#skyrim-se-mods

1 messages · Page 33 of 1

worthy lance
#

Good to hear

mystic sparrow
#

Damn, ignore me, I'm not sure I know how DLLs work

worthy lance
#

Oh its Trainwiz ooo

mystic sparrow
#

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

pine crown
#

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.

mystic sparrow
#

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.

sharp helm
#

sorry, bad wording on my part
it's late and I'm tired...

night rover
#

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.

worthy lance
#

Thank you for doing what you can! You people rock!

brave forum
#

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…

sharp helm
#

It will indirectly affect many more mods, with MCMs requiring SkyUI, which in turn requires SKSE...

brave forum
#

I don’t know what I’d do without those, so it would be great if updating them were made easier for the devs

worthy lance
sharp helm
#

well... it all depends on the SKSE

worthy lance
#

Ah ofc becuse they require skse

#

So they cant be updated before skse is uodated right?

brave forum
#

Skse will probably be updated quickly, it’s the address library and dependent mods that are more of a concern

sharp helm
#

SkyUI requires SKSE
I don't think you need to update the MCMs themselves, but you need SKSE for SkyUI for the MCM

worthy lance
#

Yah skui is kinda essential

ebon anchor
formal spoke
#

Could the people maintaining the address library be given data access earlier than the general community?

night rover
worthy lance
#

Ah I see

#

Well im happy that its comming

#

Just worried about mods

austere beacon
#

Does anyone know of some entertaining mods for the ps4?

summer scroll
fading onyx
#

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.

pine crown
#

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.

wanton peak
#

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

pine crown
#

Not a very reliable client then if its files are getting damaged this often.

wanton peak
#

see thwts the thing they dont do this often normally this is an issue on your end

#

i NEVER get these micro updates

pine crown
#

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.

wanton peak
#

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

pine crown
#

There's nothing wrong with it. The SSD toolset says it's in perfect health.

wanton peak
#

obviously as a first step maybe validate your entire steam install

#

somethings screwy and its not on valves end or itd effect everyone

pine crown
#

Personally i'd much rather just throw Steam in the trash, but unfortunately not all of the devs distribute everything on GoG.

wanton peak
#

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

pine crown
#

Steam IS DRM though.

wanton peak
#

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

worthy lance
#

Hey Arthmoor,just wanted to say that your mods are great.

fading onyx
pine crown
#

Well maybe that's what those games were doing was somehow taking care of outdated files.

fading onyx
#

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.

pine crown
#

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.

wanton peak
#

its not modifying files its not a conspiracy its most likely rebuilding damaged files because of some issue undiagnosed

echo pivot
wanton peak
#

its nto a widespread issue

#

valve isnt out to get you and theyre smaller then the people who run gog

pine crown
#

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.

wanton peak
#

its likely the manifests

echo pivot
#

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.

echo pivot
tender vapor
night rover
#

We've been looking at way to expedite any updating.

honest python
#

Release the source code, ez. kidding

tender vapor
#

Cool, I guess we'll just have to see what that looks like.

mystic sparrow
gilded condor
static kernel
pine crown
#

Interesting. That's probably it then.

lapis ridge
#

What happened to the Natural Forces mod?

echo pivot
#

It was taken down because people didn’t like Inferno.

merry crescent
#

Just a heads up for anyone. Lanterns of Skyrim II and Cities of the North need patches to work together on Xbox.

echo pivot
#

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.

hybrid canopy
#

AE will change modding forever

wanton peak
#

if they wanted to break it then… why would they be trying to help them

#

that seems… like a conspiracy theory

fading onyx
#

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.

lapis ridge
crude plinth
craggy turret
solemn bone
#

the issue is not with skse, but with skse-like mods

sharp helm
#

what makes you say that the issue is not with skse?

honest python
#

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.

formal spoke
#

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.

honest python
#

Free real estate amiright

formal spoke
#

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)

honest python
#

I hope that is in fact the outcome 🙏

formal spoke
#

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.

honest python
#

What other native mods/frameworks are out there? Do shader mods do native stuff? I wouldnt know never downloaded one.

wanton peak
#

for what its worth adress library was already built with vs2019

formal spoke
#

Yeah, it's just that the places it's pointing will need to be updated.

solemn bone
#

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

formal spoke
#

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.

solemn bone
#

Yeah, I mod a little

#

These people obviously do not know what they are talking about

formal spoke
#

🤷 I'm inclined to believe them considering the scale of mods they work with.

