish there was a mod to make Elves in Skyrim look more... human, with just vanilla assets. I've tried a few, but nothing has been quite what I'm looking for. Ideally, elves for the Player Character would just have the same presets as Redguards, Bretons, and Nords for Dark Elves, Wood Elves, and High Elves respectively (but with pointed ears), but with each of the Elven races unique war paint. I haven't found a mod that does that, at least not on Xbox. If anyone knows of one, please share it with me. Tired of my elven characters looking like aliens.
Is EEO not on xbox?
It is, but the number of changes EEO makes to all elves in the game is just too excessive for my liking. It also affects non-elves and causes neck seams, which can only be remedied with something like Beauties of Skyrim, which alters the game even further.
I don't care so much about how NPCs look, just how my character looks; to that end, I'm looking for something far more minimalist. Like I said, I'd settle for being able to change the shape of the ears on Redguards, Bretons, and Nords to be pointed, and for the NPCs in the game to address you as an elf if you choose that option.
It's important that I keep the vanilla face and hair textures. My main problem with the elves in Skyrim is the angular shape of their faces. Making an elf look attractive with the vanilla options is challenging to say the least, and most mods that are meant to make elves look more attractive overdo it.
what
I think with racemenu there's a way to put pointed ears on a human face.
So PC has the capability, so it might be possible with some fiddling on XBox as well.
anyone know the mod that changed the unique named weapons that was part of the old kingdom overhaul?
Old Kingdom Weapons
yes but no
Oh like which nexus mod did they use?
Unique Uniques is the base.
Since that doesn’t cover all Uniques, The rest are modified per whatever normal mod retextures that type of weapon
Can’t remember what was used for the Thane Weapons…
They do have a rather extensive list of credits. There should be a link in the description.
i can't find a list of mods used except the tools used to change stuff and i don't think i can use those
thank you i will just sort through this then
Anyone here have any reccomendations for lesser known ps4 mods?
I need to fill out my load order
The ones I've uploaded for ps4 thusfar, yes.
Ah.
Your mods are cool
ty 
Some are creation club required but if you plan on picking up AE they might be a good fit.
Thanks!
Np 🙂 let me know if you have any issues with anything if you decide to try em out.
@worthy lance https://www.nexusmods.com/skyrimspecialedition/mods/39565 6 additional armoury rooms. 😐
He might work.
anybody else having troubles getting into the mod menu or is it just me? ive been trying to access it for the past like, 2 hours and so far all ive got was an email address log in and text that says 'the operation could not be completed' on the bottom of it. any tips?
oh sweet, thank you!!!! :))
Have you found out if he fits?
I mean, he sounds like a wimp, which would be a laugh, since he'd look so ominous. Maybe I can search the wiki and find a better mage follower.
Can you disable voices/dialogue?
Geesh
there are a couple more like it
Uwu
Got a simple mod request on Xbox if anyone is up for it...
I'm looking for a mod that changes the player's outfit at the start of the game to something more respectable. Like Merchant Clothes.
Wasn't able to find anything on Bethesda.net that changes the player's starting outfit.
Cheat room is an easy way to pick what you want.
You misunderstand. I want my character to appear wearing different clothes from the very start, during character customization. For immersion purposes.
It never made sense to me that the player and Lokir are wearing rags at the start of the game.
Gotcha. I consider the starting room in Alt start kinda part of character creation. So picking an outfit there works for me.
@echo pivot You may be happy to know that I got around to tinkering with a proof-of-concept mockup for NPC smithing and tempering services and it works. No SKSE needed. Enchanting services are looking to be a bit more of a pain, but still likely do-able albeit tedious to implement. At least now it's no longer merely theoretical.
I can't say how long it will take to complete such a mod, though.
I suppose I could just break the prospective mod up into 3 mods focused only on their specific parts (smithing, tempering, enchanting) and focus on the first two and tackle the third later. 
This would be game changing.
I guess. I'm just fascinated that it actually works. I think I'll enjoy fleshing this one out. 
Very cool!!
So just to ease my mind really quick.
When SKSE gets updated for AE I’ll be able to reactivate mods like SkyUI without issue correct?
yeah most likely
I figured as much but wanted to be sure. Thank you for some confirmation!!
mods that use skse but dont have a dll should work fine once skse updstes
they just call skse functions
Gotcha!
Hi all 🙋♂️, is there some modder they can upload „Yennefer of Vengerberg“ playable race or follower to Skyrim SE (XB1) ? I would pay for this port
Link?
And paying for mods is against Terms of Service.
Nah then not paying i would present it
I play Skyrim SE on XB1
You will need to get permission from at least the OMA. But the mod has a long list of credits so they may not be able to allow it even if they wanted. First step is send them a message and ask. Then go from there.
No modder here they can do this ? Im not a modder
Not without permissions first
Try to get this permissions i would it do by myself but im not a modder 😫
I cant contact ShinglesCat for the permissions for the mod on nexusmods … the only person that i know they get the permissions is @DominicM1990#2713
Can nobody port this mod to skyrim se (XB1) there is no yennefer 🥺
That's also a RaceMenu preset, which requires RaceMenu, which requires SKSE. Console porting isn't possible.
In know SKSE isn’t possible on console but it gives others ways there is a ciri race in skyrim se xb1 how is that possible And not for yennefer?
Check this the modder “TFBO port that from pc to xbox one https://bethesda.net/de/mods/skyrim/mod-detail/3380205
The Ciri mod is not a RaceMenu preset, which is the key.
Then it’s possible to create a yennefer like this ?
Probably, yes, but the mod you linked initially can't be ported to console.
Ahhh now i know
Here is one yennefer for xbox but its not her authentic look and u cant play as her like an epic mage maybe there is a modder they can upload her originally … https://bethesda.net/de/mods/skyrim/mod-detail/4228143
Good timing. 😛
I have a question: I have the summonable unicorns mod for Xbox one and I was wondering if there is a spell to unsummon a unicorn without summoning a different one?
I just summon a familiar or atronach...two if you have the double summon perk.
Awesome thank you!
A question at the 11.11 they will release a ten years anniversary edition from skyrim is there a different to the Special Edition? I mean the mod system will there be supported by the new Edition?
the anniversary edition is just a bundle of the regular special edition and all creation club content released so far. Special edition is getting an update the same day.
This update will break anything SKSE-related. Once the base SKSE is updated, mods that use custom SKSE-DLLs will need to get these updated, as well.
Otherwise, mods that work on special edition now will continue to work after the update and on anniversary edition
It also isn't a problem for consoles.
with no skse on consoles, there's no skse to break 😉
I do not understand what u mean with SKSE? i know it works for PC only will it be open for consoles with the ne edition or what?
Console mods will be unaffected. That's all you need to worry about if you're on console.
If you're on PC, then some mods (the ones that are reliant on SKSE) will break and need to be updated.
Ah okay now I understand
Okay, just recently learned a bit of something with the CC content "The Cause" aka the Mythic Dawn Ayleid Daedric Horse add-on coming on Thursday. According to its description, the Ayleid ruin we're specifically going to is Rielle. It's just near the borders of Skyrim and quite literally a stone throw's away from Cloud Ruler Temple. Why this is interesting because through a mod well known as "Beyond Skyrim: Bruma" you could also go into Rielle as well. So when the CC update comes, more than likely there will be a patch or workaround for those who plays BSB.
That'll be interesting for them to work with,. 😛
Yeah, there for certain will be a lot of patchwork to be done with certain mods here and there, hopefully. One for certain I believe would be the magic mods, specifically those that adds in summoning skeletons and "maybe" liches based on one of the images of "Necromantic Grimore" and possibly if they're taking spells from Oblivion. Either Lich or Wraith.
oh, the spell bundle mods... yeah, they could be fun, although having overlap in the interim isn't necessarily a problem.