Unless you can explain why it won't help?

sharp helm
hexed notch
#

knew that name seemed familiar 😂

formal spoke
#

So... a vested interest in making everyone panic about SKSE and the library not getting fixed so they jump ship. I see.

hexed notch
#

wat

formal spoke
#

There's a note about how that library isn't compatible with SKSE.

hexed notch
#

commonlib is like one of the most used stuff for skse mods

formal spoke
#

And indeed that it "is intended to replace it as a static dependency".

hexed notch
#

literally glance at almost any of

#

po3s mods

formal spoke
#

Just reading the notes on the page you linked.

hexed notch
#

and you ll see it credited lol

formal spoke
#

Literally CommonLib is incompatible with SKSE and is intended to replace it as a static dependency. However, you will still need the runtime component.

hexed notch
#

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

#

🤷

storm notch
#

Alright, that's enough.

formal spoke
#

:Shrug: fine.

night rover
pine crown
solemn bone
#

ill be sure to remember that when im rewriting everything from scratch

mystic sparrow
#

Still working on it but detailing is sort of getting there

wanton peak
meager spade
#

will we fight a zombie train with spiderlegs in there, o magus of trains?

mystic sparrow
#

I could do that but

#

I'm lazy.

gilded condor
#

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!

wanton peak
#

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

gilded condor
#

what about the other train?

wanton peak
#

im not to smart with this stuff i just know how the tower elevator in 3 worked

gilded condor
#

"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.

wanton peak
#

yay

#

i did a thinking

gilded condor
#

ah

craggy turret
solemn bone
molten ginkgo
#

Can someone port a mod to console?

echo pivot
static kernel
honest python
#

I meant stuff outside the xSE ecosystem.

static kernel
#

I don't think there is any.

echo pivot
#

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

formal spoke
#

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.

sharp helm
hidden hinge
#

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.

honest python
#

On PC you might be able to open the dev console, select the skeleton, and type disable

hidden hinge
#

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

meager spade
#

or is that not needed

sharp helm
#

It doesn't hurt, I can say that much xD

honest python
#

Just dont do delete, markfordelete will only delete something if it can be without causing issue.

final timber
hidden hinge
echo pivot
lapis ridge
#

I wish I had a mod that replaced Natural Forces.

solemn ledge
solemn ledge
#

@final timber Oh ok I didn't know that, thanks for the info.

gilded condor
#

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.)..

echo pivot
#

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.

final timber
echo pivot
#

Yeah, why?

gilded condor
#

Modpage says it requires SkyUI, so no.

final timber
echo pivot
#

@final timber I know it's a PC mod, but is it possible to get it ported over to Xbox One?

gilded condor
#

🙃

final timber
echo pivot
#

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).

echo pivot
#

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.

echo pivot
#

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.

gilded condor
static kernel
echo pivot
#

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.

night rover
#

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

echo pivot
#

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.

night rover
#

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.

gilded condor
echo pivot
#

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.

mystic sparrow
#

Soon enough

craggy turret
#

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?

craggy turret
latent violet
mystic sparrow
#

I rember

gilded condor
#

I remember the docking sequence in Solstheim, dont remember the part about the boat animating away from Windhelm

craggy turret
gilded condor
#

Ah

craggy turret
gilded condor
#

Train on rollercoaster rails

#

360° action

worthy lance
#

Heyoo

gilded condor
hidden hinge
#

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.

wanton peak
#

do you have the dev aveza patch

hidden hinge
wanton peak
#

hmmm i dunno maybe go ask on their server

#

im not too smart with this stuff

hidden hinge
#

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.

wanton peak
#

its not a memory leak skyrims just super cpu intensive

hidden hinge
#

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.

shrewd latch
#

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!

formal spoke
#

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?

formal spoke
#

That looks like it might be a starting point. Thanks.

lapis ridge
#

Is it possible someone can make a mod that replaces the Party Clothes with the Saturalia Clothes?

gilded condor
#

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. 😅

smoky spindle
#

t

lapis ridge
sharp helm
edgy monolith
#

looks cool 👀

echo pivot
#

How is the file size 0kb?

formal spoke
#

The last zone, Roots of Madness, rearranges itself as you travel through it.
That's going to be annoying with some followers.

formal spoke
#

@sharp helm in case it's something you can solve, the main file is file size 0.

sharp helm
#

If you have any follower mod that does teleporting, you should be fine

formal spoke
#

If a follower does get lost in there, will the usual fast travel to two distant places trick get them back?