Because if they going with the Oblivion route of necromancy themed spells, I can only think of nine spells out of thirteen, counting the Bone Colossus and not counting the zombie spells. That being summoning Ghost, Skeleton, Skeleton Guardian, Skeleton Champion, Skeleton Hero, Faded Wraith, Gloom Wraith, and Lich. Then again based on another image I'll be assuming that the Skeleton Guardian and the like would simply be replaced with just Skeleton Archer, Skeleton Mage, and Skeleton Warrior.
Oh hey, there are two ways to summon a lich? Oh well, we'll cope until the mod can update and start a new run.
Well I'm not entirely sure that it's a lich. It's using a teal glowing version of that one enemy that you fight at the end of the Dawnbreaker dungeon. It could be a lich but it could also be a wraith? I don't know, we'll just have to wait and see.
Because Liches were pretty powerful back in the days of Oblivion >.> and odds are that the devs wouldn't want the Lich take the spotlight from the Bone Colossus. If it is indeed a Lich then odds are that it might just be a "Nether Lich" based on its appearance.
I doubt there will be a BS:B and The Cause patch, it'll probably be like BS:B, Rigmor of Cyrodiil, and the overlapping locations in LotD, you just have to hold your breath and suspend your disbelief in your mind.
I'm not part of the Beyond Skyrim team though, so grain of salt, etc.
I guess it depends how much of Rielle they've done, and how impactful changing it would be - or perhaps they just change the name of one in a patch.
Or it's now "North Rielle" and "South Rielle".
There are also some minor patches to make BS:B and LotD work together better at the edges.
It's been a while since I played Bruma, does their version of Rielle match the layout of the original? Because if it does, it would be weird jumping from one Rielle to a second, extremely similar looking Rielle. 🙂
Just a shame that the team for LotD find the idea for BS:B to be incompatible with the direction they're taking the lore.
I'm not sure about the layout of CC's Rielle compared to BSB's Rielle, I hope it shares the same layout as to the original Rielle from Oblivion. If not, then at the very least according to the CC content it also includes a dev kit for Ayleid Ruins. So if you have that CC content, then modders can create Ayleid ruins themselves with said kit. Much like with the rooted ruins was added with Saints and Seducers in its dev kit.
Hey, quick question; with the Unofficial Skyrim Special Edition Patch, did it patch over the effect of Ahzidal's Ring of Necromancy where it wouldn't apply the effect to risen undead if you had the Dark Souls perk?
Can't recall offhand. USSEP does have a changelog you can read tho.
Looking through the changelog, other than something about applying shaders onto the player, doesn't seem to say anything about fixing that issue unfortunately.
Good morning heroes, tomorrow's the big day!
Hello, somebody know if Skyrim VR got an upgrade tomorrow ? just wanna know if i'm going to waste my 250h of gameplay on my Skyrim VR with 80 mods :x (sorry for my english i'm french)
It's not
@pulsar wing no idea if this might helpful to your non-SKSE honed metal type mod. But maybe https://www.nexusmods.com/skyrimspecialedition/mods/58011
hello, everyone. i'm familiar with how creation club updates affect skse and i know AE is just a update for SE so i don't need to worry about breaking everything like some people like to make it seem. but i've heard this update is a little different. i know everything will be fine when skse updates and many popular mods won't really need to be updated. i've read somewhere that all mods that have a custom dll will have to be updated. is that correct? what's the best way to handle it? if for some reason mod authors don't update it, will the mod be "dead"?
This update is indeed different due to Bethesda switching to a newer compiler. It will require more work on SKSE from what I've heard, and yes, it will require custom DLLs to be updated.
If neither the original author nor a third party is updating the DLL, it won't work with the new update.
You have the options of abandoning that mod, or setting steam to only update on game launch, and launch the game via SKSE so steam never updates. This will however most likely keep you from getting the new creations or AE.
Thanks a lot!