sharp helm
#

it should
I haven't tested it, as I have a follower teleport mod

sharp helm
#

3.2MB 🥳

echo pivot
#

@sharp helm Are you going to port to Xbox as well?

sharp helm
#

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

echo pivot
#

Fair enough. Bnet is a huge ass pain. Thanks! It looks fun!!

sharp helm
#

I do hope it also is fun
Knowing all the mechanics, I cannot really judge that xD

gilded condor
sharp helm
#

wouldn't it be a better venue to smuggle things out of Creation club?

worthy lance
#

Hi

echo pivot
#

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

merry crescent
#

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.

echo pivot
#

Probably a tipping point issue if you have mods grass, trees, added NPCs, HPP, etc that can happen with city overhauls.

merry crescent
echo pivot
#

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.

echo pivot
#

Is it possible for someone to make a dismemberment mod for Xbox One?

merry crescent
echo pivot
#

You tested it with only the grass mod and COTN?

#

Falkreath has always been the most sensitive to heavy grass and tree mods.

merry crescent
echo pivot
#

who can make CardBoard Box armor mod

#

i hate the normal immersive armor mods, i need something wacky

merry crescent
formal spoke
#

Time to see if it explodes with just the grass mod I suppose.

chilly canyon
#

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

echo pivot
#

Cheat room probably can

pulsar wing
echo pivot
#

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?

celest epoch
#

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

celest epoch
#

@echo pivot Thanks!

chilly canyon
light wave
#

Hi , is there mod for PC to add windhelm prison escape route? I mean all major holds have their own escape route except windhelm.

pulsar wing
gilded condor
#

Connects between the market stalls and neighborhood streets.

#

For escaping the jail itself, I'm not sure of any.

light wave
#

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.

gilded condor
#

Happy to 🙂

echo pivot
#

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.

gilded condor
split cobalt
vital zealot
#

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 😁

merry crescent
#

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.

fierce nest
#

How do I contact a mod author about a mod a mod they posted?

echo pivot
gilded condor
#

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.

lapis ridge
#

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.

pulsar wing
#

Nearly any mod you can think of is possible.

sharp helm
#

It's all a question of skill

tranquil heron
#

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

valid moon
#

Will skyrim anniversary edition break most of my mods on the pc version

wanton peak
#

no just skse mods

valid moon
#

So basically most of my mods

wanton peak
#

you can yknow…
set steam to not auto update the game
backup your skyrim folder incase you do update on accident

cunning socket
#

Sp0ckrates here. Feel free to ping me with any comments or questions about my mods.

vital zealot
pine crown
#

It's likely that would require scripting to make it work and that would run into Sony's external asset restrictions.

vital zealot
#

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

gilded condor
#

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.

cunning socket
# vital zealot Is it possible to make a Miraak follower mod on PS4/PS5? Or does Bethesda even a...

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.

cunning socket
echo pivot
#

Does anybody know if the Thunderchild mod is compatible with the Ultimate Player Start mod?

gilded condor
#

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.

cunning socket
hidden hinge
#

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

lapis ridge
#

Is there a mod that fixes Delphine in Alduin's Wall?

#

She just stops moving completely.

gilded condor
#

Is this during the quest when you first enter the room? Does it keep happening after reloading a previous save?

lapis ridge
#

Yes.

umbral ether
#

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.

hexed notch
#

been a while since that popped up.. but ^ exactly that lol

umbral ether
#

@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.

hexed notch
#

yep

#

its a good showcase for how many ppl actually read mod pages

echo pivot
#

Address library in skyrim is almost essential as skse, lot of mod dependent on it a LOT

umbral ether
gilded condor
#

Their work has been invaluable to this scene.

wanton peak
#

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

keen fog
vital zealot
vital zealot
pulsar wing
#

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?

cunning socket
pulsar wing
#

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 astolfosleep)

final timber
# pulsar wing An open-ended question to anyone here with Skyrim on Xbox: If you were to have a...

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.

trail terrace
#

👋

#

Noobie here to the discord, thought id say hi

craggy turret
sharp helm
#

I'd value StartQuest more than CompleteQuest

topaz tapir
#

sqv, setpqv & setpv are super useful too, though probably more for modders than users

pulsar wing
#

The closest thing to it they provided is the ModObjectiveGlobal function.

cunning socket
pulsar wing
#

Yes, I know.

cunning socket
pulsar wing
#

No.

cunning socket
#

(Listening with my pointy ears)

pulsar wing
#

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.

cunning socket
#

But you're making the mod for

#

Xbox?

pulsar wing
#

That is the primary target, yes.

cunning socket
#

And you know people cannot use the console commands on Xbox?

pulsar wing
#

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.

cunning socket
#

Got it. Sounds fascinating!

pulsar wing
#

Though that demo doesn't display the text input systems.

cunning socket
#

Kill any non-essential NPC with no bounty? I'm in! LOL!

pulsar wing
#

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.

trail terrace
#

morning everyone ☕

oak niche
#

Morning Skeletor! 🥓 ☕

cunning socket
cunning socket
#

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.

sharp helm
#

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

echo pivot
#

looks nice.

trail blade
# sharp helm to continue from <#900453249386176513>: this is, for example, my work on the Dwa...

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.

sharp helm
#

Left is what they have released in the Creation Club

sacred ridge
#

here goes them breaking our mod list again

sharp helm
#

Remember that the textures have to be heavily modified for Skyrim as Blades is a whole different shading engine

gilded condor
#

The extra grunge looks nice

#

Same cubemap?

sharp helm
#

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

gilded condor
#

👌

cunning socket
pulsar wing
#

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. gudashrug

cunning socket
#

So, I have a question: How do I request that my profile show my role as a mod author?

pulsar wing
#

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. wriggle

cunning socket
cunning socket
cunning socket
#

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.

pulsar wing
#

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.

cunning socket
pulsar wing
#

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. sakurajuicebox

cunning socket
pulsar wing
#

Mmm. Word will spread fast once it does, so I'm sure you'll hear of it.

cunning socket
pulsar wing
#

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. Thonk

#

For the time being, I've opted to just host my mods on bethesda and my own discord.

cunning socket
pulsar wing
#

Reddit and/or a personal subreddit would also be an option, yeah.

long thorn
#

How would I install a Xbox mod?

final timber
cunning socket
cunning socket
# long thorn How would I install a Xbox mod?

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

pulsar wing
#

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.

formal spoke
cunning socket
wheat vault
#

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?

wanton peak
#

ae only effects script extender

sharp helm
#

They may have some conflicts with Creations, but that is always a risk with mods

balmy loom
#

Is this channel appropriate for posting mods we created ? SFW stuff on Nexus

honest python
#

Sure, show us your projects. #server-roles will let you get the author role as well.

balmy loom
honest python
#

Hey looks like thats your first release and today is release day, congratulations!

balmy loom
#

Thanks a lot !

pine crown
wheat vault
cyan star
#

Does anyone know why after a while of playing, every time I want to save my game, it crashes?

vital zealot
#

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?

pulsar wing
#

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.

vital zealot
#

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

echo pivot
#

@sharp helm

#

thanks to the user mentioned,
it is sure that all mods connected to Skse64 are broken,
even RaceMenu

sharp helm
#

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

wanton peak
#

they dont

sharp helm
#

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

wanton peak
#

… anniversary gate
god do people want bethesda to support their own product or not

echo pivot
sharp helm
wanton peak
#

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

sharp helm
wanton peak
#

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

hexed notch
#

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

formal spoke
hexed notch
#

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

hexed notch
#

prior updates didnt require complete rewriting lol

#

meanwhile ryan with commonlib and sseengine fixes

#

yeah.. gl

sharp helm
#

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

hexed notch
#

whats your point?

#

just because i am happy i get to mod doesnt mean i cant be frustrated and/or annoyed with them lol

sharp helm
#

my point is to be happy for what you have, and not want for more

hexed notch
#

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

formal spoke
#

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.

hexed notch
#

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

formal spoke
#

There was a discussion with people on the SKSE team, I didn't save the link.

empty pasture
#

discussing the things that will be broken/fixed with the anniversary edition?

formal spoke
#

More or less discussing the expected timeline to get it back together and have the new address library pointers found and available.

empty pasture
#

address library?

formal spoke
#

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.

pine crown
#

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.

honest python
#

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.

pine crown
#

Yes, and I recall having seen them say they'll see what they can do to make it less of an issue.

sharp helm
#

Carto is in active communication with the SKSE team to see what he can do on his end

pine crown
#

That's the best any of us can hope for then.

formal spoke
#

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.

echo pivot
#

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.

mystic sparrow
#

My trains will still work.

echo pivot
#

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.

vital zealot
#

9 days until Skyrim AE

echo pivot
#

👍

cunning socket
cunning socket
cunning socket
# echo pivot Hello, would anyone be able to help me with my load order? I'm on xbox and been ...