It is not, no, but thanks.
I already almost have the framework completely in place. I now have the system linked in to NPC dialogue, just ironing out a few more wrinkles then I can start creating the variant recipes needed so items can be crafted and tempered as if the NPC were doing it, costing gold and/or gold + mats. I figure the player should have the option to provide the materials themselves and thus get a discounted rate or just pay only gold which means the NPC provides the materials and thus the rate is marked up.
Thankfully the way adding dialogue works this also dynamically becomes available on all blacksmiths (NPCs that are set with the JobBlacksmithFaction faction, anyways), too.
Sounds great!! Thanks!
Are you going to be able to limit the crafting and tempering recipes based on what perks blacksmiths are likely to have?
So, for example, you need to find a Master Blacksmith if you want them to handle Ebony gear?
Sounds like they are all the same. But that would be cool.
If they are set up accordingly, yes. I'll be looking at the NPC data shortly to see if blacksmiths in general are set with an appropriate skill / perks. If not, then I'd have to determine it some other way.
Cool.
My first thought was limiting Master stuff to the Master trainer... then I remembered you're either looking at Greymane or the Dawnguard guy.
The system is basically hijacking the grindwheel system the player uses, but temporarily adjusting the player's smithing skill to that of the NPC, accounting for the relevant perks if the NPC has them, and then changing the ingredients to include a gold cost based on whether the player is providing the ingredients or not. The player also does not gain skill xp from the process. The end result is a system that pretends that the NPC is doing the smithing.
Once that is done for tempering, then I do the same for armor improvement, and then crafting.
Logical.
Seems like they should all be “master blacksmiths”. At least at the rate it is so easy to become one as the player.
Either way, just a thought. 😐
Hrm. Another wrinkle. Seems the tempering menu only shows a single recipe per base item, so doing an option to either pay only with gold or gold + ingredients won't be doable; I'll have to pick one of the two. 
Just pick gold
Here's a demo of what it's looking like so far, to give you a better idea: https://youtu.be/L4evCORYyeo
Just working on creating an NPC smithing services mod for xbox since apparently they don't have one available.
Although a problem with doing a gold-only approach is it doesn't account for the player's speech skill or perks. 
It seems I'll have to base the npc's abilities off of something else. They don't have any of the smithing perks assigned (which does make some sense since they'd normally not have a reason to) and their assigned smithing skills seem low (Eorlund for instance has a smithing skill of 44).
I suppose I may have to use the player's level and/or somesuch.
I'd modify their smithing skills via their character stats to what makes sense, Skyforge guy having one of the highest if not the highest smithing skills for example and the Jarl's smith in Markarth's smithing skill being exceptionally high as well.
That sounds pretty good, and with the guy at Skyforge, if it can be pulled off, have his Smithing Skill be only at 90, only for when the Companions questline is complete would his Smithing skill be at max 100 given how the Skyforge is now awakened and all that.
I'm just peeved I'm gonna have to specifically dole out stats/perks to the various smiths. Was hoping it would all go dynamically smoothly. 
At the very least it seems between story/dialogue clues and things like trainer settings I can roughly approximate what they should have.
Is tomorrow's patch gonna affect Creation Kit binaries? I use a modified PCompiler.dll that removes personal information from compiled Papyrus scripts.
no idea. seems unlikely.
That’s nuts. Eorlund she be a 100.
Yeah, I'm working on figuring out how I want to set up algorithms for handling it. For instance, if Eorlund has a skill of 100 to start with and the relevant perks a lv1 player could potentially buy a rather strong weapon early in the game. Prices will probably have to scale with the effective ranking of the blacksmith. 
For what it's worth, in the vanilla game there's literally no reason for them to actually have relevant smithing skill / perks assigned since it doesn't do anything without mods.
While it would've been nice to have them set up accordingly in order to facilitate mods down the line, that probably would have required a bit of extra dev time etc for no immediate gain.

Gotcha. That all makes sense.