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.

formal spoke
#

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.

cunning socket
formal spoke
#

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.

cunning socket
#

Got it.

cunning socket
# formal spoke Or the cell you're stood in is modfied or provided by one of the mods, and you'r...

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.

formal spoke
#

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.

cunning socket
# formal spoke Seems not unreasonable - I've seen people suggest doing it by halves. Load hal...

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.

final timber
robust wing
#

oh ok

flint escarp
#

I do wonder what opinions of mods in games without moding tools would be like

final timber
# robust wing oh ok

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.)

wide thicket
#

hopefully it's all speculation and they actually don't recompile the exe

pine crown
#

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.

wide thicket
#

yeah basically, hopefully they don't actually recompile it with visual studio 2019 and break address library, hope that's clearer

pine crown
#

It's already been confirmed that they have recompiled it with 2019.

wide thicket
#

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

pine crown
#

Who knows, some of those things could have been fixed with this update. Plus not everyone uses those things in their games either.

wide thicket
#

true there even ppl that don't use USSEP

#

guess some ppl like bugs lol

pine crown
#

It's their games.

umbral ether
#

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.

wide thicket
formal spoke
#

I can't think of any that it'd be logical to do it to.

vital zealot
vital zealot
fallen thorn
#

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

tender vapor
#

I assume the new Ayleid tileset in AE was ported from Blades? Will there be exterior pieces? I don't think Blades had any.

echo pivot
#

I second this

sharp helm
vital zealot
echo pivot
edgy monolith
tender vapor
#

I'm still curious if there will be exterior pieces.

edgy monolith
#

unknown, but the dungeon named is in cyrodiil

#

so depends on how we're getting there

tender vapor
#

it could be a cave that becomes a ruin
idk, I hope there will be exterior bits

edgy monolith
#

@night rover can you confirm if the ayleid dungeon kit will include exterior pieces?

night rover
edgy monolith
#

thank you 👍

echo pivot
#

Mixing an matching the BS Ayleid set could give it the appearance of more exclusive chamber rooms, upper class chambers if you will.

tender vapor
#

dang, that is a shame

#

thanks Carto

tender vapor
#

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

edgy monolith
#

i imagine we'll find a portal or something to teleport there

#

oblivion gate gone wrong gone ayleid

tender vapor
#

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

meager spade
#

is that tate taylor critically acclaimed mod genius creator of GLADYS and MERLIN?!

tender vapor
#

no I am not doing that

vital zealot
#

@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.

versed dagger
#

Is nexus down ? i can't loggin no matter what

#

i'm just able to browse mods but can't log in

night rover
#

I'm also unable to login.

versed dagger
#

that's annoying i had to download something to play lol

echo pivot
#

yeah can't login too

#

now it's working again

craggy turret
#

I just logged in and got to the TOS screen. Apparently we've reached the next phase.

rose crown
#

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.

echo pivot
#

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

formal spoke
#

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.

fallen thorn
echo pivot
#

Just post it here. That way others may know something about it and be able to answer your question.

echo pivot
#

I take it you read the comments.

formal spoke
#

It does say it's very crashy.

echo pivot
#

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.

fallen thorn
#

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?

echo pivot
#

No

fallen thorn
#

Oh I see. Well I found this mod on nexus that’s supposed to fix the issue. Is this something that could be ported?

echo pivot
#

No it requires SKSE

fallen thorn
#

Well then I’m kinda stuck. Well I appreciate the help.

empty pasture
#

anyone know if the mod author for the Old Kingdom armor and weapon overhauls is on the discord?

echo pivot
#

No. And he is retired.

empty pasture
#

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

echo pivot
#

But it did take a lot of work to collect the perms and put it all together.

echo pivot
empty pasture
#

not sure what that means, is it only on xbox now or?

echo pivot
#

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.

formal spoke
#

You can have it in silver as well if you prefer.

#

There's even a glowing variant someone made. (All PC of course)

empty pasture
echo pivot
#

AMidianborn is on Xbox

empty pasture
echo pivot
#

Yea there are a few ports since it is open perms now.

wintry berry
#

The bane of my existence is pc skyrim

empty pasture
#

is it just the ebony or does it have other armors too?

echo pivot
#

There may be an individual of the Ebony. Not sure

#

Just search on Bnet for Book of Silence

#

Here it is

narrow kestrel
#

Are there any first person combat animation mods for XBOX? presume all the good new stuff requires DAR

wintry berry
#

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

formal spoke
#

Theoretically it could have been "do you want 100 mod slots or 200 mod slots - but 200 mod slots will be more expensive".

wanton peak
#

it might have something to do with the security sandbox

night rover
#

The mod cap for Xbox and PlayStation is a technical thing, nothing nefarious. 🙂

wanton peak
#

yeah

wintry berry
wintry berry
#

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)

formal spoke
#

Depends on the mods I suppose.

wintry berry
formal spoke
#

Nooooo??

wintry berry
#

Also it's player homes

formal spoke
#

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.

pulsar wing
#

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).

wintry berry
#

Yeah I figured

#

Thanks

cunning socket
# vital zealot Ah, you already answered my question, sorry. So I know now that you can change t...

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.

pulsar wing
#

Well, no new meshes or textures, anyways. You could get creative with effect shaders, but that's about it. sakura

#

I feel sorry for anyone that went for the PS4 version before hearing about the restrictions.

wintry berry
#

I'm ready

brave forum
#

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

wintry berry
#

Now if only I could play those

#

cries in ps5

brave forum
#

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 😛

brave forum
#

Probably yeah

#

Isn’t even getting AE

wintry berry
#

Portability doesn't make up for the lack of cc or any mods

small granite
#

I've never had any crashes on Switch, if that counts for it

wintry berry
small granite
#

well there we go then, we have an (un-scientific) answer

wintry berry
#

Perect

#

Perfect

wintry berry
#

So they must've caught a lot of bugs then

brave forum
#

Switch ports suffer a lot
It’s too underpowered

wintry berry
#

Blame Nintendo

vital zealot
#

From)

night rover
brave forum
# night rover Vicn's trilogy all requires SKSE, I believe. I haven't played them yet, just rea...

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)

light wave
#

I wanna learn to mod but may i know what is minimum spec for creation kit?

pulsar wing
#

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.

light wave
#

Why it need Fixes mod?

pulsar wing
#

Well, because it has bugs.

#

The fixes mod fixes bugs as well as makes it run faster and smoother.

light wave
#

Thank you.

brave forum
#

I cannot imagine using the CK without the fixes mod

light wave
#

How long does it takes to create a quest?

brave forum
#

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.

little heart
#

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

wintry berry
#

Anyone know of a mod that adds a cheat room with cc stuff for ps4?

formal spoke
#

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.

little heart
#

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

wanton peak
#

oblivion can use loot

#

all bethesda netimmerse gamebryo and creation games can use loot

#

xedit only works from oblivion to fallout 4

formal spoke
#

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.

#

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).

sharp helm
#

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

wanton peak
#

the only game xedit doesnt work on is morrowind

sharp helm
#

yeah, that's because morrowind does not use FormIDs to differenciate records, but xEdit was build on that.

formal spoke
#

Sorry, I might have been imprecise there.

#

There's a mode for it was probably more where I was going.

wintry berry
#

Anyone know of a PlayStation mod that adds a room or house or something that has enough displays for all armor and unique weapons?

plush epoch
#

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?

sharp helm
#

CombatGameplayOverhaul
(which will have to be disabled until SKSE is updated to AE)

pulsar wing
plush epoch
#

Xbox

pulsar wing
#

Hmm. Well, I was going to suggest Mobile Enchanting but I haven't uploaded it for xbox yet.

plush epoch
#

Oooo that sounds fancy

pulsar wing
#

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).

plush epoch
pulsar wing
#

I'll see about getting it uploaded later today when I get a moment.

sharp helm
#

that reminds me, I still have to upload my Root Dungeon mod to Beth.net

plush epoch
echo pivot
#

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.

plush epoch
#

Ah ok I’ll give it a looksy thanks!

cunning socket
pulsar wing
#

@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?

trim igloo
#

@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.

royal gorge
#

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.

vital zealot
wintry berry
echo pivot
#

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

pulsar wing
#

Performing any kind of text input without custom scripts is an ordeal, is the thing.