As long as the cost is exponential to get your hear improved it seems fair to me. It should be cost prohibitive at low levels to do more than a low level temper.
I really wish they had added a way to dynamically alter recipe ingredients. This is gonna be ugly to implement.

anyone know if the following is valid, or even necessary for SSE CK?
[Localization]
iExtendedResponseLength=255
iExtendedTopicLength=161
bAllowExtendedText=1
If it is, I've never heard of it. (not saying it isn't, but that I've simply never heard of that)
I use the SSE CK Fixes mod by Nukem, so for all I know it may already do whatever that does.
yeah, seems to be no info for SSE
Heads up folks, Skyrim Anniversary will be releasing on 11/11 at midnight ET (5am UTC) so best prepare yourselves! We got 6-11 hours!
using that as well but couldn't find mention of that being implemented there either
Hmmm. After trying out some different values for smithing and with/without the relevant perk it's not as unbalanced as I initially thought for the NPC to offer tempering with higher skill levels and such from the start. As it stands, NPC smiths don't benefit from things like smithing enchantments or fortify potions like the player does, either, perhaps further balancing it all. 
For instance, at smithing skill level 50 the player/NPC can only temper an iron sword to "superior" with a damage of 11, an increase of just 3 points from the base damage of 8. At skill level 100, it caps out at "flawless" for a damage of 15. While that's strong at level 1, I wouldn't really consider it game breaking. Particularly since if you were a khajiit you can just do that much damage with your bare fists anyways. 
@echo pivot Thoughts?
Does level 100 usually cap out at flawless?
For an iron sword, yes, as there's no perk to boost it.
Unless you use that restoration enchanting glitch and make the best wooden sword on Nirn
A steel sword by comparison tempered with a skill of 50 has a damage of 12 (superior). At skill level 100 that's 16 (flawless). Skill lv100 + steel smithing perk = 20 (legendary).
So, for instance, a new player could go to whiterun, talk to Eorlund, ask him to temper a steel sword, and if they had the gold for it, come away with a sword doing 20 base damage. Pretty good, but also not really game-breaking either? 
And with enchanted smithing gear and potions off the table, it doesn't negate the incentive for the player to learn how to smith their own gear, either, as the player will thus always be able to do better in the end if they made it themselves. 
How do I get a staff to use a unique model rather than a generic model?
Just change the path.
I did. It still uses the generic Staff of Conjuration model.
Sounds good to me!
Strange. It shouldn't, if the files are in the right place in the data folder and you've updated the model path to point at the new ones.
Is the CNAM the issue?
I don't know what "CNAM" is.
I mainly use the CK, not xEdit.
I find the GUI of the CK much better to work with for 99% of things than the baremetal style of xEdit.
Oh, the issue is I don't have a First Person Object Model.
And I don't know how to change that.
Well, in the CK it's pretty simple:
Yeah, but can I reuse a World Object mesh for that?
Yes, but it might be low res depending on the model's quality.
Try making the item entirely in the CK, as a test. Pick a staff, duplicate it, change the model path and other relevant data, and see if that does it.
Might be due to using the Flute's model.
That could be. Some models have specific data relevant to the system or animation in question.
You need specific data in the nif so the game can map it to the right bone
It something
Did someone have success in getting the new preliminary SKSE build to run on the AE? I can start the game just fine with it but SkyUI popups about skse not working and (when that happens) load seconds into inventory and of course inventory filter (indicator that skse works with skyui) is not working
SkyUI may be doing a version check that no longer recognizes the version in this update.
is there a dedicated SKSE / SkyUI channel or discord where i can read (silently) for updates or workarrounds?
0 votes and 11 comments so far on Reddit
Playing on XBox, does anyone know of any mods that are known to break Saints and Seducers quest line?
idk about breaking but i know skyrim sewers needs a patch
idk if that is on xbox though
Has anyone dealt with really bright npc faces outside? I’m using obsidian weathers but that’s about it for outdoor lighting I think
There's at least one mod that uses the same sewer entrance
Will the CK be getting an update for the scripts for the free Creations? (Apologies if the question has been asked already. In the middle of moving a parent to new state this week and haven’t had a chance to check updates… or do much else.)