#

Bordering on impossible.

echo pivot
#

@keen fog

pine crown
#

Wouldn't text input require modifying UI files?

wintry berry
#

Can a mod for being both a werewolf and vampire exist on ps4?

pine crown
#

Nope. That would require overriding both the vampire and werewolf scripting.

wintry berry
#

Ah

#

Oh well

#

curse you sony

gilded condor
#

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.

wintry berry
#

Thanks!

gilded condor
#

Happy to! 🙂
(But yeah again, not sure what kind of issues you may potentially run into later down the line somewhere.)

wanton peak
#

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

gilded condor
#

It would be something to mess around with a little, but yeah I would not recommend it in more serious playing.

pulsar wing
hushed stream
#

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.

pulsar wing
#

Is EEO not on xbox?

hushed stream
# pulsar wing 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.

wintry berry
#

what

formal spoke
#

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.

empty pasture
#

anyone know the mod that changed the unique named weapons that was part of the old kingdom overhaul?

echo pivot
#

Old Kingdom Weapons

empty pasture
#

yes but no

echo pivot
#

Oh like which nexus mod did they use?

empty pasture
#

i should have been more specific

#

yes

echo pivot
#

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.

empty pasture
#

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

echo pivot
empty pasture
#

thank you i will just sort through this then

wintry berry
#

Anyone here have any reccomendations for lesser known ps4 mods?

#

I need to fill out my load order

wintry berry
#

Are those your mods

#

Cool

pulsar wing
#

The ones I've uploaded for ps4 thusfar, yes.

wintry berry
#

I have all of them favorited lmao

#

And had no idea

pulsar wing
#

Ah.

wintry berry
#

Your mods are cool

pulsar wing
#

ty mhxapeace

karmic path
#

Some are creation club required but if you plan on picking up AE they might be a good fit.

karmic path
#

Np 🙂 let me know if you have any issues with anything if you decide to try em out.

formal spoke
cunning socket
wintry berry
#

I actually have most of your mods favorited too

#

Lol

quasi bear
#

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?

vital zealot
cunning socket
vital zealot
plain birch
#

there are a couple more like it

small ivy
#

Uwu

hushed stream
#

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.

echo pivot
#

Cheat room is an easy way to pick what you want.

hushed stream
#

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.

echo pivot
#

Gotcha. I consider the starting room in Alt start kinda part of character creation. So picking an outfit there works for me.

pulsar wing
#

@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. sakurajuicebox 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. E_think

craggy turret
#

This would be game changing.

pulsar wing
#

I guess. I'm just fascinated that it actually works. I think I'll enjoy fleshing this one out. Flap

echo pivot
#

Very cool!!

tight copper
#

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?

wanton peak
#

yeah most likely

tight copper
#

I figured as much but wanted to be sure. Thank you for some confirmation!!

wanton peak
#

mods that use skse but dont have a dll should work fine once skse updstes

#

they just call skse functions

tight copper
#

Gotcha!

upper basin
#

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

echo pivot
#

And paying for mods is against Terms of Service.

upper basin
#

Nah then not paying i would present it

#

I play Skyrim SE on XB1

echo pivot
upper basin
#

No modder here they can do this ? Im not a modder

echo pivot
upper basin
#

Try to get this permissions i would it do by myself but im not a modder 😫

echo pivot
#

You don’t need to be.

#

Ask if they will allow anyone to port it. Not just you.

upper basin
#

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 🥺

pulsar wing
#

Not without permission.

#

Sometimes that's just how it is.

pine crown
#

That's also a RaceMenu preset, which requires RaceMenu, which requires SKSE. Console porting isn't possible.

upper basin
#

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?

pine crown
#

The Ciri mod is not a RaceMenu preset, which is the key.

upper basin
#

Then it’s possible to create a yennefer like this ?

pine crown
#

Probably, yes, but the mod you linked initially can't be ported to console.

upper basin
#

Ahhh now i know

formal spoke
#

Good timing. 😛

coral zenith
#

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?

hardy garden
coral zenith
#

Awesome thank you!

upper basin
#

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?

sharp helm
#

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

formal spoke
#

It also isn't a problem for consoles.

sharp helm
#

with no skse on consoles, there's no skse to break 😉

upper basin
formal spoke
#

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.

hidden hinge
#

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.

formal spoke
#

That'll be interesting for them to work with,. 😛

hidden hinge
#

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.

formal spoke
#

oh, the spell bundle mods... yeah, they could be fun, although having overlap in the interim isn't necessarily a problem.

hidden hinge
#

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.

formal spoke
#

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.

hidden hinge
#

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.

sterile rune
#

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.

formal spoke
#

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.

night rover
formal spoke
#

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.

hidden hinge
# night rover It's been a while since I played Bruma, does their version of Rielle match the l...