We haven't announced an update at this point.
That's definitely a lot of work, I hope things go smoothly.
Ok thanks. Good luck with launch. 🙂
And yes. It is. So ready to play a video game. thank you. ❤️
Hi. I am a Xbox porter that mainly deals with Korean Translations. I came to ask about the 4 free CC contents being persistent even after clearing the Reserved space on Xbox. (This uninstalls all CC. They still do so for other CC I downloaded, but those 4 remained)
Korean language is not supported by Vanilla Skyrim, so Koreans use Localization mod to play Skyrim in Korean.
"Localization mod" has 2 types on Xbox.
A) Partial Localization, Interface translation excluded, with CC support
and
B) Full Localization, Interface translation included, with no CC support (game crashes before the main menu comes up if there's any CC installed)
So, with 4 CC (Fishing, Survival, Saints and Seducers, Rare Curios) being persistent even after clearing, type B is no longer usable.
Type B, other than being a Full Localization, had another feature as well.
If you're familiar with "Uncap FPS" mod that was used before FPS boost, you might know of a method to enable achievements while only using "Uncap fps"
Same worked with type B. Koreans who only used type B localization (and maybe uncap fps) could play Skyrim in Korean and still get achievements.
Now that the update made those CC persistent, and since the update didn't include any kind of new language support, Koreans on Xbox are limited to using partial localization & disabled achievements (which is indeed natural for mod users, but just saying)
Sorry about this message being so long. I was just trying to explain how they worked.
I wanted to ask if this persistency is intended and will be kept OR if this was a bug and the persistency wasn't intended.
There are localization mods for other unsupported languages, so this information will be helpful to know.
I'm not here to demand or anything. I just want to know if I can keep my hopes up or if I should just remove type B.
Sorry about this message being really long. Thank you for taking the time to read.
Best regards.
My issue is the reading quests. I can read each document but the quest doesn’t update when I do. I have disabled all my mods and I’m going to try to figure out which one is doing it
The webbing texture for the Ayleid Ruins meshes (arweb03.nif) does not appear to be included under CreationClub\ _Shared unless I’ve missed it. I have not yet purchased the anniversary edition. I won’t be purchasing until either later today after packing for day is done or next week when I actually have time. But if it is an oversight, and it is supposed to be in the Skyrim textures, I’m unable to find it. Unsure if a support ticket is necessary or if it isn’t there because I don’t have the full anniversary edition yet. Also unsure where to even post this since the ayleid things are modders resources (and I’m gonna make use of them) as well as being part of a creation.
The texture on the mesh points to ARweb02.DDS
Does it work properly?
For most plugins, not, since plugin manager is still under writing. https://www.reddit.com/r/skyrimmods/comments/qrepbn/pc_sse_skse64_210_preliminary_release/
1,636 votes and 262 comments so far on Reddit
So since I have a somewhat decently modded playthrough, should I wait to update to AE
I've tested half an hour with 1.5.97 binary, skse and dlls with 1.6.138 bsas and have met no issuse yet, loading mods with at least 50 dlls. Happy fishing!
I’ve been rebooting Skyrim for 5 minutes on Xbox just to get the mod menu to sign in smh
Constantly getting server errors, anyone else with this issue on Xbox?
skyrim updated again, breaking skse again
it will need to update for 1.6.318 runtime
I am. And the screen doesn’t go away it just goes black so I have to totally reboot the game each time
I’m trying to adjust my load list to work out a bug with saints and seducers and strangely I think it’s due to a hearth fire mod
Its so odd. It’s one of the mods that modify my hearth fire homes
What the heck would that have anything to do with the unrelated quest
Could be a texture that's reused, and it's making something flip out.