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.

hidden hinge
#

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?

pulsar wing
hidden hinge
#

Looking through the changelog, other than something about applying shaders onto the player, doesn't seem to say anything about fixing that issue unfortunately.

sterile rune
#

Good morning heroes, tomorrow's the big day!

glass bramble
#

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)

echo pivot
echo pivot
#

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"?

sharp helm
#

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.

echo pivot
#

Thanks a lot!

pulsar wing
#

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.

echo pivot
#

Sounds great!! Thanks!

formal spoke
#

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?

echo pivot
#

Sounds like they are all the same. But that would be cool.

pulsar wing
formal spoke
#

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.

pulsar wing
#

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.

formal spoke
#

Logical.

echo pivot
#

Seems like they should all be “master blacksmiths”. At least at the rate it is so easy to become one as the player.

formal spoke
#

Either way, just a thought. 😐

pulsar wing
#

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. E_think

echo pivot
#

Just pick gold

pulsar wing
#

Although a problem with doing a gold-only approach is it doesn't account for the player's speech skill or perks. TamaSad

pulsar wing
#

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). penth I suppose I may have to use the player's level and/or somesuch.

trail blade
hidden hinge
pulsar wing
#

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. NearlAngery

#

At the very least it seems between story/dialogue clues and things like trainer settings I can roughly approximate what they should have.

static kernel
#

Is tomorrow's patch gonna affect Creation Kit binaries? I use a modified PCompiler.dll that removes personal information from compiled Papyrus scripts.

pulsar wing
#

no idea. seems unlikely.

echo pivot
pulsar wing
#

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. E_think

#

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.

echo pivot
#

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.

pulsar wing
#

I really wish they had added a way to dynamically alter recipe ingredients. This is gonna be ugly to implement.

torpid whale
#

anyone know if the following is valid, or even necessary for SSE CK?
[Localization]
iExtendedResponseLength=255
iExtendedTopicLength=161
bAllowExtendedText=1

pulsar wing
#

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.

torpid whale
#

yeah, seems to be no info for SSE

hidden hinge
#

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!

torpid whale
pulsar wing
#

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. thinkingudao

#

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. thinkingudao

#

@echo pivot Thoughts?

echo pivot
#

Does level 100 usually cap out at flawless?

pulsar wing
#

For an iron sword, yes, as there's no perk to boost it.

trail blade
#

Unless you use that restoration enchanting glitch and make the best wooden sword on Nirn

pulsar wing
#

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? Thonk

#

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. Hmming

static kernel
#

How do I get a staff to use a unique model rather than a generic model?

pulsar wing
#

Just change the path.

static kernel
#

I did. It still uses the generic Staff of Conjuration model.

pulsar wing
static kernel
#

Is the CNAM the issue?

pulsar wing
#

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.

static kernel
#

Oh, the issue is I don't have a First Person Object Model.

#

And I don't know how to change that.

pulsar wing
static kernel
#

Yeah, but can I reuse a World Object mesh for that?

pulsar wing
#

Possibly.

#

Not sure how good it'd look, tho.

trail blade
static kernel
#

It doesn't appear at all.

#

Though the spell does work.

umbral ether
pulsar wing
static kernel
#

Might be due to using the Flute's model.

pulsar wing
#

That could be. Some models have specific data relevant to the system or animation in question.

sharp helm
#

It something

violet fulcrum
#

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

pine crown
#

SkyUI may be doing a version check that no longer recognizes the version in this update.

violet fulcrum
#

is there a dedicated SKSE / SkyUI channel or discord where i can read (silently) for updates or workarrounds?

granite flare
#

Playing on XBox, does anyone know of any mods that are known to break Saints and Seducers quest line?

hexed notch
#

idk about breaking but i know skyrim sewers needs a patch

#

idk if that is on xbox though

plush epoch
#

Has anyone dealt with really bright npc faces outside? I’m using obsidian weathers but that’s about it for outdoor lighting I think

night rover
sage echo
#

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.)

night rover
sage echo
#

Ok thanks. Good luck with launch. 🙂

And yes. It is. So ready to play a video game. thank you. ❤️

grand pulsar
#

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.

half mesa
#

SKSE64 has been updated.

#

Pray to the gods.

granite flare
#

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

sage echo
#

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

gloomy river
half mesa
gloomy river
half mesa
plush epoch
#

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?

waxen gale
#

it will need to update for 1.6.318 runtime

granite flare
#

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

formal spoke
#

Could be a texture that's reused, and it's making something flip out.